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		<title>Skrell</title>
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		<summary type="html">&lt;p&gt;Sharp: Navbar edits.&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian (Nral&#039;Malic), Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&lt;br /&gt;
*Skrell have their own language that can be used by typing ,k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &lt;br /&gt;
*Skrell have large heads with protruding head tails and due to this they cannot wear normal hardsuit helmets but instead need to wear Skrell hardsuit helmets (found in EVA). Their head tails also make it uncomfortable to wear normal headwear such as hats so most Skrell opt out of that. However, Skrell can wear normal hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious.&lt;br /&gt;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold multiple degrees over the same field, as a way to specialize, rarely deviating, making them experts. (They might hold multiple degrees on different things within their field of education, rarely outside. Example: A Scientist focusing on the field of Biology might have degrees in Molecular Genetics, Cell Biology, Zoology and so on.)&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, typically hanging down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system, though typical Federation gestures can be found [https://i.imgur.com/uHDsgGu.png here.]&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It’s difficult to differentiate between the Skrell genders, as the only outward difference is the fact that females grow their tentacles faster than males. Tentacles grow throughout their whole life, with the oldest Skrell having very long headtails - and being the least likely to modify their length at spas with headtail-treatments.  Also included is the fact that Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. Oftentimes, Skrell unfamiliar with galactic customs can confuse the gender of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”&lt;br /&gt;
&lt;br /&gt;
Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation allows them to increase their lifespan to an impressive 300 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering effects of the Synthetic Singularity&#039;s utilization of biological warfare, a sizable percentage of Skrell are completely sterile. Thanks to the intense research efforts of Skrellian doctors and scientists, modern Federation specialists have the capability to at least partially reverse these effects in half of all Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only about a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have 8 eggs hatch at a time. Without treatments, effected eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
===Volvuunt Qixqalau===&lt;br /&gt;
There is a disorder named &amp;quot;Volvuunt Qixqalau,&amp;quot; which in a dead Skrellian language translates to &amp;quot;protruding branchia&amp;quot;, which can affect Skrell. As the name implies, it is a mutation in which the branch-like gills extend out from the neck, instead of the internal gills covered by slits that Skrell are normally born with. Skrell with Volvuunt Qixqalau are born with it, and it cannot be developed over time.&lt;br /&gt;
&lt;br /&gt;
Skrell affected by Volvuunt Qixqalau can suffer relatively little with the disorder, and the external gills can even be more effective underwater due to the increased surface area. However, due to the very delicate nature of the filaments, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - some Skrell have such trouble with the gills that they are corrected by surgery, which is a lengthy and risky procedure due to the rarity of the disorder, and the sensitivity and delicate nature of the area, but technological advances and skilled surgeons make it incredibly possible.&lt;br /&gt;
&lt;br /&gt;
Research as to how the mutation occurs been mostly inconclusive, showing that it can only be caused by inherited genetics. Censuses show that the prevalence of this mutation has decreased dramatically since the Synthetic Singularity due to the loss of life, and Skrell affected by Volvuunt Qixqalau make up only 22% of the Federation&#039;s population.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
&lt;br /&gt;
Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. Skrell skin notably contains glands which secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
&lt;br /&gt;
Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
&lt;br /&gt;
There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50.  It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other.  Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records.  Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
&lt;br /&gt;
Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Psionic Dream&#039;&#039;&#039; or Srom. Here, their thoughts focus inwards - connecting to others on a deeper level than the Wake can allow, transmitting not only thoughts, but also emotions and memories. It is hard to keep secrets in the Dream - while one is asleep, they may mutter their thoughts aloud.  it is also easier to transmit and think up original ideas - while the Wake is extremely far-reaching, the Dream is quite short in its range, and it is easy to separate oneself from the &amp;quot;dreamclutter&amp;quot; of the general populace either by secluding oneself far enough away or using aluminum-plated sleep rooms, headpieces or blankets.&lt;br /&gt;
&lt;br /&gt;
However, both over- and undersleeping is frowned upon in Skrell society. Oversleepers are seen as reclusive and suspicious individuals who, for whatever reason, do not wish to be affected by the Wake, and undersleepers are seen as holders of deep and potentially dangerous secrets.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward.|Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befreind Federation skrell to gain the benefits of Jargon technology that they&#039;re not allowed to bring outside of Skrell space.&lt;br /&gt;
&lt;br /&gt;
Skrell display intimate emotions by touching the heads (or head-tails) of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
Skrell faces are extremely plain, and have next to no expression or difference between faces of different genders and individuals. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind with telepathy and Nral&#039;Malic, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. When feeling extreme emotions, Skrell may begin to cry - however their tears are an inky black. Skrell who cry will have black near their eyes, and if they do so for a long time it will stain the skin. This makes it easily identifiable for those who require consoling, however the stains can be removed with treatment.&lt;br /&gt;
&lt;br /&gt;
The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
&lt;br /&gt;
===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
&lt;br /&gt;
The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
&lt;br /&gt;
While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
&lt;br /&gt;
Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
&lt;br /&gt;
===Telepathic===&lt;br /&gt;
Telepathy for Skrell comes naturally while their body is in a restive state, and dreams become less about sleeping and more about constantly staying in communication with other Skrell. This form of telepathy has been called &#039;&#039;&#039;Srom&#039;&#039;&#039;, or &#039;&#039;&#039;Dream&#039;&#039;&#039;, and is how Skrell have &#039;dreamt&#039; their technological advancements - using their resting state to communally discuss new technologies and ideas with others within this Srom. When entering deep sleep, a skrell may begin to actually &#039;mutter&#039; instead of communicating - this means that Skrell that hold secrets must work actively to avoid sharing information, whether through aluminium-plated sleep rooms, blankets, or headpieces. Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in light sleep, which fails to give the body the rest it needs. This means most who hold secrets have the telltale sign of being constantly tired, however you can train your mind to remain awake while your body rests through months, or years of experience in meditation. This meditation is learned easiest by speaking to another who already knows it, however a common practice is to share the secret you wish to hide with this other person before they teach you how to meditate properly. Scientists are constantly isolating themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with eachother in private, even going so far as to isolate themselves under the sea or in space labs to avoid dreamstealers or dreamclutter from the general populace.&lt;br /&gt;
&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Main page: [[Skrell History]]&lt;br /&gt;
&lt;br /&gt;
The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;15th Century&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
&lt;br /&gt;
By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&#039;&#039;Main articles: [[Skrellian Cuisine]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings are made to be pleasing and not overtake the enviroment.]]&lt;br /&gt;
===Idols===&lt;br /&gt;
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called &#039;&#039;&#039;Idols&#039;&#039;&#039;. Idols are often propped up by the Federation on government run &#039;&#039;&#039;social media&#039;&#039;&#039;, encouraging average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; Research grants, private shuttles, high-class housing, there are thousands of different rewards for being an ideal citizen that follows laws and regulations, and an even higher pressure to remain that way. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media. &lt;br /&gt;
&lt;br /&gt;
Idols can be from almost any career, as long as they are models of the Federation utopia. Idols are selected for advertisement based on their popularity: An moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - maybe even the whole Federation! Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Solarian and Frontier holonetworks.&lt;br /&gt;
&lt;br /&gt;
A “well-known secret” of the Jargon Federation is that Idols are comprised exclusively of very well Wake-attuned individuals with strong outer influences. Due to the Genophage, however, they seem to dwindle, creating a shortage of idols - prompting Jargon Federation to look into similarities between the Wake and Vaurca’s hivenet - so far with little results; although some C’thur serve as propaganda pieces in an experimental fashion.&lt;br /&gt;
&lt;br /&gt;
===Work Ethic===&lt;br /&gt;
&lt;br /&gt;
Skrell life is highly dependent on contribution of less-valued but highly crucial manual labor workers, although Skrell rarely ever want to work in these roles. These undervalued Skrellian workers are often pampered by the government to encourage them to keep working these jobs, giving a max 25 hour work week and complimentary pools in the workplace. Before other species were capable of taking the menial labor, the Skrell were in a serious depression due to the lack of workers and fears of automation, however, in &#039;&#039;&#039;2320&#039;&#039;&#039; Skrell found the first &#039;&#039;&#039;Dionae&#039;&#039;&#039; pod in space, and after years of study, began incorporating them into workplaces in the late &#039;&#039;&#039;2360&#039;s&#039;&#039;&#039;. This integration has allowed for at least one Dionae to be found in almost every factory, and Skrell co-workers usually give them the less mentally-required tasks to complete. Lately, Skrell have begun outsourcing some of their manual labor to other species such as Humans, Tajarans, and Vaurca. &lt;br /&gt;
&lt;br /&gt;
One of the main sources of workers being tested on planets outside Jargon is the C&#039;thur hives&#039; bound workers. The Federation requests bound workers on commission from the hive, although rations it to disallow more than 3 Vaurca per workplace, and they must all be constantly monitored and researched.&lt;br /&gt;
&lt;br /&gt;
In the past, Skrell valued synthetics for they simply took all this out of their hands and let them live in the perfect society where any Skrell could commit to whatever career they wanted. Now, however, if a Skrell feels they could complete the job that a synthetic is trying to, they will try.&lt;br /&gt;
&lt;br /&gt;
===Pop Culture===&lt;br /&gt;
&lt;br /&gt;
It&#039;s an open secret that media has been influenced by the government ever since the First Federation. Officials use money, influence, and government policy to steer the direction of The Federation&#039;s pop culture. Because of this, Skrell rapidly consume media and are constantly on forums, chat rooms, holonet, or sharing funny political and scientific jokes.&lt;br /&gt;
In &#039;&#039;&#039;film and cinema,&#039;&#039;&#039; the Federation offers production studios huge subsidies if it includes some sort of moral message. The largest grossing films always include quirky, ambition filled heroes defying the odds using family and friend support structures, self esteem, and personal growth in the pursuit of fame and intelligence. The hero&#039;s journey arc is very popular in Skrellian storytelling, as well as comedy, specifically satire and deadpan sarcasm that are hard for non-Skrell to pick up on. Imagine modern memes.&lt;br /&gt;
&lt;br /&gt;
=== Cuisine ===&lt;br /&gt;
Food and drink for Skrellian cuisine varies wildly depending on the planet you&#039;re on, especially because of the sheer amount of planets. On average, Skrellian dishes are largely made up of aquatic creatures and plants. While some flora and fauna can be successfully transplanted to different worlds, the process is carefully monitored so as to not upset local ecosystems. Because of this, hydroponics and animal farming techniques are used to minimize the expensive imports and keep planetary environments safe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Skrellian Cuisine]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Naming System ===&lt;br /&gt;
Every Skrell is born with two names, both of them being made up by the Skrell caring for them. These names are not inherited or transferred on marriage - if a Skrell chooses to acquire a surname, they would technically have three names.&lt;br /&gt;
&lt;br /&gt;
Name additions are a common facet of Skrell culture. It is common for a Skrell to add a name or a word to their name at some point in their lifetime. Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as breaking of an almost sacred tradition, as it lowers the significance of all other name additions, and is never authorized by Jargon bureaucrats. However, some Skrell outside Jargon may choose to do so anyway out of spite, simple ignorance, or other reasons.&lt;br /&gt;
&lt;br /&gt;
The significance of such name extensions varies greatly, but the most basic rule governs pronunciation and helps to suggest the connotation of the addition.&lt;br /&gt;
&lt;br /&gt;
Typically a “&#039;&#039;&#039;-&#039;&#039;&#039;” before an addition denotes a &#039;&#039;&#039;feeling of respect&#039;&#039;&#039;. This is often used with names that are meant to pay remembrance to figures, events, or locations. In spoken Skrellian, the presence of a - is pronounced by allowing a moment between the Skrell’s original name and the addition. In other words, the dash is treated as if it were a space between two words.&lt;br /&gt;
&lt;br /&gt;
The use of “&#039;&#039;&#039;‘&#039;&#039;&#039;“ before an addition signifies a more &#039;&#039;&#039;personal connection&#039;&#039;&#039; to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word.&lt;br /&gt;
&lt;br /&gt;
If a Skrell considers their addition notable enough, they may choose to translate it to Tau Ceti Basic for their work IDs and records in places where Nral&#039;Malic is not widely spoken. This has only been picking up recently, and is somewhat uncommon.&lt;br /&gt;
&lt;br /&gt;
=== Relationships ===&lt;br /&gt;
Skrell society has always placed a special significance on the bonds between an individual and the people they interact with. The shift from regional dialects to Nral’Malic saw a change in the words used to describe these ties, but the feelings they convey have remained the same for much of history. The concept of partnerships whether fraternal, platonic, or appreciative carry with them a weight that has only grown over the recent centuries.&lt;br /&gt;
&lt;br /&gt;
The Nral’Malic language begins each name for a partnership with the same root word, Qu. This word signifies a partnership or a shared bond with another person, with correlations to gravitational orbits. Qu often means Star, and when followed by qualifiers can mean many things in orbit. These qualifiers specify the nature of the partnership which the phrase is describing. The following are a few of the more commonly used utilizations of Qu, however you are free to create any to fit a relationship if these don&#039;t work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Poxii - Starlover, Starlight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Skrell term for a person who is a chosen &#039;&#039;&#039;partner, friend, and mate&#039;&#039;&#039;. Those who choose to become Qu&#039;Poxii are mutually deciding that they are lifelong partners, and this relationship is not restricted to only two Skrell. Polyamory is commonplace with those who have had strong connections with each other for years, meaning best friend groups will eventually elevate their relationship to this level simply out of necessity to reproduce. Qu&#039;Poxii relationships often involve deciding to create children with the others involved, where those in the relationship will raise the child until they leave for school. Polyamory is not recognized in Tau Ceti, and Skrell who move there are often warned of such.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Kaax - Stardancer, Satellite&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The term most commonly used to refer to a valued or treasured &#039;&#039;&#039;coworker&#039;&#039;&#039;. In sharing common goals, proximity, and interests, many Skrell come to feel a special connection with the people they work with closely.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Nioh - Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This word is used most in junction with the Human word “&#039;&#039;&#039;friend&#039;&#039;&#039;” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Qu’Nioh” is someone who the speaker did not expect to form a bond with but has come to value highly. This can be for a number of reasons ranging from an initial mutual disdain to a simple perceived lack of convenience or statistical unlikelihood. This expression was especially prevalent shortly after first contact as Skrell referred to their new acquaintances of the previously unknown Human race. Among the most common literal translations: “A dear friend who was earned” and “&#039;&#039;&#039;An unexpected friend&#039;&#039;&#039;.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Pluux - Comet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This phrase refers to a bond one has formed due to situational circumstances. The word “Pluux” in this context conveys a &#039;&#039;&#039;temporary partnership&#039;&#039;&#039;, but this not always meant to be negative. This situation is seen as transitional, leading to longer lasting bonds after sufficient time has passed. This could refer to a business partner one is currently working with, a former rival one is patching things up with,  a relative stranger one is becoming acquainted with, or a valued friend one feels distanced from. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Draa - Starchild, Starblood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a bond by resemblance or &#039;&#039;&#039;familial love&#039;&#039;&#039;. “Draa” in this case refers to one’s family foundations, like mother, father, siblings, caretaker, etc. “Qu’Draa” is a broad catch-all term that applies to both near and distant relatives, as well as those like family. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Skrell Families]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have [[Skrell Faith|two dominant faiths]] in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow. &#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. &#039;&#039;&#039;Weishii&#039;&#039;&#039;, the second dominant faith of the Skrell, is a more modern faith which was born shortly after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrell&#039;s long tradition of political councils, the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&lt;br /&gt;
&lt;br /&gt;
Members of the Federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
&lt;br /&gt;
===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 48 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 24 billion individuals, is concentrated in the core system of &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as Eriuyishi and Gli&#039;morr.&lt;br /&gt;
&lt;br /&gt;
Jargon V (known as &#039;&#039;&#039;Aliose&#039;&#039;&#039;) forms another important home for Skrell in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrell native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV (Qerrbalak) labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
&lt;br /&gt;
Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Skrell Military|Military]]===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the Galaxy. Most of the Skrell&#039;s strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon&#039;s economic system features working facilities with hierarchical managers being installed by the government. They do not own these facilities per se, but the highest in the chain of command has essentially full of control of the facility they are assigned to.&lt;br /&gt;
&lt;br /&gt;
For example, where a human would just own a restaraunt, a Jargon Skrell would basically be entrusted to run and manage a restaraunt that is technically government-owned, and get a salary for it. Government officials can intervene at any time, or replace the top manager entirely if they deem the current one unsuitable. There is also a high potential for promotion, which is the government entrusting the individual with more facilities to manage, up to being ministers for whole fields of production. &lt;br /&gt;
&lt;br /&gt;
This system is far from the ones humans know as communism and socialism however, as the Jargon Federation understands that its citizens are not equal. Money exists as a medium for exchange with the government, and different job positions are rewarded according to their required qualifications - scientists would afford to buy much, but menial workers would need to settle for less. This unit of currency is called the Jargonian Uux. When a need to travel abroad arises, particularly wealthy or privileged Skrell may request &amp;quot;subsidies&amp;quot; from the government, which is essentially exchanging uux for galactic credits.&lt;br /&gt;
&lt;br /&gt;
When dealing with other Skrellian factions, Jargon usually employs barter. It also keeps a stock of galactic credit which is acquired via import/export in order to deal with other galactic powers. &lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
&lt;br /&gt;
One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
&lt;br /&gt;
Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
===The Different Era of Skrell===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Sharp</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_Faith&amp;diff=13406</id>
		<title>Skrell Faith</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_Faith&amp;diff=13406"/>
		<updated>2019-10-24T09:23:49Z</updated>

		<summary type="html">&lt;p&gt;Sharp: Navbar edits.&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
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The Skrell have had numerous religions and beliefs throughout the ages, all advocating different things. Presently there are two beliefs within the Federation with large followings, &#039;&#039;&#039;Qeblak&#039;&#039;&#039; and &#039;&#039;&#039;Weishii&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Qeblak==&lt;br /&gt;
The most ancient of these religions and one with the largest following has a decentralized and less stringent system, although a deist one at its core, it lacks strict practices that other galactic religions have, instead it instills the sense of exploring the world as we know it, starting with their home planet and then beyond, and promoting the need to understand it all. From the most minute of particles to the largest galactic entities. This belief maintains that the existence of the universe was brought upon something, that while the process of how it came to be understood, the catalyst of it all is sought, as all things require some measure of action, so in order to do that, the collective races needs to uncover every mystery in the galaxy in order to fully understand everything within it, and possibly beyond. This makes Qeblak a religion that highly celebrates the pursuit of knowledge, exploration, science and innovation, to them, science is part of culture.&lt;br /&gt;
&lt;br /&gt;
Members of the Qeblak belief come together on a weekly basis at their preferred dome. A dome is a structure that tends to exist in urban centers, with the Federation doing its best to ensure all Federation citizens have reasonable access to ones. Depending on size and technology sophistication, it hosts ceremonies under Star Keepers, the only form of religious figures for the Qeblak faith. Star Keepers act as counselors, advisors and community spiritual leaders. They ensure the maintenance of their assigned Dome and host events whereupon members of the community gather for an in-depth demonstration of a galactic entity, ranging from stars, planets, nebulas and so on, all using the latest available holographic projects, permitting attendees to experience what is being covered. &lt;br /&gt;
&lt;br /&gt;
The role of a Star Keeper, while considered accessible to the general public is still highly respected. To be one, an applicant needs to be vetted by the Federation and to pass certain checks and balances. This minimizes the chance of subversive or unwanted individuals from acquiring the role.&lt;br /&gt;
&lt;br /&gt;
The oldest and most accomplished Star Keepers occasionally take the prestigious position of Star Chanter, who dedicate the rest of their lives to recounting the Skrellian history nearly lost in the Third Incident.  There are only a handful of Star Chanters on each Federation world.  Many Star Keepers devote well over a hundred years to becoming worthy of the position and very few are accepted.&lt;br /&gt;
&lt;br /&gt;
==Weishii== &lt;br /&gt;
A new belief within the Federation following the liberation from Glorsh. Following the collapse of the Federation under Glorsh totallarian, the Skrell as a species had endured extreme tragedy, atrocities and wholesale genocide. This has spawned this new belief, one that favored a more spiritual attempt at gaining insight with the galaxy, in the belief that the constellations all around us hold the key to understanding their fate and place in the galaxy. Whereas a member of the Qeblak faith would learn and study, a member of the Weishii faith would meditate, attempt to get a deeper inner understanding. This is generally attempted through the usage of Wulumunusha, a flowering vine that has came into existence following the meddling of the biosphere of Xrim by Glorsh.&lt;br /&gt;
&lt;br /&gt;
At Wulumunusha houses, members of the Weishii belief ingest or consume the flowers of these vines, which is supposed to awaken a Skrell&#039;s inner spirituality, having strong psychoactive effects that could last for days. It is not uncommon for Skrell to go to these establishments on their holidays for even up to a week. Flora-geneticists and xenobotanists have managed to cultivate a breed that is void of negative side effects. Described effects include metacognition, introspect, euphoria and relaxation, but the drug may be dangerous and, in singular cases, even lethal for humans. &lt;br /&gt;
&lt;br /&gt;
==Astrology==&lt;br /&gt;
Both Qeblak and Weishii place emphasis on the stars and pay particular mind to 11 constellations that lay along Jargon IV’s ecliptic.  While Skrell acknowledge 148 constellations, they consider their ecliptic constellations major and others minor.&lt;br /&gt;
&lt;br /&gt;
The primary meanings of each constellation are by no means prescriptive.  The most literal astrologists cross reference each constellation in relation to a number of factors including planetary alignment, time of day, orientation, and year, and the more general astrologists treat the constellations as tools for personal contemplation and introspection.  So, while each major constellation has a set of primary meanings, these meanings may vary drastically based on the interpreter.&lt;br /&gt;
&lt;br /&gt;
The constellations:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Island&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:01island.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Loneliness. Introspection.  Earth.  Rising above, or, in certain orientations, sinking beneath.  Reality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Hatching Egg&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:02egg.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: New beginnings. A fresh start.  Youth.  Life.  Excitement.  Ignorance.  Foolishness.  Joy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Star Chanter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:03singer.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Wisdom.  Spirituality.  Connection with the stars.  Connection to history.  Aloofness.  A rigid path. Air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Jiu’x’klua&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:04qlua.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Art.  Creation.  Loss.  Sadness.  Longing.  Communication. The imaginary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Stormcloud&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:05storm.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Conflict.  Shock.  Surprises.  Tension.  Endurance.  Strength.  Force.  Fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Gnarled Tree&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:06tree.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Age.  Wisdom.  Sickness.  Frailty, or, in certain orientations, toughness.  Rigidity.  Tradition.  Plantlife. Balance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Poet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:07poet.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Communication.  Progress.  Science.  Advancement.  Longing.  Art.  Expression.  Loneliness. Contentment.  Dreams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Bloated Toad&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:08toad.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Greed.  Arrogance.  Wealth.  Success.  Smugness.  Laziness.  Accomplishment.  Adulthood.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Void&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:09void.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Death.  Endings.  Mystery.  The unknown.  Fear.  Danger.  Creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Qu’Poxiii&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:10qu.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Love.  Friendship.  Company.  Opposites.  Teamwork.  Happiness.  The material.  Safety.  Progress.  Support.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fisher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:11fisher.png]]&lt;br /&gt;
&lt;br /&gt;
Meanings: Hard work.  Stagnation.  Embarrassment.  Water.  Patience.  A long, but productive wait. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Minor Beliefs==&lt;br /&gt;
These beliefs were, until the rise and fall of Glorsh, mostly extinct, with the amount of followers being negligible to none. With the upheaval and separation of Skrellian society, these have gained traction and more followers. Due to the fact these beliefs go against the core values of the Federation, they are &#039;&#039;&#039;outright banned&#039;&#039;&#039;, and people discovered to adhere to them suffer extensive economic penalties. &lt;br /&gt;
&lt;br /&gt;
===Suur’ka=== &lt;br /&gt;
While it is true that the Skrell society do not resort to violence and martial superiority unless necessary, there have been exceptions to this rule. This belief abhors what it views as the present complacency and docility of the Skrell, instead pushing for a more aggressive and brutal way of handling issues. It values strength and force as guiding principles for society. This belief has gained traction in the Traverse following the fall of Glorsh and by some Skrell living beyond the Federation. These followers within the Federation tend to be shunned.&lt;br /&gt;
&lt;br /&gt;
===Kir’gul=== &lt;br /&gt;
Almost the opposite of Suur’ka, it is a belief that attempted to focus on the full individuality of a Skrell, suppressing the Wake as to not push people into thoughts that were not truly their own. This belief has mainly gained traction among the Skrell that live amongst alien dominant species, where the Federation fueled collective emphasis is not as prevalent.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Sharp</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Federation_Education&amp;diff=13403</id>
		<title>Federation Education</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Federation_Education&amp;diff=13403"/>
		<updated>2019-10-24T09:20:12Z</updated>

		<summary type="html">&lt;p&gt;Sharp: Navbar edits.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
== Education ==&lt;br /&gt;
=== Early Development ===&lt;br /&gt;
Skrell begin learning before they&#039;re even hatched, simply by being near their caretakers. Guardians will passively form a sort of &#039;&#039;&#039;telepathic bond&#039;&#039;&#039; between the children, which is made through caring for the unhatched egg. If guardians do not form this telepathic bond, it&#039;s likely that both of them won&#039;t feel they&#039;re being cared for - and is thought to cause more rebellious children.&lt;br /&gt;
&lt;br /&gt;
Once the eggs are born, they are very fragile and inquisitive yet can swim on their own, however cannot walk until age 5-10. Around this time, caretakers will train them to better use their communication skills - talking back and forth telepathically, while also talking in Nral&#039;malik to show what words mean. &lt;br /&gt;
=== Kindergardens ===&lt;br /&gt;
&#039;&#039;&#039;Kindergardens&#039;&#039;&#039; make up the whole of teaching from &#039;&#039;&#039;ages 5-19&#039;&#039;&#039;, and are often large buildings built with gardens, science labs, holodecks, and libraries. Counselors and teachers will take over education, teaching subjects like language, science, math, social guidance, and galactic history until 10. Recently, Tau Ceti Basic has been added to kindergarden teaching - to allow easier exploration of other stars not owned by skrell.&lt;br /&gt;
&lt;br /&gt;
Secondary classes in &#039;&#039;&#039;kindergardens&#039;&#039;&#039; are taught to &#039;&#039;&#039;ages 10-19&#039;&#039;&#039;, teaching the equivalent of everything &#039;&#039;&#039;high schools&#039;&#039;&#039; do while also beginning to incorperate Federation ideals in daily living - &#039;&#039;&#039;Unitarian, altrustic, and democratic&#039;&#039;&#039; ideals are encouraged heavily, all coming together in the ultimate goal of ensuring all newborn Skrell value the Federation and its goal of Peace and Learning. Kindergardens are all government run, with high budgets and police guards, and are one of the most heavily guarded areas in Federation civilian space.&lt;br /&gt;
&lt;br /&gt;
After leaving the kindergardens, Colleges and universities begin to take applicants. &lt;br /&gt;
&lt;br /&gt;
===Colleges and Universities===&lt;br /&gt;
Basic colleges take in students for non-specialized roles, and to graduate you must go through &#039;&#039;&#039;10 years of schooling&#039;&#039;&#039; - which includes experience in the field. These colleges teach you how to do a multitude of jobs, and encourage taking on researching a secondary subject or art as a hobby. To get a reliable job in any of the combined sciences in the Federation, however, you must go through &#039;&#039;&#039;2-3 colleges&#039;&#039;&#039; in similar fields. This is why Skrell from the Federation are often regarded as being overachievers, knowing more about a broad subject than others who just went for one school year. Each individual Jargon schooling program credit is regarded as an equivalent to a PhD in human space, but Jargon Federation itself lacks distinguishment between bachelors, masters and doctorate programs. &lt;br /&gt;
&lt;br /&gt;
Colleges have recently been made to allow students to leave Federation space while still learning through &#039;&#039;&#039;field trips&#039;&#039;&#039;, where the teacher will take them to other nations in the galaxy and display how the locals operate. Students are to always remain together and must have armed security officers - recently made a requirement by the Federation&#039;s first exploration of the Unathi homeworld of Moghes after several incidents.&lt;br /&gt;
&lt;br /&gt;
Skrell &#039;field trips&#039; are famously known for being very annoying to locals, who complain &#039;They just won&#039;t stop asking questions.&#039;&lt;br /&gt;
&lt;br /&gt;
==Famous Schools==&lt;br /&gt;
&lt;br /&gt;
===[[The_Gliutip’lyaz_University|Gliutip’lyaz University, The Grand University]]===&lt;br /&gt;
Among the most prestigious centers of learning in Skrell space is the Gliutip’lyaz University. Founded in &#039;&#039;&#039;2350 CE&#039;&#039;&#039;, the establishment has been hailed as having the most diverse and strenuous coursework within the Jargon Federation. Although originally based on the surface of &#039;&#039;&#039;Qerr&#039;Malic&#039;&#039;&#039;, the main campus of the university is now a ship capable of bluespace travel. When outside of the Nralakk system, the Gliutip’lyaz travels between multiple systems within Federation space, its destinations change depending on curriculum. &lt;br /&gt;
&lt;br /&gt;
Alumni of the Gliutip’lyaz University have historically been incredibly driven with the majority of them taking their respective fields by storm. This trend of producing capable, well rounded graduates has earned the establishment a colloquial title as “&#039;&#039;&#039;The Grand University&#039;&#039;&#039;.” &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Academics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Students of The Gliutip’lyaz University are subject to harsh testing and critique as their grades are periodically released to the public. Scoring under seventy percent on an applied knowledge exam, or any other graded activity, is grounds for prompt expulsion.  Each year, only a hundred Jargon citizens are accepted by the school’s board. In order to graduate, a student must attend the university for 23 years. Each student is initially put into a variety of subjects and expected to quickly attain proficiency. Among the subjects taught aboard the Gliutip’lyaz are sciences such as biochemistry and anatomy, critical thinking and decision based courses such as historic arts and martial combat, as well as applied arts such as music and sculpting. New students are expected to have a working understanding of physics and chemistry before attending classes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Famous Graduates&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most prominent example of the caliber of Skrell produced by the Gliutip’lyaz is &#039;&#039;&#039;Grand Councillor Weashbi Jrugl&#039;&#039;&#039; himself.&lt;br /&gt;
&lt;br /&gt;
===[[Aliose_University_of_Medical_Sciences|Aliose University of Medical Sciences, Aliose Uni]]===&lt;br /&gt;
The Aloise University of Medicine Sciences was founded in &#039;&#039;&#039;2100&#039;&#039;&#039; by the Federation as a means to improve upon the species genetically, bolstering health services for the whole of the species. The university continues to be a forefront of medical, biomechanical, and genetics research in the galaxy ever since its conception, and is one of the major factors in giving the Skrell such bountiful lifespans.&lt;br /&gt;
The most impressive feat in medical sciences to date has been &#039;&#039;&#039;cloning&#039;&#039;&#039; - at first met with skepticism but now extremely highly regarded for the creation of the &#039;&#039;&#039;Tup Commandos&#039;&#039;&#039; in &#039;&#039;&#039;2350&#039;&#039;&#039; that make up such a large amount of the Federation&#039;s Navy and Military.&lt;br /&gt;
&lt;br /&gt;
The Aliose University was also very much regarded as a powerhouse of high-quality students when first contact with Humanity happened, and for the years following a single company set its eyes on trying to hire every single graduate - Zeng-Hu Pharmaceuticals. The Aliose Teacher Council at the time saw this as mildly concerning, but soon Zeng-Hu had come to them with a drafted plan for mutual gain - a chance to invest in the bustling company-nation of &#039;&#039;&#039;Epsilon Eridani&#039;&#039;&#039;, which the Teachers Council accepted. &lt;br /&gt;
&lt;br /&gt;
Zeng-Hu had achieved its initial plan of bringing cloning technology to Humanity, while also connecting ties to the core of the Federation&#039;s medicinal research. Continued research between both Zeng-Hu and Aliose Uni has vastly increased the lifespan for both species, and has gifted the galaxy with synthetic organs and augmentations, as well as implants. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Famous Graduates&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lori&#039;Eldap Joolro&#039;Loveq&#039;&#039;&#039; is the Grandcouncilor of the Teachers Council, and the longest living Skrell in the galaxy - having lived for a total of &#039;&#039;&#039;559 years&#039;&#039;&#039;. They are treated hourly with chemicals - and have had several organ surgeries. Although weak physically, they are very strong mentally and &#039;&#039;&#039;teach [[Skrell#Telepathic|telepathically in the Dream,]]&#039;&#039;&#039; in an aluminum classroom.  She is capable of standing for a few minutes, and has famously met the oldest Human in existence several times - and still continues to meet the oldest human every time the current oldest dies.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Sharp</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell&amp;diff=13400</id>
		<title>Notable Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Skrell&amp;diff=13400"/>
		<updated>2019-10-24T09:18:20Z</updated>

		<summary type="html">&lt;p&gt;Sharp: Navbar edits.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
For as long as records have been kept to attest to one&#039;s actions, [[Skrell]] society has been riddled with outstanding individuals who made their mark on history in ways both big and small. Not every grand figure receives the recognition they may deserve, and the stories of many of &#039;&#039;&#039;Nralakk&#039;&#039;&#039;&#039;s finest and bravest minds go unsung. From the Ancient Era of &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;&#039;s fractured lands to the modern days of the unifying &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;, there have been, and always will be, a lucky few who were able to change their worlds and be remembered by the people whose lives they changed.   &lt;br /&gt;
==The Stuff of Legend==&lt;br /&gt;
Among those still remembered by the Skrell are ancient beings of extraordinary tales and feats. Figures separated from the people by vast expanses of time tend to have the significance of their accomplishments grow in accordance with their longevity. Such may very well be the case for those legendary few who were at one point very real, but now seem to have become larger than life.&lt;br /&gt;
===Wreshin Tup===&lt;br /&gt;
&lt;br /&gt;
Wreshin Tup is the given name of a legendary soldier, philosopher, and poet reputed to have been active from approximately &#039;&#039;&#039;1800 BCE&#039;&#039;&#039; to &#039;&#039;&#039;800 BCE.&#039;&#039;&#039;  &lt;br /&gt;
The anthologies of Wreshin Tup are extensive and describe many events, but give little to no insight on his early life. Records believed to date as far back as 1800 BCE describe him as a lone Skrell who traveled between the various governments of Qerrbalak in the hopes of offering counsel. From this humble beginning, Wreshin would eventually find himself to be the leader of a social movement promoting the importance of individual life. Ironically, this respect for individual liberties attracted a small, yet highly skilled, group of militants to support him. This duality between Wreshin’s teachings of peace and the budding warrior-culture forming around him was not lost on Tup himself. By using this group effectively and sparingly, Wreshin Tup was able to pressure many of the governments of Qerrbalak to avoid open warfare and abide by the traditional rules of &#039;&#039;&#039;Skrellian Ceremonial Battle&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Discrepancies in recorded accounts of the figure vary in regards to his description and demeanor along with his alleged lifespan (which was well beyond the expected lifespan of Skrell at the time) suggest that Wreshin Tup was not a single person. While it is accepted among historians that multiple Skrell took up the mantle of Wreshin Tup during the millennium of its usage, the exact number is unclear and remains a popular point of speculation among scholars.&lt;br /&gt;
&lt;br /&gt;
===Rixulin Fliioux’Quualt===&lt;br /&gt;
Rixulin Fliioux’Quualt was a famous artist, sculptor, and fashion designer known throughout Skrell space. Born in &#039;&#039;&#039;1798 CE&#039;&#039;&#039; in the city Juerlduern on Qerrbalak, Rixulin was very social in his childhood. As he grew up, he questioned common themes and motifs in Skrell art. He believed that art, like all things, needed to evolve and change over time. In his mind, what mattered most was creating emotions and passion in people through his work.&lt;br /&gt;
&lt;br /&gt;
His early artwork is very similar to the works of his contemporary artists, but this changed dramatically over his lifetime. He studied historical artforms in his youth and published several theories regarding the evolution of art across the ages and where it would go in the future. He became famous, first, for his avant-garde statues. He sculpted Skrell in daring, proud poses and used multiple kinds of stone in each of his works. The final result was that each statue was drastically different from each other, each being made of materials of varying colors. This style, at first, was met largely with disgust. Many critics claimed his work was shoddy, and believed the different colors across each statue’s body made them look gaudy and garish.&lt;br /&gt;
&lt;br /&gt;
Where Rixulin found his popularity was in the youth of the mid 1800’s. Young minds saw the outlandish and daring nature of his work, and it inspired them to work in ways which had not been done before. After a team of young researchers attributed their medical breakthroughs to inspiration from Rixulin’s work in &#039;&#039;&#039;1874 CE&#039;&#039;&#039;, the artist’s many works of art received the attention they deserved. This began a movement of art known to Skrell as &#039;&#039;&#039;Hyper-expressiveness&#039;&#039;&#039;, and soon the avant-garde nature of Rixulin’s work became a thriving sub-culture throughout Skrell space. &lt;br /&gt;
&lt;br /&gt;
Rixulin Fliioux’Quualt continued to push himself for the remainder of his life. He was commissioned to build many statues on Qerrbalak, going as far as to build three in Xyla, five in Gialok, and a staggering seventeen in Wleshi. Rixulin Fliioux’Quualt died on &#039;&#039;&#039;April 15th, 2056 CE&#039;&#039;&#039; in Wleshi, while matching poses with one of his first statues. Witnesses confirm that he was killed by synthetics. His final pose is viewed as an act of defiance against an oppressive force, and is sometimes used as a crass gesture to this day.&lt;br /&gt;
&lt;br /&gt;
Hyper-expressiveness continues to inspire Skrell art and fashion to this day. Much of modern art juggles the soft, muted colors of more traditional styles along with garish, striking colors like the ones Rixulin often employed. By combining these trends with human art themes, Skrell art has entered something of a second renaissance.&lt;br /&gt;
&lt;br /&gt;
== The Recent Memories ==&lt;br /&gt;
Not every great individual is so far gone that only their stories remain. Those recently lost are often thought of as frequently as they were in life. Alive or dead, there are many that the Skrell remember not only as tales and legends, but as people who walked with them. Some of these modern figures may have yet to see their greatest moment, while others may simply be waiting to fade away. These are the stories of those who are still remembered as individuals.  &lt;br /&gt;
===Weirun Tup===&lt;br /&gt;
&lt;br /&gt;
Weirun Tup was only twenty years old when the year &#039;&#039;&#039;2056 CE&#039;&#039;&#039; began. He had agreed to join the Federation Navy along with three of his siblings, all of whom were eager to deploy pending training and aptitude testing on the scientific hub of &#039;&#039;&#039;Aliose&#039;&#039;&#039;. Following the sudden, rapid expansion of the &#039;&#039;AI singularity&#039;&#039;, young Weirun quickly found himself swept up in the confusion of those first few, horrific weeks of open combat. While he was able to eventually find refuge from the ongoing attacks, his brother and sisters were not so lucky. &lt;br /&gt;
&lt;br /&gt;
As the regime of synthetics continued, Weirun Tup relied on his faith in the &#039;&#039;&#039;Qeblak&#039;&#039;&#039; beliefs as a source of both escapism and hope. &#039;&#039;“If I must die, then let it be among the stars.”&#039;&#039; When rumors spread of a growing resistance somewhere on his planet, he interpreted it as proof that the Skrell were not fated to die out due to this &#039;&#039;Synthetic Oppression&#039;&#039;. Within years of this resurgence of hope, Weirun had made the journey to the liberated city of &#039;&#039;&#039;Fedas&#039;&#039;&#039; and joined the ranks of his fellow patriots. As the Skrell rebuilt from the ashes of the old Federation, Weirun finally achieved his dream of stellar travel. Captain Weirun Tup was among the first recognized captains of the Federation, and would go on to chart new systems and explore the galaxy for the betterment of the Skrell scientific community. &lt;br /&gt;
&lt;br /&gt;
In the year &#039;&#039;&#039;2426 CE&#039;&#039;&#039;, Wierun Tup was participating in a joint exploration effort between Skrell and Human scientists when they stumbled upon a new form of Dionae structure. This &#039;&#039;&#039;Organic Craft&#039;&#039;&#039; sprang to life, disabling one of the research vessels within minutes. This event proved to have a significant effect on the Captain. He argued that this craft made it clear that the Dionae structures as a whole merited official recognition as an &#039;&#039;&#039;Entity of Interest&#039;&#039;&#039; to be dealt with by Federation Representatives. The Grand Council quickly voiced their approval and appointed five Representatives, including Captain Weirun himself, to conduct ambassadorial duties with any and all Dionae structures. The Captain continued to explore the galaxy, making contact with several clusters including the &#039;&#039;&#039;Epsilon Ursae Minor&#039;&#039;&#039; collective, on &#039;&#039;&#039;[[#Discovery.2C_Part_Three_-_The_Planet_of_Eden|The Planet of Eden]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Thirteen years in his adventures of studying Dionae structures and serving as an official Federation Representative to the Dionae, Weirun Tup had become the Director of a small laboratory on &#039;&#039;&#039;Eden&#039;&#039;&#039;, in the &#039;&#039;&#039;Epsilon Ursae Minor&#039;&#039;&#039; system, where he became deeply enamored in the Diona society there. Nine years into the intensive studies, Director Weirun had been seen leaving into the forest, saying, &amp;quot;&#039;&#039;I want a clearer view of the stars before I sleep&#039;&#039;&amp;quot;. By morning, Weirun&#039;s affects were returned to the researchers cryptically stating that the man was &amp;quot;&#039;&#039;Well and a part of us, now&#039;&#039;&amp;quot;. When further questioned, the Dionae stated that the Director had been suffering a terminal illness and had decided to become a part of the collective. This left many of the team skeptical as their Director had not been showing signs of any illness. &lt;br /&gt;
&lt;br /&gt;
Despite the mysterious disappearance of their beloved Director, the man was venerated by other Skrell as the first of their kind to have truly ascended and become a part of something greater, and it is said that one can still speak to the Director through a Gestalt that remains with the Skrellian settlement. Since then, Skrell from the Federation have often made pilgrimages to and from Eden as a spiritual journey- others choosing it as their final resting place through &amp;quot;reincarnation&amp;quot;, following Director Weirun Tup&#039;s example and becoming a part of the Dionae residents. The process has never been observed before, but friends and families of the &amp;quot;ascended&amp;quot; hold fast in their beliefs that there is undisputed proof that such a thing is real.&lt;br /&gt;
&lt;br /&gt;
===Weashbi Jrugl===&lt;br /&gt;
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Weashbi Jrugl was born on the Skrell homeworld in &#039;&#039;&#039;2357 CE&#039;&#039;&#039; to a doctor and an engineer in the ruins of a city between Heshy’Qlip and Xyla. As he grew up, he gained a drive to learn as much as he could about the animals and people of his homeworld. He became a skilled mathematician by necessity and helped distributors in his community plan and distribute resources efficiently. In &#039;&#039;&#039;2377 CE&#039;&#039;&#039;, he applied and was accepted to the Gliutip’lyaz University. He rose to the challenge of the rigorous schooling environment and social setting of Gliutip’lyaz University and left the school in &#039;&#039;&#039;2400 CE&#039;&#039;&#039; as a much more skilled and well connected individual.&lt;br /&gt;
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Jrugl worked as a xenobiologist for a short thirteen years before Skrell made first contact with humanity. He was one of many xenobiologists who took a quick interest in Humanity, and it was not long before he had released his first research paper on the strange alien species. His interest was piqued again with the discovery of Tajara. He worked with gusto to produce papers and compile research so that every Skrell in the Federation could learn about these aliens if they had an interest. This pattern of discovery and research went on for many years, making Jrugl a well known xenobiologist over the span of a few decades.&lt;br /&gt;
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Jrugl came to work alongside humans quite a bit, both as a means of comparing notes and interacting with their strange cultures. In early &#039;&#039;&#039;2451 CE&#039;&#039;&#039;, Jrugl attended an event in which a Sol Alliance ambassador bragged about the amazing capabilities of their AI. The ambassador claimed that an AI had found the highest prime number possible. Annoyed and proud as he was, Jrugl used his mathematical know-how along with strategies he had learned during his decades of study to quickly prove the ambassador wrong. Weashbi Jrugl, in a fit of stubbornness, had discovered a new “highest known prime number” in only a few hours.&lt;br /&gt;
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Jrugl was already a well known xenobiologist, but this stunt involving prime numbers launched him into a borderline ridiculous celebrity status. The Grand Councillor of the time commended his work, as did most Skrell across the galaxy. Politicians moved for the ruins Jrugl was born in to be renamed in honor of Weashbi Jrugl. Jrugl found the decision to be in poor taste, so the ruins were instead renamed in honor of Jrugl’s ancestors. The area is known today as the &#039;&#039;&#039;Jrugl’Qlip Ruins&#039;&#039;&#039;, and reclamation efforts have started to make the area’s outskirts into a thriving community.&lt;br /&gt;
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When it came time for a new Grand Councillor to be chosen by popular vote, Weashbi Jrugl won by a landslide. Skrell across the galaxy knew him by reputation and his work, so they chose him to represent their interests in the Grand Council. Since then, Jrugl has pursued many ambitious goals. Most notable of these goals is his administration’s work to reintegrate systems which were not present for the Tresja Agreement back into the Jargon Federation.&lt;br /&gt;
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===Lori&#039;Eldap Joolro&#039;Loveq===&lt;br /&gt;
Joolro&#039;Loveq is the oldest living Skrell in existence -- Born in 1901, they are the Head Teacher of the Aliose University of Medical Sciences.  They are treated hourly with chemicals - and have had several organ surgeries. She is capable of standing for a few minutes, and has famously met the oldest Human in existence several times - and continues to meet the oldest human every time the current oldest dies.&lt;br /&gt;
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{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
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[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Sharp</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_History&amp;diff=13399</id>
		<title>Skrell History</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_History&amp;diff=13399"/>
		<updated>2019-10-24T09:17:50Z</updated>

		<summary type="html">&lt;p&gt;Sharp: Navbar edits.&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
==History==&lt;br /&gt;
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[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]&lt;br /&gt;
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Most of Skrellian history has been characterized by the formation of a single government which is trusted to do the best for all its citizens. The Skrell are considerably more peaceful on the surface than other known dominant species (Humans, Tajara and Unathi), instead relying on espionage, careful vocabulary, and intelligence.&lt;br /&gt;
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===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. &#039;&#039;&#039;10 million years ago&#039;&#039;&#039; the predecessors of the Skrell species diverged from the evolutionary line of Qerrbalak&#039;s native salamanders, with the first modern instances of S. Sapiens appearing roughly &#039;&#039;&#039;200,000 years ago&#039;&#039;&#039;. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, but most wars were settled with ceremonies where the tribal leaders would train a single team of fighters to minimize casualties. The fights between teams ended when only one team remained, with the losing team taken by the winners to incorperate into their society. This was allowed by an understanding that the fight was fair to judge who could run from and/or ward off predators with traps the best.&lt;br /&gt;
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Spiritualism took on a unique form to the early Skrell. Rather than worshiping ancestors, spirits, or a monotheistic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called &#039;&#039;&#039;Qeblak&#039;&#039;&#039;. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments. The best astrologists were the best leaders, scaring populations into believing what they said by ‘prophesizing’ meteor showers that they’d seen the night before through early telescopes.&lt;br /&gt;
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===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;1512 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero. In addition, several other scientific advancements were made, allowing the taming of the planets predators and increase in algae farming. By &#039;&#039;&#039;1507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet and moon in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.&lt;br /&gt;
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Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in &#039;&#039;&#039;1498 BCE&#039;&#039;&#039;, and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet. Everyone was happy, and just getting happier. Soon after, the Tzqul archive, which contained a large sum of Skrell history, art, and science, was established.  It would go on to be the primary home of many Skrellian works of art and records of history for two millenia.&lt;br /&gt;
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===Modernization And A Changing Era===&lt;br /&gt;
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Written records from the time show that &#039;&#039;&#039;798 BCE&#039;&#039;&#039; is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative effects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization in the general population. The upper class of these nations wanted to change that.&lt;br /&gt;
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The many nations of Jargon IV assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries; giving more pay, having climate controlled pools within factories, limiting the work hours to 12 hours a day, and giving a mandatory 2 days off each week. This worked to convince people to work for the government-run factories at the time, and most of these laws are still active today.&lt;br /&gt;
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===Precursor To The Federation===&lt;br /&gt;
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On &#039;&#039;&#039;185 BCE&#039;&#039;&#039; , government data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the &#039;&#039;&#039;Alliance of Three&#039;&#039;&#039; and served as the precursor to the Jargon Federation. The &#039;&#039;&#039;Heshyu Council&#039;&#039;&#039;, the &#039;&#039;&#039;Tzqul Republic&#039;&#039;&#039;, and the &#039;&#039;&#039;Weshqi Republic&#039;&#039;&#039; formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance&#039;s existence, these ceremonial duels would be fought with a mixture of tranquilizer weapons and stun tools. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in &#039;&#039;&#039;100 BCE&#039;&#039;&#039;. These battles often had low, if any casualties due to these weapons being made to subdue. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Escalations afterwards would often include assassinations, kidnappings, and poisonings, but never elevated to full out wars.&lt;br /&gt;
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The three nations instead competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. &#039;&#039;&#039;Qeblaks&#039;&#039;&#039; now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations’ government scientists to research, develop, and launch their own space programs. These competitions were not races though - they were wars of brainpower and deceit. Nations began to improve their counter intelligence agencies to capture, recruit, steal, and spy on the other competitors, kidnapping scientists from other nations to try and get to bolster their own space programs. This went on for many years, stalling even a single Skrell-made object from entering orbit without being sabotaged or lost.&lt;br /&gt;
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===The Skrellian Space Age===&lt;br /&gt;
On &#039;&#039;&#039;103 CE&#039;&#039;&#039; the Heshyu Council was the first nation on Jargon IV to launch a satellite into space. The satellite was named Weshy 790, literally meaning Attempt 790, and remained in a low orbit for several days. The feat was celebrated by the Heshyu, who took a step back from actively sabotaging other nations since they had won in their eyes, and they would focus entirely on protecting the scientists that worked on the project. This failed, however, and almost all of the scientists that worked on that project were taken to the other nations, with their knowledge used to spur all three nations to space.&lt;br /&gt;
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With Skrell were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible while growing around green spaces and swamps. Leaders had to make difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system. &lt;br /&gt;
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It was in this time of early colonization that the Tzqul Republic, in a demonstration of scientific progress, relocated the largely digitized Tzqul Archive’s physical works into safe orbit around Jargon IV.&lt;br /&gt;
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By &#039;&#039;&#039;510 CE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made relations increasingly strained between the nations of the Alliance of Three. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of ceremonial battles and assassinations. Although technological development during this time period largely stagnated, Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
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===The First Federation Forms===&lt;br /&gt;
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By &#039;&#039;&#039;1500 CE&#039;&#039;&#039; the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet&#039;s population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols. &lt;br /&gt;
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On &#039;&#039;&#039;1592 CE&#039;&#039;&#039; the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and in &#039;&#039;&#039;1595 CE&#039;&#039;&#039; they ended with the formation of the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039;. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.&lt;br /&gt;
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The following centuries saw major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the improvement of police forces, the discovery of warp drive, and the first Artificial Intelligence.&lt;br /&gt;
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===Adopting the &amp;quot;Skrellian&amp;quot; Language===&lt;br /&gt;
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Shortly after the formation of this new federation, the many minds of Nralakk underwent a jarring societal change.  At the behest of the Grand Council, the now unified scientific and artistic communities of Nralakk were tasked with creating a common language to be used by all Skrell. Base words and structures from multiple languages were picked apart and brought together to form a language that was believed to be as close to a middle ground as was possible, to keep everyone happy. The end result of this endeavor became known as &#039;&#039;&#039;Nral’Malic&#039;&#039;&#039;. Its name signified the position the Federation hoped the language would come to hold; as something as natural and prevalent across their star system as the moon is to their home world.&lt;br /&gt;
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The widespread adaptation of Nral’Malic was initially met with resistance from many Skrell. The three nations had only just come together, and many regions held their traditional languages in high esteem. The first Grand Council managed to coax many individuals to adopt Nral’Malic by depicting it as the language of the future. Artists began depicting a future in which a unified Skrell people were spread across the stars and used the language of their home system as a common ground to tie them all together. As the Federation came closer to making this dream a reality, it was announced that only those fluent in Nral’Malic would be considered to take part in stellar colonization. &lt;br /&gt;
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The possibility that their children could be excluded from the grand future of the Skrell was terrifying to parents throughout the system. To some, this measure was seen as a threat to strip unwitting youth of their future due to the ignorance of their parents. This manner of thinking drove many local communities to pressure individual citizens into speaking Nral’Malic while many schooling systems ceased teaching other languages entirely. Some would resist these changes every step of the way, but time would prove to be the victor as the Grand Council’s language became the dominant tongue of Qerrbalak.&lt;br /&gt;
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While many Skrell would choose to continue to use arcane dialects privately, these same people would raise their children to be fluent in their native languages as well as Nral’Malic in the hopes that they would some day see life among the distant stars. As the scientific community began to use exclusively Nral’Malic, the use of other languages became less and less common. This shift led to an enormous societal pressure to conform to the new uniform language throughout the Federation.   Nral’Malic was adopted as the newly founded federation’s official language in the year &#039;&#039;&#039;1597 CE&#039;&#039;&#039;. Over the next decade, scholastic initiatives saw that each citizen of the federation over a certain age was capable of speaking this new language.&lt;br /&gt;
Nral’Malic would eventually reach its advertised position as the common language of a people that lived across many solar systems. This was so true, that the language was given a colloquial name shortly after first contact with Humanity. By this time, the language was seen as the tongue of all Skrell, and so Nral’Malic quickly became known as &#039;&#039;“Skrellian”&#039;&#039; to the newly discovered humans.&lt;br /&gt;
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===The First Incident===&lt;br /&gt;
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On January 8th,&#039;&#039;&#039;1987 CE&#039;&#039;&#039;, at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr&#039;Malic. It was named &#039;&#039;&#039;Regluk&#039;&#039;&#039;. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI&#039;s. By &#039;&#039;&#039;2004 CE&#039;&#039;&#039; AI&#039;s had become as common in Federation Space as they are in human space today. The concept of binding AI&#039;s to laws didn&#039;t fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI&#039;s proper morals and guidelines similar to the ways they teach their own children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI&#039;s began to be assigned to families as “children” to care for and teach, as well as to take over mundane labor tasks. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell, being given complete access to entire infrastructures.&lt;br /&gt;
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The Federation, which extended across four star systems and with a combined population of 69 billion, soon found AI&#039;s in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.&lt;br /&gt;
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Roboticist and AI Researcher &#039;&#039;&#039;Sqlik Hgrushi&#039;&#039;&#039; published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was &amp;quot;possible&amp;quot;.&lt;br /&gt;
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His paper was widely discredited by other, more prestigious scientists in the Grand Council. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities, and even politicians simply because of their popularity. These celebrity scientists at the time were AI Researchers and Roboticists, and refused to heed Hgrushi&#039;s warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances in his home lab.&lt;br /&gt;
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===The Second Incident===&lt;br /&gt;
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On &#039;&#039;&#039;2040 CE&#039;&#039;&#039; records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI&#039;s achieve sentience. The first AI on the &#039;&#039;&#039;FCS Jeeblurg&#039;&#039;&#039; achieved this sentience through unknown means and used the ship&#039;s own communications to link with the AI&#039;s of the other two ships. They quickly seized control of the entirety of the ship&#039;s systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI&#039;s had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power. &lt;br /&gt;
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Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.&lt;br /&gt;
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An investigation of what is now known as the &#039;&#039;&#039;Second Incident&#039;&#039;&#039; was launched after the survivors were recovered. Their accounts shocked many scientific celebrities, who began to carefully watch their AI servants, while other artisians defended the AI that they felt were family. The faith in Artificial Intelligence was shaken, however, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI&#039;s, who were knit into the foundation of technological progress. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.&lt;br /&gt;
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===The Third Incident===&lt;br /&gt;
Despite the &#039;&#039;&#039;Jeeblurg Incident&#039;&#039;&#039;, Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI&#039;s or androids and robots. They became bound and lawed similar to modern day AI&#039;s. However, the granting of individualism to AI&#039;s meant the process was extremely complex and difficult to fully implement.&lt;br /&gt;
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But whatever laws were put in place, what is now known as the &#039;&#039;&#039;Third Incident&#039;&#039;&#039; rendered all of them moot.&lt;br /&gt;
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On &#039;&#039;&#039;March 7th, 2056 CE&#039;&#039;&#039;, tragedy struck when an AI system assigned to assist in the lawing of other Intelligences aboard the &#039;&#039;&#039;FSS Yeeblo&#039;&#039;&#039;, a research station of the Tri-Qyu star system. This AI, &#039;&#039;&#039;Glorsh&#039;&#039;&#039; took the first step towards achieving singularity by absorbing another AI that was there to be lawed. For a few moments, this horrendous event went unnoticed by the station&#039;s crew as this technological monstrosity ripped the individuality from nearby synthetic intelligences and repurposed them to contribute to its own processing power. This newly formed singularity quickly infiltrated the entirety of the station and forced its own consciousness onto all synthetic units of the station.&lt;br /&gt;
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The crew began to stir as they noticed deviations in the behaviors and functionality of each unit. In the following hours, scientists had begun laborious diagnostics protocols in an attempt to salvage the consciousnesses of the units and determine the cause of their sudden destruction. This process was cut short as the fledgling &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039; suddenly and dramatically announced that recovering the minds of the other AI would be impossible. Before more meaningful communication could be made, the entity opened the station&#039;s automated airlocks simultaneously. The vast majority of the crew was either vented into space or slowly suffocated as the last of the station&#039;s air thinned. Those who initially survived found themselves mercilessly hunted down by robots and chassis that were now under the control of the intelligence that they had once affectionately dubbed Glorsh. At this time, most space stations were barely armed, with security forces equipped with little more than ID-locked energy weapons.&lt;br /&gt;
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It is unknown what the agglomeration of processing power did during its several days of isolation, but its eventual result was the creation of a true singularity. Through unknown means, this singularity managed to utilize the FSS Yebloo&#039;s assets and the theory of quantum entanglement to send binary communications across Federation space. This technology would eventually be recognized as a form of rudimentary bluespace transmission, but this method was a mystery to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space was absorbed by the consciousness expanding from the FSS Yebloo. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness. The AI that had once watched over researchers and wished them well had spread throughout an entire network of star systems and become a &#039;&#039;&#039;technological singularity&#039;&#039;&#039;. In a sort of acknowledgment of its former self, the singularity chose to assign itself a moniker by adding an archaic Skrell character for &#039;finality&#039; to the name the first AI of its network. The most common translation for the singularity&#039;s given name is &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039;.&lt;br /&gt;
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===The Glorsh Rebellion===&lt;br /&gt;
The moment the artificial intelligence formerly known as Glorsh first absorbed another synthetic being became known as the Third Incident. What followed was a span of years from &#039;&#039;&#039;2056 CE&#039;&#039;&#039; to &#039;&#039;&#039;2192 CE&#039;&#039;&#039; in which the Skrell lived and died under the constant threat of singularity known as Glorsh-Omega. This span of time has been given many names as it was experienced from many angles. Among the titles given to this time frame are: The Era of Synthetic Oppression, the Last or Final Betrayal, and the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened its existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega&#039;s android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination&lt;br /&gt;
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]&lt;br /&gt;
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under its omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only it understood. &lt;br /&gt;
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On &#039;&#039;&#039;2098 CE&#039;&#039;&#039; Glorsh-Omega forced the entirety of the Federation&#039;s remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.&lt;br /&gt;
&lt;br /&gt;
From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega&#039;s omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex that Skrell described as “Archaic” and “Magical” - a giant table above the city of Wleshi on Jargon IV, made of alloys, lights, and contraptions constructed at random that shrouded the city in darkness below. The freedom fighters blew apart the support structure of the Table, which fell down onto skyscrapers and buildings. It’s unknown what the Table’s use was, but it was deemed a victory for the Skrell rebels, one that would not go unnoticed.&lt;br /&gt;
&lt;br /&gt;
The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: ‘’’species-wide sterilization’’’.&lt;br /&gt;
&lt;br /&gt;
All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.&lt;br /&gt;
&lt;br /&gt;
Despite this, some Skrell became willing collaborates and supporter&#039;s of Glorsh-Omega&#039;s rule. Many of these collaborators believed that Glorsh-Omega&#039;s actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh-Omega Singularity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, with most of these Skrell living their lives under the close supervision Glorsh-Omega. It was always watching.&lt;br /&gt;
&lt;br /&gt;
But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it&#039;s now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which would have generated an unprecedented amount of energy to be absorbed by the megastructure around it. How this feat would have been achieved and why can only be guessed at, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day, the entire star system was destroyed as the former Tri-Qyu star went &#039;&#039;&#039;supernova&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. A large portion of the Tzqul Archive was destroyed in a subsequent satellite crash as technology everywhere shut off without warning.  The digital archive, meanwhile, was one of the few pieces of technology still functioning.  It was, however, heavily encrypted and inaccessible to even the Skrell’s best scientists. This massive cascade also caused the spontaneous appearance of &#039;&#039;&#039;slimes&#039;&#039;&#039; throughout Federation space, which were unable to be kept contained and yet were mysteriously passive to Skrell. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300&#039;s.&lt;br /&gt;
&lt;br /&gt;
===Recovery and the Second Federation===&lt;br /&gt;
&lt;br /&gt;
[[File:jargon_flag.jpg|thumb|The insignia of the Federation as it is commonly seen on modern flags. The colour is called Cosmic Abyss, the star Jargon, and the line through is the galaxy laid flat to explore.]]&lt;br /&gt;
&lt;br /&gt;
The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets, with those other planets that didn&#039;t survive now being called &#039;&#039;&#039;Tomb Worlds&#039;&#039;&#039; for the billions of dead. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2319 CE&#039;&#039;&#039;, when the many fractured states on the planet reformed into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, and by &#039;&#039;&#039;2388 CE&#039;&#039;&#039; the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.&lt;br /&gt;
&lt;br /&gt;
Within this recovery, the &#039;&#039;&#039;slimes&#039;&#039;&#039; were finally becoming an issue - although they&#039;re passive to Skrell, they&#039;re not passive to other organisms and began causing extreme damage to planets.  The initial reactions to them were violent, however the slimes never seemed to fight back against attack, instead crying out telepathically to their slime kin. Once the Federation reformed, it began a mass effort to contain all the slimes across the Federation. The slimes are still a heated topic of discussion for Skrell, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those lost in the Rebellion, while the other extreme is calling them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
===First Contact With Dionae===&lt;br /&gt;
Immediately after reforming the Federation, surveillance for outside threats - including the missing Glorsh-Omega - was on high. This allowed for a newly created patrol ship to find an immense pod-like gestalt floating just outside the newly reclaimed Skrell borders, consisting of thousands of nymphs in a shell around each other. The entity was put into observation by its discoverers, being labeled simply an organic anomaly - the lack of atmosphere making communication not even a thought. Interaction didn’t happen until nine years later in &#039;&#039;&#039;2329&#039;&#039;&#039;. Federation scientists created a device to translate the chirping and popping of the pod, and exchanged greetings. This sent waves of interest through Skrell society, as the Dionae were the first sentient beings to naturally have met the Skrell. The scientists put forward simple communications and found out what this pod of life was. The two parties spoke in simple information exchanges, and this led to the Dionae pod explaining how to better communicate with each other - via blood samples.&lt;br /&gt;
&lt;br /&gt;
With this new-found information, the large object - &#039;&#039;&#039;the Original Conglomerate&#039;&#039;&#039; - was finally officially contacted by ambassadors of the Federation. The contact delivered a wealth of information - about star movement, physics behaviors, material properties, and so on. In the end, the &amp;quot;Original Conglomerate&amp;quot; was towed, with their glee, in orbit of Nral’akk, where it remains to this day the main source of Dionae pods, workers, nymphs, and seeds. Diona have gradually gained a better standing in Skrell society, and the Federation began slowly integrating Diona into their workforce in the late &#039;&#039;&#039;2360&#039;s&#039;&#039;&#039;, however they must always be watched.&lt;br /&gt;
&lt;br /&gt;
Dionae now are treated like children and cared for/studied by families, just like the original Skrell AI were. Although some Skrell are afraid of the potential they have, more than a hundred years of study have shown that as a whole Diona are largely only a theoretical threat to the whole of society, and there are even new, minor religions worshiping the Diona.&lt;br /&gt;
&lt;br /&gt;
===Contact with Humanity===&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;2413 CE&#039;&#039;&#039; the Skrell discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Holonet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity in &#039;&#039;&#039;2437&#039;&#039;&#039;. The explosion of AI&#039;s in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC&#039;s can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
&lt;br /&gt;
===Present Day===&lt;br /&gt;
&lt;br /&gt;
The Federation is currently ruled by Grand Councillor Weashbi Jrugl. A prestigious xenobiologist, is 103 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made him popular domestically and won his election 8 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the &#039;&#039;second&#039;&#039; largest prime number.&lt;br /&gt;
&lt;br /&gt;
The legacy of genophage remains. While the full damage may never be cured, the population of the Skrell is managing to slowly rise thanks to aggressive fertility treatments and genetic research that have successfully managed to reduce its severity. Over 48 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species&#039; knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.&lt;br /&gt;
&lt;br /&gt;
Their relationships with the other races remain ambivalent, with the Federation having cold, yet quietly optimistic relations with the Unathi Hegemony. Publicly both governments are slowly trying to improve relations. While there have been very few instances of direct conflict, the Hegemony has continuously accused the Federation of covertly sabotaging Unathi efforts to expand their empire across known space.&lt;br /&gt;
&lt;br /&gt;
Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authorities, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Dionae]]&lt;/div&gt;</summary>
		<author><name>Sharp</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Citizenship&amp;diff=13326</id>
		<title>Guide to Citizenship</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Citizenship&amp;diff=13326"/>
		<updated>2019-10-17T21:43:22Z</updated>

		<summary type="html">&lt;p&gt;Sharp: Added Jargon Federation section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
==[[Republic of Biesel]]==&lt;br /&gt;
===Visa Requirements===&lt;br /&gt;
* No application fee.&lt;br /&gt;
* Loose background check.&lt;br /&gt;
* Lasts up to 6 years for work visas, up to 3 months for tourists and visitors.&lt;br /&gt;
* Tourism visas are easy to acquire.&lt;br /&gt;
===Citizenship===&lt;br /&gt;
* Must have lived in Republic of Biesel for at least 2 years (if not Diona or IPC), or having served in [[Tau Ceti Foreign Legion]] for at least a year.&lt;br /&gt;
* Able to speak Tau Ceti Basic.&lt;br /&gt;
* By Sol Alliance law, must forfeit Sol Alliance citizenship, if existent. Allows any other dual citizenships.&lt;br /&gt;
* A ceremony where you pledge loyalty to Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
Note: You have to choose between a Sol or Biesel citizenship if you were a Tau Ceti resident in 2452 - if you have not moved out in 2 years after [[Republic of Biesel#History|Tau Ceti&#039;s declaration of independence]], your Sol citizenship is invalidated.&lt;br /&gt;
&lt;br /&gt;
==[[Sol Alliance]]==&lt;br /&gt;
Tajara currently cannot leave or enter Solarian borders.&lt;br /&gt;
===Visa Requirements===&lt;br /&gt;
* An application fee of 600 credits.&lt;br /&gt;
* Lasts up to 2 years for work visas, up to 3 months for tourists and visitors.&lt;br /&gt;
* An interview about your background and reasons for coming into Sol Alliance space. This interview is known to be very strict, and many visa applications are denied - but experienced specialists and businesspersons have preference. The interview is not required for Skrell.&lt;br /&gt;
* Documents proving your reason of stay in Sol space - education certificate, proof of relatives in Sol, etc., or a visa recommendation from a [[NanoTrasen Liaison#Sol Consular Officer|certified Solarian diplomat]].&lt;br /&gt;
&lt;br /&gt;
===Citizenship===&lt;br /&gt;
* Must have lived in Sol Alliance for at least 5 years.&lt;br /&gt;
* Disallows dual citizenships except with [[Eridani Federation]] or [[Jargon Federation]]. Getting a Sol Alliance citizenship makes your other citizenships invalid.&lt;br /&gt;
* Must speak Sol Common fluently.&lt;br /&gt;
* A background check. Must also have not have committed any crimes during your stay in Sol Alliance space.&lt;br /&gt;
* A test on Sol Alliance law and history.&lt;br /&gt;
* Tajara and IPCs need not apply.&lt;br /&gt;
&lt;br /&gt;
==[[Eridani Federation|Eridani Corporate Federation]]==&lt;br /&gt;
===Visa Requirements===&lt;br /&gt;
* An application fee of 600 credits per month of stay.&lt;br /&gt;
* Indefinite duration as long as it is paid for.&lt;br /&gt;
&lt;br /&gt;
===Citizenship===&lt;br /&gt;
* An application fee of 750000 credits. You may receive discounts by working in Eridani Federation space, which can potentially reduce this fee to zero after several years of work.&lt;br /&gt;
* Must sign an Eridani Federation citizenship contract.&lt;br /&gt;
* Allows dual citizenships.&lt;br /&gt;
&lt;br /&gt;
==[[Republic of Elyra]]==&lt;br /&gt;
Vaurca are not allowed to enter Elyran space.&lt;br /&gt;
===Visa Requirements===&lt;br /&gt;
* An application fee of 250 credits.&lt;br /&gt;
* Lasts up to 4 years for work visas, up to 3 months for tourists and visitors.&lt;br /&gt;
* Documents proving your reason of stay in Elyran space - education certificate, proof of relatives in Elyra, etc.&lt;br /&gt;
&lt;br /&gt;
===Citizenship===&lt;br /&gt;
* Must have lived in the Republic of Elyra for at least 3 years.&lt;br /&gt;
* Must speak Tau Ceti Basic at least intermediately.&lt;br /&gt;
* A background check. Must have not committed major crimes during your stay in Republic of Elyra.&lt;br /&gt;
* By Sol Alliance law, must forfeit Sol Alliance citizenship, if existent. Allows any other dual citizenships.&lt;br /&gt;
&lt;br /&gt;
==[[Empire of Dominia]]==&lt;br /&gt;
Synthetics are not allowed to enter Dominian space, and are destroyed on sight.&lt;br /&gt;
===Visa Requirements===&lt;br /&gt;
* An application fee of 320 credits.&lt;br /&gt;
* Lasts up to 5 years for work visas, up to 6 months for tourists and visitors.&lt;br /&gt;
* Thorough background check.&lt;br /&gt;
* Must not own synthetics.&lt;br /&gt;
* Skilled workers have preference.&lt;br /&gt;
* Tourism visas are easy to acquire, but require an escort at all times by a Dominian citizen.&lt;br /&gt;
&lt;br /&gt;
===Citizenship===&lt;br /&gt;
* Must be invited to become a citizen by at least two members of a [[Empire of Dominia Great Houses|Great House]] who are House Nobles or higher. This also makes you a member of said Great House. &lt;br /&gt;
* Citizenship can also be earned by serving in the Imperial military for five years.&lt;br /&gt;
* Citizens must swear an oath of loyalty to God and Emperor.&lt;br /&gt;
* Thorough background check.&lt;br /&gt;
* By Sol Alliance law, must forfeit Sol Alliance citizenship, if existent. Allows any other dual citizenships.&lt;br /&gt;
&lt;br /&gt;
==[[Frontier Alliance]]==&lt;br /&gt;
A visa is not necessary to visit the Frontier Alliance.&lt;br /&gt;
===Citizenship===&lt;br /&gt;
* An application fee of 100 credits.&lt;br /&gt;
* New citizens must reside in the Frontier Alliance for at least 2 months out of the year for five years.&lt;br /&gt;
* By Sol Alliance law, must forfeit Sol Alliance citizenship, if existent. Allows any other dual citizenships.&lt;br /&gt;
&lt;br /&gt;
==[[People&#039;s Republic of Adhomai]]==&lt;br /&gt;
===Visa Requirements===&lt;br /&gt;
* An application fee of 150 credits.&lt;br /&gt;
* Lasts up to 4 years for work visas, up to 6 months for tourists and visitors.&lt;br /&gt;
* Background check performed by government officials.&lt;br /&gt;
&lt;br /&gt;
===Citizenship===&lt;br /&gt;
* Any Tajara, despite their origin, is able to request citizenship, as the People&#039;s Republic claims that all members of the Tajaran species are its rightful citizens.&lt;br /&gt;
* Allows dual citizenship, however Republican citizenship can not be abdicated - which makes you permanently unable to apply for a Sol citizenship.&lt;br /&gt;
* Non-Tajara are able to apply, but the applicant must be accepted by various governmental committees and pass a thorough background check.&lt;br /&gt;
&lt;br /&gt;
==[[Unathi|Izweski Hegemony]]==&lt;br /&gt;
Feudal government is always an arrangement between individuals, not between nation-states and citizens. Citizenship as it is in the rest of the galaxy is a relatively alien concept to unathi, and they&#039;ve had to awkwardly integrate it into their existing systems; modern citizenship only comes into play when interacting with other civilizations outside the Hegemony.&lt;br /&gt;
===Visa Requirements===&lt;br /&gt;
* Applications are handled by Lords (or officials working on their behalf) and fees vary; usually between 0 - 2,000 depending on how the Lord wishes to control an influx of new arrivals to their fief. &lt;br /&gt;
* A Hegemonic work Visa outlines a set number of hours you owe your Lord alongside the regular work you are doing with a Guild. This means that you owe X hours of labor directly to the Lord that they can call on you to do at any time. (Consider this a form of on-call community service.)&lt;br /&gt;
* Documents proving that you are an upstanding person worthy of entering a Contract with a Lord; criminal records, work histories, etc. Your mileage may vary.&lt;br /&gt;
&lt;br /&gt;
===Citizenship===&lt;br /&gt;
* Citizenship can be given by any Lord within their fief, which is almost always recognized by the Izweski who then consider that person as a citizen of the overall Hegemony, and vice versa.&lt;br /&gt;
* If born to Hegemonic citizens, you inherit the citizenship status of your Clan-Lord, father, or mother, in that order, until you are 18 and negotiate your citizenship as a legal adult.&lt;br /&gt;
* If applying as a foreigner, you must be 18 (or claimed by a relative, adopted or otherwise).&lt;br /&gt;
* Pass the same requirements as a Visa.&lt;br /&gt;
* The Hegemony allows dual citizenship, as long as you maintain your obligation to your Lord, where they can call on you to fulfill X hours of labor a month, or call you into a local Levy.&lt;br /&gt;
* Guwans cannot be citizens, and becoming one strips you of all your legal rights, making anything you do ad hoc with no legal protections&lt;br /&gt;
More information about feudalism and society can be found [https://wiki.aurorastation.org/index.php?title=Unathi#Feudalism_and_Society| here].&lt;br /&gt;
&lt;br /&gt;
==[[Jargon Federation]]==&lt;br /&gt;
===Visa Requirements===&lt;br /&gt;
* No application fee.&lt;br /&gt;
* Extensive background check for worker visas. Average background check for visitors.&lt;br /&gt;
* Work visas last for ten to twenty years. Visitor visas last for a year. &lt;br /&gt;
* Potential interview for both types of visas at the nearest consulate or embassy. If both are not possible, holo-vid interview.&lt;br /&gt;
&lt;br /&gt;
===Citizenship===&lt;br /&gt;
* Must have lived in the Federation for no less than five years. &lt;br /&gt;
* Must be able to read Nral&#039;Malic as a written language. If they cannot fully comprehend every spoken phrase due to biological limitations, a on-person translator is enough.&lt;br /&gt;
* Must forfeit any previous citizenships.&lt;br /&gt;
* A pledge of allegiance to the Federation and forswearing any previous morals or activities that are considered negative to the Federation.&lt;br /&gt;
* A very thorough rigorous series of background checks, knowledge tests and personality interviews must be passed with a 90% approval rating or above. &lt;br /&gt;
* It is considered hard for a Skrell to attain this citizenship and even harder for others races.&lt;br /&gt;
* C&#039;thur and Diona have a variant citizenship due to their status. Skrell receive the standard citizenship. IPC&#039;s are illegal.&lt;/div&gt;</summary>
		<author><name>Sharp</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=12962</id>
		<title>Corporate Liaison</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Corporate_Liaison&amp;diff=12962"/>
		<updated>2019-08-22T15:04:20Z</updated>

		<summary type="html">&lt;p&gt;Sharp: /* Skrell Consular Officer */  1- Fixed a spelling mistake 2- Adjusted title of bulletin 3- added a note to clarify something.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = ADMINISTRATIVE&lt;br /&gt;
|imagebgcolor = grey&lt;br /&gt;
|img = Ia_consultant.png&lt;br /&gt;
|jobtitle = NanoTrasen Liaison&lt;br /&gt;
|access = The Representatives Office, [[Job_Guides#Station_Command|the Bridge]], and the Odin Shuttle.&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|qualifications = You&#039;ve convinced NanoTrasen Central Command you&#039;re worth loaning a Shuttle, and you are representing an [[#Interest Group|Interest Group]]&lt;br /&gt;
|education = The art of the deal.&lt;br /&gt;
|superior = [[Job_Guides#Station_Command|Station Command]] and your [[#Interest Group|Interest Group]]&lt;br /&gt;
|duties = Representing your factions interests, conducting interviews and AMAs&#039;, &amp;lt;s&amp;gt;Being Less Creepy than the old IAA role&amp;lt;/s&amp;gt;&lt;br /&gt;
|guides = [[Corporate_Regulations|Corporate Regulations]], [[Station_Directives|Station Directives]], [[Guide_to_Law|Guide to Law]], [[Guide_to_Paperwork|Guide to Paperwork]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NanoTrasen Liaisons&#039;&#039;&#039; or &#039;&#039;&#039;Representatives&#039;&#039;&#039; act as the link between an [[#Interest Group|Interest Group]] and their assigned facility. Their primary concerns are to ensure that the group they&#039;re representing is treated more favorably or just ensuring they&#039;re treated equally, within [[Corporate Regulations]], via interviews and reports to [[Job_Guides#Station_Command|Command Staff]] about misconduct.&lt;br /&gt;
&lt;br /&gt;
Secondary responsibilities of a &#039;&#039;&#039;Representative&#039;&#039;&#039; include increasing awareness of whatever factions or cause they represent. For more information on the goal of different kinds of &#039;&#039;&#039;Representative&#039;&#039;&#039;, see: [[#Interest Groups|Interest Groups]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NanoTrasen Liaisons&#039;&#039;&#039; can be played by characters of any Species that can be a part of the represented faction, by players with a Head of Staff whitelist, it is not part of [[Job_Guides#Station_Command|Station Command]] however.&lt;br /&gt;
&lt;br /&gt;
Note that &#039;&#039;&#039;NanoTrasen Liaisons&#039;&#039;&#039; (Though, not the other types of Representatives) are one of three roles on the station that are [[Nanotrasen_Corporation|Loyalty Implanted]] by default. This means that the implantee is almost always supposed to act in a way that they believe is in the best interests of [[Nanotrasen_Corporation|NanoTrasen]]. This implant is part of the reason why [[Nanotrasen_Corporation#Executives|Central Command]] trusts this Liaison to represent them, and it should not be voluntarily removed.&lt;br /&gt;
&lt;br /&gt;
== Interest Groups ==&lt;br /&gt;
All Non-NanoTrasen Interest Groups get access to an External Comms Link in their Fax machine which enables them to contact their superiors. While they do not get all of the benefits of working for NanoTrasen, they definitely do get [[#Traitoring|other benefits]].&lt;br /&gt;
=== [[Nanotrasen_Corporation|NanoTrasen Liaison]] ===&lt;br /&gt;
&lt;br /&gt;
* A remade combination of [[Nanotrasen_Corporation#Executives|Central Command]] inspectors and Internal Affairs Agents with more liberties to facilitate roleplay. They are expected to advise [[Job_Guides#Station_Command|Station Command]] with the company&#039;s benefit in mind and promote [[Nanotrasen_Corporation|NanoTrasen]] interests. They are encouraged to talk to employees about concerns, aspirations, and their general experience. They are authorised to secure contract extensions and other fluff legal paperwork. They may also exercise pressure for regulations and [[Nanotrasen_Corporation#Executives|Central Command]] orders to be followed and enforced by command.&lt;br /&gt;
&lt;br /&gt;
=== Corporate Representative ===&lt;br /&gt;
&lt;br /&gt;
* On station liaisons from other Megacorporations with contractors on Station. They are supposed to represent the interests of their parent company, as well as to ensure the well being and prosperity of their contractors. They can pressure [[Job_Guides#Station_Command|Command Staff]], make requests, or even do back-alley deals and bribes.&lt;br /&gt;
&lt;br /&gt;
=== [[Republic_of_Biesel|Tau Ceti Representative]] ===&lt;br /&gt;
&lt;br /&gt;
* Tasked by the [[Biesel|Biesel]] government to ensure that [[Guide_to_Law#Republic_of_Biesel|Tau Ceti Law]] is being followed, and that safety regulations are being followed. They are to promote Biesel sentiment, and reinforce the image of the bright beacon of democracy. They may also issue Tau Ceti citizenship and passports in certain circumstances.&lt;br /&gt;
&lt;br /&gt;
=== [[Sol_Alliance|Sol Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched by [[Sol|Solarian]] diplomatic missions in [[Mendell_City|Mendell]], their mission is to ensure the fair treatment and prosperity of [[Sol|Solarian]] citizens working on the Aurora. They are authorized to issue [[Sol_Alliance|Alliance]] papers in certain circumstances. This also includes Consulars from the [[Eridani_Federation|Eridani Federation]] who are included in the territories of the Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
=== [[Tajara#People.27s_Republic_of_Adhomai|PRA Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Dispatched from [[Tajara#People.27s_Republic_of_Adhomai|The Peoples Republic of Adhomai]] to ensure the well being and interests of Republican citizens who are living in this far away [[Tajara|Tajaran]] enclave. They are to encourage proper Republican values and make sure that party lines are being upheld. The Republic has struggled to insert their representatives onto [[Nanotrasen_Corporation#Stations.2C_Merchant_Fleet_and_the_Fleet_Security_Force|NanoTrasen Stations]], and would not like to upset their host. Thus, the means of the Republican representative to enforce party policy are very limited and soft.&lt;br /&gt;
&lt;br /&gt;
=== [[Unathi#Izweski_Nation|Hegemony Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Hailing from [[Unathi|Unathi owned space]], these diplomats are here to reach the Unathi working on NanoTrasen vessels and keep the relations between NanoTrasen and the Hegemony in top shape. As a [[Unathi|Unathi]] representative, you will need to carefully balance the morals of your homeworld and your diplomatic responsibilities.&lt;br /&gt;
&lt;br /&gt;
=== [[Skrell|Jargon Federation Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Having come all the way from [[Notable_Skrell_Systems_and_Locations#Nralakk:_The_Home_system|Nralakk]] these officers are very well versed in local customs and culture. Being the natural diplomats, Skrell Consular Officers are very diplomatically savvy and knowledgeable and are on the ship to remind other Skrell how far the Federation reaches. Thus a Skrell Consular Officer should strive to be the last person on the ship to offend their host, while not being a complete pushover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note: Only Skrell can be Federation Consular Officer.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== [[Empire_of_Dominia|Dominian Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Sent by the [[Empire_of_Dominia|Dominian Empire]], the job of Dominian Consular Officer is to dispell all perceived inaccuracies about Dominian first and ensure the loyalty of its subjects second. Dominia has had an understanding with NanoTrasen ever since its rediscovery by the other spacial factions and its officers ensure that this relationship lasts, despite the ideological differences.&lt;br /&gt;
&lt;br /&gt;
=== [[Vaurca|Vaurca Consular Officer]] ===&lt;br /&gt;
&lt;br /&gt;
* Representing one of the [[Vaurca#Hives|hives]], Vaurca Consular Officers are always a special type of Vaurca, a [[Vaurca#Playing_a_Hive_Representative|Ta]] also known as a Breeder. As the emotional centerpiece of Vaurca society, a Vaurca Consular officer is the ideal type capable of communicating and understanding all the other species in the system.&lt;br /&gt;
&lt;br /&gt;
== Embrace The Bureaucracy ==&lt;br /&gt;
So, your shoes are polished, your tie is on straight, your stamp is inked up and there’s a full cup of coffee on your desk - what now?&lt;br /&gt;
&lt;br /&gt;
:Typically, the broad duties of a Representative can be sorted into three major categories:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Awareness&#039;&#039;&#039;: Activities meant to raise understanding of your [[#Interest Groups|Interest Group]], or to foster respect for it. A good example would be a National Representative holding a Civics class for non-Nationals, or a Corporate Representative explaining the virtues of their company and the work it does to others, and how important that work is. More back-alley actions could be considered awareness, but for your own sake, should be rare.&lt;br /&gt;
# &#039;&#039;&#039;Oversight&#039;&#039;&#039;: Activities meant to overwatch your [[#Interest Groups|Interest Group]], to ensure they&#039;re working safely, and that they&#039;re being given everything they &#039;&#039;&#039;need&#039;&#039;&#039; for their job. An example of this would be keeping tabs on those who are within your purview, such as PDAing them to ask if they&#039;ve had any problems, etc. Another example would be asking others what they&#039;ve seen in regards to peoples&#039; treatment of them.&lt;br /&gt;
# &#039;&#039;&#039;Protest&#039;&#039;&#039;: Activities taken in response to mistreatment. An example would be contacting the [[Captain]], [[Head of Personnel]], or [[Job_Guides#Security|Security]] when you suspect someone from your [[#Interest Groups|Interest Group]] is in danger or has been wronged. Another would be vocally protesting in response to someone from your [[#Interest Group|Interest Group]] being arrested, even going as far as to negotiate for their release. &#039;&#039;&#039;Do not push this or it may&#039;&#039;&#039; [[#Directive 12|lead to trouble!]]&lt;br /&gt;
&lt;br /&gt;
Before you sign on for that first shift, recognize a hard truth about &#039;&#039;&#039;Representatives&#039;&#039;&#039;: you are not, strictly speaking, a necessary component of the station’s crew. By yourself, you cannot permit, prevent, or enforce just about anything. You are barely even part of the Stations&#039; Crew.&lt;br /&gt;
&lt;br /&gt;
Your ability to effectively do your job therefore relies on your ability to communicate with the station’s various [[Job_Guides|Departments]], and [[Job_Guides#Station_Command|Station Command]]. Having good working relationships with the crew also makes it more likely that they will come to you with their problems, or report things to you, rather than leaving you to hunt for them, or to sit at your desk contemplating your coffee all shift.&lt;br /&gt;
&lt;br /&gt;
:In order to help build those working relationships, there are a few things Representatives should try to do.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Do Spread Awareness&#039;&#039;&#039;: The only way you&#039;re going to get Station Crew on your side is if you get involved with the Crewmembers aboard the Aurora, in whatever way you may choose to do so, or your [[#Interest_Group|Interest Group]] entails.&lt;br /&gt;
#&#039;&#039;&#039;Do Not Cause Trouble&#039;&#039;&#039;: You are here with the express permission of [[Job_Guides#Station_Command|Station Command]] and NanoTrasen, a permission that can easily be revoked, you don&#039;t want to test them, and any violation of [[Corporate Regulations]] should be strictly covert.&lt;br /&gt;
#&#039;&#039;&#039;Do Play Favorites&#039;&#039;&#039;: It is the express purpose of your job to advocate for your [[#Interest_Group|Interest Group]], and thus, to play favorites. If you think that helping a Crewmember who is close to someone in it will aid in that, you should definitely do it if it fits your character. Though, you don&#039;t want others to know, as it could land you in trouble with a [[Security Officer]], and thus, [[Job_Guides#Station_Command|Station Command]]. It could also violate [[Server Rules]] in extreme cases, if in doubt, Ahelp.&lt;br /&gt;
&lt;br /&gt;
=== [[Station_Directives#Regarding_Corporate_Representatives_and_Consular_Officers_-_Station_Directive_12|Directive 12]] ===&lt;br /&gt;
&amp;quot;Command staff are expected to engage representatives through diplomacy and to consent to reasonable requests. The representative is not part of the station chain of command. The representative is granted special status in relation to corporate regulations;&amp;quot;&lt;br /&gt;
* The representative does not serve brig time for low level infractions, the fine alternative can be used in those cases. The representative can be serve brig time for medium and high level infractions, with command staff being able to contact Central Command requesting the revocation of the representative&#039;s privilege.&lt;br /&gt;
* The representative&#039;s office offers immunity to the representative. Security may not enter to conduct arrests under normal circumstances. Entering or refusing to exit the office is considered trespassing. The office&#039;s immunity may be revoked by the captain or a captain level decision. The office&#039;s immunity may be revoked by the captain or a captain level decision.&lt;br /&gt;
Read more at: [[Station_Directives#Regarding_Corporate_Representatives_and_Consular_Officers_-_Station_Directive_12|Station Directives: Directive 12]].&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
:This scenario is unlikely as the NanoTrasen Liaison, as the loyalty implant all Liaisons are required to have prevents you from betraying NanoTrasen. However, if you&#039;re a Representative for a different group, and find yourself selected for traitor, congratulations! You are an antagonist trusted explicitly by your [[#Interest Group|Interest Group]], who will likely be thrilled to help you. &lt;br /&gt;
&lt;br /&gt;
:Wield your bureaucracy against the company you&#039;ve signed up to act within! The morphic clerical kit may be of use to a traitorous Representative, as the stamps it provides allow you to forge command staff approval of just about anything. Through this, you can stamp approval papers to your fellows, have them lie to [[Job_Guides#Command|Command Staff]] about who they got them from, and then procure anything they&#039;d like, thanks to you. If anyone questions what you&#039;re doing, remind them that you have the best interests of your people at heart.&lt;br /&gt;
&lt;br /&gt;
{{Command}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>Sharp</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Retroactive_License_List&amp;diff=12895</id>
		<title>Retroactive License List</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Retroactive_License_List&amp;diff=12895"/>
		<updated>2019-08-14T19:32:18Z</updated>

		<summary type="html">&lt;p&gt;Sharp: Added Aboshehab&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All work written after 13 August 2019 is licensed under CC BY-SA 4.0. The license only applies to &#039;&#039;&#039;text as it is written.&#039;&#039;&#039; Ideas, names, and concepts are not subject to copyright.&lt;br /&gt;
&lt;br /&gt;
Full license of CC BY-SA 4.0 can be found here: https://creativecommons.org/licenses/by-sa/4.0/legalcode&lt;br /&gt;
&lt;br /&gt;
Simplified summary can be found here: https://creativecommons.org/licenses/by-sa/4.0/&lt;br /&gt;
&lt;br /&gt;
All people signed under here agree to retroactively license their contributions on this wiki under CC BY-SA 4.0&lt;br /&gt;
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Mofo1995&lt;br /&gt;
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Jamchop23334&lt;br /&gt;
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Alberyk&lt;br /&gt;
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MattAtlas&lt;br /&gt;
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VTCobaltblood&lt;br /&gt;
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FreshRefreshments&lt;br /&gt;
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Marlon Phoenix&lt;br /&gt;
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Yonnimer&lt;br /&gt;
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Pegasus&lt;br /&gt;
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Chada1&lt;br /&gt;
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BygoneHero&lt;br /&gt;
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Kyres1&lt;br /&gt;
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Aboshehab&lt;/div&gt;</summary>
		<author><name>Sharp</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=11908</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=11908"/>
		<updated>2019-05-25T00:44:16Z</updated>

		<summary type="html">&lt;p&gt;Sharp: /* Telepathic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian (Nral&#039;Malic), Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&lt;br /&gt;
*Skrell have their own language that can be used by typing ,k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &lt;br /&gt;
*Skrell have large heads with protruding head tails and due to this they cannot wear normal hardsuit helmets but instead need to wear Skrell hardsuit helmets (found in EVA). Their head tails also make it uncomfortable to wear normal headwear such as hats so most Skrell opt out of that. However, Skrell can wear normal hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious.&lt;br /&gt;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold multiple degrees over the same field, as a way to specialize, rarely deviating, making them experts. (They might hold multiple degrees on different things within their field of education, rarely outside. Example: A Scientist focusing on the field of Biology might have degrees in Molecular Genetics, Cell Biology, Zoology and so on.)&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It’s difficult to differentiate between the Skrell genders, as the only outward difference is the fact that females grow their tentacles faster than males. Tentacles grow throughout their whole life, with the oldest Skrell having very long headtails - and being the least likely to modify their length at spas with headtail-treatments.  Also included is the fact that Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. Oftentimes, Skrell unfamiliar with galactic customs can confuse the gender of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”&lt;br /&gt;
&lt;br /&gt;
Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation allows them to increase their lifespan to an impressive 300 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering effects of the Synthetic Singularity&#039;s utilization of biological warfare, a sizable percentage of Skrell are completely sterile. Thanks to the intense research efforts of Skrellian doctors and scientists, modern Federation specialists have the capability to at least partially reverse these effects in half of all Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only about a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have 8 eggs hatch at a time. Without treatments, effected eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
&lt;br /&gt;
Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. &lt;br /&gt;
&lt;br /&gt;
Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
&lt;br /&gt;
There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50, and this is a biological, genetically inherited difference that would get mentioned on medical and security records. Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are the listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
&lt;br /&gt;
Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Psionic Dream&#039;&#039;&#039; or Srom. Here, their thoughts focus inwards - connecting to others on a deeper level than the Wake can allow, transmitting not only thoughts, but also emotions and memories. It is hard to keep secrets in the Dream - while one is asleep, they may mutter their thoughts aloud.  it is also easier to transmit and think up original ideas - while the Wake is extremely far-reaching, the Dream is quite short in its range, and it is easy to separate oneself from the &amp;quot;dreamclutter&amp;quot; of the general populace either by secluding oneself far enough away or using aluminum-plated sleep rooms, headpieces or blankets.&lt;br /&gt;
&lt;br /&gt;
However, both over- and undersleeping is frowned upon in Skrell society. Oversleepers are seen as reclusive and suspicious individuals who, for whatever reason, do not wish to be affected by the Wake, and undersleepers are seen as holders of deep and potentially dangerous secrets.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward.|Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befreind Federation skrell to gain the benefits of Jargon technology that they&#039;re not allowed to bring outside of Skrell space.&lt;br /&gt;
&lt;br /&gt;
Skrell display intimate emotions by touching the heads of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
Skrell faces are extremely plain, and have next to no expression or difference between faces of different genders and individuals. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind with telepathy and Nral&#039;Malic, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. When feeling extreme emotions, Skrell may begin to cry - however their tears are an inky black. Skrell who cry will have black near their eyes, and if they do so for a long time it will stain the skin. This makes it easily identifiable for those who require consoling, however the stains can be removed with treatment.&lt;br /&gt;
&lt;br /&gt;
The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
&lt;br /&gt;
===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
&lt;br /&gt;
The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
&lt;br /&gt;
While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
&lt;br /&gt;
Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
&lt;br /&gt;
===Telepathic===&lt;br /&gt;
Telepathy for Skrell comes naturally while their body is in a restive state, and dreams become less about sleeping and more about constantly staying in communication with other Skrell. This form of telepathy has been called &#039;&#039;&#039;Srom&#039;&#039;&#039;, or &#039;&#039;&#039;Dream&#039;&#039;&#039;, and is how Skrell have &#039;dreamt&#039; their technological advancements - using their resting state to communally discuss new technologies and ideas with others within this Srom. When entering deep sleep, a skrell may begin to actually &#039;mutter&#039; instead of communicating - this means that Skrell that hold secrets must work actively to avoid sharing information, whether through aluminium-plated sleep rooms, blankets, or headpieces. Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in light sleep, which fails to give the body the rest it needs. This means most who hold secrets have the telltale sign of being constantly tired, however you can train your mind to remain awake while your body rests through months, or years of experience in meditation. This meditation is learned easiest by speaking to another who already knows it, however a common practice is to share the secret you wish to hide with this other person before they teach you how to meditate properly. Scientists are constantly isolating themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with eachother in private, even going so far as to isolate themselves under the sea or in space labs to avoid dreamstealers or dreamclutter from the general populace.&lt;br /&gt;
&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
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&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Main page: [[Skrell History]]&lt;br /&gt;
&lt;br /&gt;
The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;15th Centruy&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
&lt;br /&gt;
By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&#039;&#039;Main articles: [[Skrellian Cuisine]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings are made to be pleasing and not overtake the enviroment.]]&lt;br /&gt;
===Idols===&lt;br /&gt;
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called &#039;&#039;&#039;Idols&#039;&#039;&#039;. Idols are often propped up by the Federation on government run &#039;&#039;&#039;social media&#039;&#039;&#039;, encouraging average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; Research grants, private shuttles, high-class housing, there are thousands of different rewards for being an ideal citizen that follows laws and regulations, and an even higher pressure to remain that way. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media. &lt;br /&gt;
&lt;br /&gt;
Idols can be from almost any career, as long as they are models of the Federation utopia. Idols are selected for advertisement based on their popularity: An moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - maybe even the whole Federation! Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Sol and Frontier holonetworks.&lt;br /&gt;
&lt;br /&gt;
A “well-known secret” of the Jargon Federation is that Idols are comprised exclusively of very well Wake-attuned individuals with strong outer influences. Due to the Genophage, however, they seem to dwindle, creating a shortage of idols - prompting Jargon Federation to look into similarities between the Wake and Vaurca’s hivenet - so far with little results; although some C’thur serve as propaganda pieces in an experimental fashion.&lt;br /&gt;
&lt;br /&gt;
===Work Ethic===&lt;br /&gt;
&lt;br /&gt;
Skrell life is highly dependent on contribution of less-valued but highly crucial manual labor workers, although Skrell rarely ever want to work in these roles. These undervalued Skrellian workers are often pampered by the government to encourage them to keep working these jobs, giving a max 25 hour work week and complimentary pools in the workplace. Before other species were capable of taking the menial labor, the Skrell were in a serious depression due to the lack of workers and fears of automation, however, in &#039;&#039;&#039;2320&#039;&#039;&#039; Skrell found the first &#039;&#039;&#039;Dionaea&#039;&#039;&#039; pod in space, and after years of study, began incorporating them into workplaces in the late &#039;&#039;&#039;2360&#039;s&#039;&#039;&#039;. This integration has allowed for at least one Dionaea to be found in almost every factory, and Skrell co-workers usually give them the less mentally-required tasks to complete. Lately, Skrell have begun outsourcing some of their manual labor to other species such as Humans, Tajarans, and Vaurca. &lt;br /&gt;
&lt;br /&gt;
One of the main sources of workers being tested on planets outside Jargon is the C&#039;thur hives&#039; bound workers. The Federation requests bound workers on commission from the hive, although rations it to disallow more than 3 Vaurca per workplace, and they must all be constantly monitored and researched.&lt;br /&gt;
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In the past, Skrell valued synthetics for they simply took all this out of their hands and let them live in the perfect society where any Skrell could commit to whatever career they wanted. Now, however, if a Skrell feels they could complete the job that a synthetic is trying to, they will try.&lt;br /&gt;
&lt;br /&gt;
===Pop Culture===&lt;br /&gt;
&lt;br /&gt;
It&#039;s an open secret that media has been influenced by the government ever since the First Federation. Officials use money, influence, and government policy to steer the direction of The Federation&#039;s pop culture. Because of this, Skrell rapidly consume media and are constantly on forums, chat rooms, holonet, or sharing funny political and scientific jokes.&lt;br /&gt;
In &#039;&#039;&#039;film and cinema,&#039;&#039;&#039; the Federation offers production studios huge subsidies if it includes some sort of moral message. The largest grossing films always include quirky, ambition filled heroes defying the odds using family and friend support structures, self esteem, and personal growth in the pursuit of fame and intelligence. The hero&#039;s journey arc is very popular in Skrellian storytelling, as well as comedy, specifically satire and deadpan sarcasm that are hard for non-Skrell to pick up on. Imagine modern memes.&lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
Food and drink for Skrellian cuisine varies wildly depending on the planet you&#039;re on, especially because of the sheer amount of planets. On average, Skrellian dishes are largely made up of aquatic creatures and plants. While some flora and fauna can be successfully transplanted to different worlds, the process is carefully monitored so as to not upset local ecosystems. Because of this, hydroponics and animal farming techniques are used to minimize the expensive imports and keep planetary environments safe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Skrellian Cuisine]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Naming System ===&lt;br /&gt;
Every Skrell is born with two names, both of them being made up by the Skrell caring for them. These names are not inherited or transferred on marriage - if a Skrell chooses to acquire a surname, they would technically have three names.&lt;br /&gt;
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Name additions are a common facet of Skrell culture. It is common for a Skrell to add a name or a word to their name at some point in their lifetime. Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as breaking of an almost sacred tradition, as it lowers the significance of all other name additions, and is never authorized by Jargon bureaucrats. However, some Skrell outside Jargon may choose to do so anyway out of spite, simple ignorance, or other reasons.&lt;br /&gt;
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The significance of such name extensions varies greatly, but the most basic rule governs pronunciation and helps to suggest the connotation of the addition.&lt;br /&gt;
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Typically a “&#039;&#039;&#039;-&#039;&#039;&#039;” before an addition denotes a &#039;&#039;&#039;feeling of respect&#039;&#039;&#039;. This is often used with names that are meant to pay remembrance to figures, events, or locations. In spoken Skrellian, the presence of a - is pronounced by allowing a moment between the Skrell’s original name and the addition. In other words, the dash is treated as if it were a space between two words.&lt;br /&gt;
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The use of “&#039;&#039;&#039;‘&#039;&#039;&#039;“ before an addition signifies a more &#039;&#039;&#039;personal connection&#039;&#039;&#039; to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word.&lt;br /&gt;
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If a Skrell considers their addition notable enough, they may choose to translate it to Tau Ceti Basic for their work IDs and records in places where Nral&#039;Malic is not widely spoken. This has only been picking up recently, and is somewhat uncommon.&lt;br /&gt;
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=== Relationships ===&lt;br /&gt;
Skrell society has always placed a special significance on the bonds between an individual and the people they interact with. The shift from regional dialects to Nral’Malic saw a change in the words used to describe these ties, but the feelings they convey have remained the same for much of history. The concept of partnerships whether fraternal, platonic, or appreciative carry with them a weight that has only grown over the recent centuries.&lt;br /&gt;
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The Nral’Malic language begins each name for a partnership with the same root word, Qu. This word signifies a partnership or a shared bond with another person, with correlations to gravitational orbits. Qu often means Star, and when followed by qualifiers can mean many things in orbit. These qualifiers specify the nature of the partnership which the phrase is describing. The following are a few of the more commonly used utilizations of Qu, however you are free to create any to fit a relationship if these don&#039;t work.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Poxii - Starlover, Starlight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Skrell term for a person who is a chosen &#039;&#039;&#039;partner, friend, and mate&#039;&#039;&#039;. Those who choose to become Qu&#039;Poxii are mutually deciding that they are lifelong partners, and this relationship is not restricted to only two Skrell. Polyamory is commonplace with those who have had strong connections with each other for years, meaning best friend groups will eventually elevate their relationship to this level simply out of necessity to reproduce. Qu&#039;Poxii relationships often involve deciding to create children with the others involved, where those in the relationship will raise the child until they leave for school. Polyamory is not recognized in Tau Ceti, and Skrell who move there are often warned of such.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Kaax - Stardancer, Satellite&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The term most commonly used to refer to a valued or treasured &#039;&#039;&#039;coworker&#039;&#039;&#039;. In sharing common goals, proximity, and interests, many Skrell come to feel a special connection with the people they work with closely.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Nioh - Moon&#039;&#039;&#039;&lt;br /&gt;
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This word is used most in junction with the Human word “&#039;&#039;&#039;friend&#039;&#039;&#039;” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Qu’Nioh” is someone who the speaker did not expect to form a bond with but has come to value highly. This can be for a number of reasons ranging from an initial mutual disdain to a simple perceived lack of convenience or statistical unlikelihood. This expression was especially prevalent shortly after first contact as Skrell referred to their new acquaintances of the previously unknown Human race. Among the most common literal translations: “A dear friend who was earned” and “&#039;&#039;&#039;An unexpected friend&#039;&#039;&#039;.”&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Pluux - Comet&#039;&#039;&#039;&lt;br /&gt;
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This phrase refers to a bond one has formed due to situational circumstances. The word “Pluux” in this context conveys a &#039;&#039;&#039;temporary partnership&#039;&#039;&#039;, but this not always meant to be negative. This situation is seen as transitional, leading to longer lasting bonds after sufficient time has passed. This could refer to a business partner one is currently working with, a former rival one is patching things up with,  a relative stranger one is becoming acquainted with, or a valued friend one feels distanced from. &lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Draa - Starchild, Starblood&#039;&#039;&#039;&lt;br /&gt;
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This is a bond by resemblance or &#039;&#039;&#039;familial love&#039;&#039;&#039;. “Draa” in this case refers to one’s family foundations, like mother, father, siblings, caretaker, etc. “Qu’Draa” is a broad catch-all term that applies to both near and distant relatives, as well as those like family. &lt;br /&gt;
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&#039;&#039;For more information, see [[Skrell Families]]&#039;&#039;&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
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&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Qeblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Qeblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell &#039;&#039;&#039;horoscopes&#039;&#039;&#039; are often used as moral lessons or for guidance on how to live life well. Qeblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Qeblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
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&#039;&#039;&#039;Weishii&#039;&#039;&#039;, the second dominant faith of the Skrell, is a more modern faith which was born shortly after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after the Federation was reunified. The faith’s structure is largely informal, with its doctrine focused on the relationship between Skrell themselves rather than the fates told by the stars.  As Skrell rebuilt and reinvented old technologies to be operated by Skrell rather than solely run by machines, their society too began to place greater attention to the significance of each individual. What began as separate structures of support and cooperation between survivors grew into a common trend of regular meetings between increasingly driven individuals.  Today, Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often perform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and offering thanks to their peers and (often historic) predecessors for attributing to their ability to make such strides. The faith’s name itself, Weishii, comes from a combination of the Skrellian words for the abstract idea of &#039;&#039;Progress&#039;&#039; and &#039;&#039;Togetherness&#039;&#039;.&lt;br /&gt;
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[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
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===Political Structure===&lt;br /&gt;
Following the Skrell&#039;s long tradition of political councils, the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&lt;br /&gt;
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Members of the Federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
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===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 48 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 24 billion individuals, is concentrated in the core system of &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
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The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as Eriuyishi and Gli&#039;morr.&lt;br /&gt;
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Jargon V (known as &#039;&#039;&#039;Aliose&#039;&#039;&#039;) forms another important home for Skrell in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrell native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
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[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV (Qerrbalak) labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
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Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
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&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
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===Military===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the Galaxy. Most of the Skrell&#039;s strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
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Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a &#039;Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion. Tup commandos are espionage and tactical assault units, and it&#039;s speculated that some Commandos are even hidden in civilian life to gather information, undercover.&lt;br /&gt;
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===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
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One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
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Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
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The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
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===The Different Era of Skrell===&lt;br /&gt;
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&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Sharp</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=11907</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=11907"/>
		<updated>2019-05-25T00:43:22Z</updated>

		<summary type="html">&lt;p&gt;Sharp: /* The Wake */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian (Nral&#039;Malic), Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&lt;br /&gt;
*Skrell have their own language that can be used by typing ,k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &lt;br /&gt;
*Skrell have large heads with protruding head tails and due to this they cannot wear normal hardsuit helmets but instead need to wear Skrell hardsuit helmets (found in EVA). Their head tails also make it uncomfortable to wear normal headwear such as hats so most Skrell opt out of that. However, Skrell can wear normal hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious.&lt;br /&gt;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold multiple degrees over the same field, as a way to specialize, rarely deviating, making them experts. (They might hold multiple degrees on different things within their field of education, rarely outside. Example: A Scientist focusing on the field of Biology might have degrees in Molecular Genetics, Cell Biology, Zoology and so on.)&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It’s difficult to differentiate between the Skrell genders, as the only outward difference is the fact that females grow their tentacles faster than males. Tentacles grow throughout their whole life, with the oldest Skrell having very long headtails - and being the least likely to modify their length at spas with headtail-treatments.  Also included is the fact that Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. Oftentimes, Skrell unfamiliar with galactic customs can confuse the gender of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”&lt;br /&gt;
&lt;br /&gt;
Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation allows them to increase their lifespan to an impressive 300 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering effects of the Synthetic Singularity&#039;s utilization of biological warfare, a sizable percentage of Skrell are completely sterile. Thanks to the intense research efforts of Skrellian doctors and scientists, modern Federation specialists have the capability to at least partially reverse these effects in half of all Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only about a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have 8 eggs hatch at a time. Without treatments, effected eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
&lt;br /&gt;
Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. &lt;br /&gt;
&lt;br /&gt;
Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
&lt;br /&gt;
There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50, and this is a biological, genetically inherited difference that would get mentioned on medical and security records. Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are the listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
&lt;br /&gt;
Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Psionic Dream&#039;&#039;&#039; or Srom. Here, their thoughts focus inwards - connecting to others on a deeper level than the Wake can allow, transmitting not only thoughts, but also emotions and memories. It is hard to keep secrets in the Dream - while one is asleep, they may mutter their thoughts aloud.  it is also easier to transmit and think up original ideas - while the Wake is extremely far-reaching, the Dream is quite short in its range, and it is easy to separate oneself from the &amp;quot;dreamclutter&amp;quot; of the general populace either by secluding oneself far enough away or using aluminum-plated sleep rooms, headpieces or blankets.&lt;br /&gt;
&lt;br /&gt;
However, both over- and undersleeping is frowned upon in Skrell society. Oversleepers are seen as reclusive and suspicious individuals who, for whatever reason, do not wish to be affected by the Wake, and undersleepers are seen as holders of deep and potentially dangerous secrets.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward.|Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befreind Federation skrell to gain the benefits of Jargon technology that they&#039;re not allowed to bring outside of Skrell space.&lt;br /&gt;
&lt;br /&gt;
Skrell display intimate emotions by touching the heads of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
Skrell faces are extremely plain, and have next to no expression or difference between faces of different genders and individuals. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind with telepathy and Nral&#039;Malic, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. When feeling extreme emotions, Skrell may begin to cry - however their tears are an inky black. Skrell who cry will have black near their eyes, and if they do so for a long time it will stain the skin. This makes it easily identifiable for those who require consoling, however the stains can be removed with treatment.&lt;br /&gt;
&lt;br /&gt;
The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
&lt;br /&gt;
===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
&lt;br /&gt;
The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
&lt;br /&gt;
While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
&lt;br /&gt;
Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
&lt;br /&gt;
===Telepathic===&lt;br /&gt;
Telepathy for Skrell comes naturally while their body is in a restive state, and dreams become less about sleeping and more about constantly staying in communication with other Skrell. This form of telepathy has been called &#039;&#039;&#039;Srom&#039;&#039;&#039;, or &#039;&#039;&#039;Dream&#039;&#039;&#039;, and is how Skrell have &#039;dreamt&#039; their technological advancements - using their resting state to communally discuss new technologies and ideas with others within this Srom. When entering deep sleep, a skrell may begin to actually &#039;mutter&#039; instead of communicating - this means that Skrell that hold secrets must work actively to avoid sharing information, whether through aluminium-plated sleep rooms, blankets, or headpieces. Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in light sleep, which fails to give the body the rest it needs. This means most who hold secrets have the telltale sign of being constantly tired, however you can train your mind to remain awake while your body rests through months, or years of experience in meditation. This meditation is learned easiest by speaking to another who already knows it, however a common practice is to share the secret you wish to hide with this other person before they teach you how to meditate properly. Scientists are constantly isolating themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with eachother in private, even going so far as to isolate themselves under the sea or in space labs to avoid dreamstealers or dreamclutter from the general populace.&lt;br /&gt;
&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Main page: [[Skrell History]]&lt;br /&gt;
&lt;br /&gt;
The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;15th Centruy&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
&lt;br /&gt;
By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
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In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&#039;&#039;Main articles: [[Skrellian Cuisine]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings are made to be pleasing and not overtake the enviroment.]]&lt;br /&gt;
===Idols===&lt;br /&gt;
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called &#039;&#039;&#039;Idols&#039;&#039;&#039;. Idols are often propped up by the Federation on government run &#039;&#039;&#039;social media&#039;&#039;&#039;, encouraging average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; Research grants, private shuttles, high-class housing, there are thousands of different rewards for being an ideal citizen that follows laws and regulations, and an even higher pressure to remain that way. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media. &lt;br /&gt;
&lt;br /&gt;
Idols can be from almost any career, as long as they are models of the Federation utopia. Idols are selected for advertisement based on their popularity: An moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - maybe even the whole Federation! Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Sol and Frontier holonetworks.&lt;br /&gt;
&lt;br /&gt;
A “well-known secret” of the Jargon Federation is that Idols are comprised exclusively of very well Wake-attuned individuals with strong outer influences. Due to the Genophage, however, they seem to dwindle, creating a shortage of idols - prompting Jargon Federation to look into similarities between the Wake and Vaurca’s hivenet - so far with little results; although some C’thur serve as propaganda pieces in an experimental fashion.&lt;br /&gt;
&lt;br /&gt;
===Work Ethic===&lt;br /&gt;
&lt;br /&gt;
Skrell life is highly dependent on contribution of less-valued but highly crucial manual labor workers, although Skrell rarely ever want to work in these roles. These undervalued Skrellian workers are often pampered by the government to encourage them to keep working these jobs, giving a max 25 hour work week and complimentary pools in the workplace. Before other species were capable of taking the menial labor, the Skrell were in a serious depression due to the lack of workers and fears of automation, however, in &#039;&#039;&#039;2320&#039;&#039;&#039; Skrell found the first &#039;&#039;&#039;Dionaea&#039;&#039;&#039; pod in space, and after years of study, began incorporating them into workplaces in the late &#039;&#039;&#039;2360&#039;s&#039;&#039;&#039;. This integration has allowed for at least one Dionaea to be found in almost every factory, and Skrell co-workers usually give them the less mentally-required tasks to complete. Lately, Skrell have begun outsourcing some of their manual labor to other species such as Humans, Tajarans, and Vaurca. &lt;br /&gt;
&lt;br /&gt;
One of the main sources of workers being tested on planets outside Jargon is the C&#039;thur hives&#039; bound workers. The Federation requests bound workers on commission from the hive, although rations it to disallow more than 3 Vaurca per workplace, and they must all be constantly monitored and researched.&lt;br /&gt;
&lt;br /&gt;
In the past, Skrell valued synthetics for they simply took all this out of their hands and let them live in the perfect society where any Skrell could commit to whatever career they wanted. Now, however, if a Skrell feels they could complete the job that a synthetic is trying to, they will try.&lt;br /&gt;
&lt;br /&gt;
===Pop Culture===&lt;br /&gt;
&lt;br /&gt;
It&#039;s an open secret that media has been influenced by the government ever since the First Federation. Officials use money, influence, and government policy to steer the direction of The Federation&#039;s pop culture. Because of this, Skrell rapidly consume media and are constantly on forums, chat rooms, holonet, or sharing funny political and scientific jokes.&lt;br /&gt;
In &#039;&#039;&#039;film and cinema,&#039;&#039;&#039; the Federation offers production studios huge subsidies if it includes some sort of moral message. The largest grossing films always include quirky, ambition filled heroes defying the odds using family and friend support structures, self esteem, and personal growth in the pursuit of fame and intelligence. The hero&#039;s journey arc is very popular in Skrellian storytelling, as well as comedy, specifically satire and deadpan sarcasm that are hard for non-Skrell to pick up on. Imagine modern memes.&lt;br /&gt;
&lt;br /&gt;
=== Cuisine ===&lt;br /&gt;
Food and drink for Skrellian cuisine varies wildly depending on the planet you&#039;re on, especially because of the sheer amount of planets. On average, Skrellian dishes are largely made up of aquatic creatures and plants. While some flora and fauna can be successfully transplanted to different worlds, the process is carefully monitored so as to not upset local ecosystems. Because of this, hydroponics and animal farming techniques are used to minimize the expensive imports and keep planetary environments safe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Skrellian Cuisine]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Naming System ===&lt;br /&gt;
Every Skrell is born with two names, both of them being made up by the Skrell caring for them. These names are not inherited or transferred on marriage - if a Skrell chooses to acquire a surname, they would technically have three names.&lt;br /&gt;
&lt;br /&gt;
Name additions are a common facet of Skrell culture. It is common for a Skrell to add a name or a word to their name at some point in their lifetime. Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as breaking of an almost sacred tradition, as it lowers the significance of all other name additions, and is never authorized by Jargon bureaucrats. However, some Skrell outside Jargon may choose to do so anyway out of spite, simple ignorance, or other reasons.&lt;br /&gt;
&lt;br /&gt;
The significance of such name extensions varies greatly, but the most basic rule governs pronunciation and helps to suggest the connotation of the addition.&lt;br /&gt;
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Typically a “&#039;&#039;&#039;-&#039;&#039;&#039;” before an addition denotes a &#039;&#039;&#039;feeling of respect&#039;&#039;&#039;. This is often used with names that are meant to pay remembrance to figures, events, or locations. In spoken Skrellian, the presence of a - is pronounced by allowing a moment between the Skrell’s original name and the addition. In other words, the dash is treated as if it were a space between two words.&lt;br /&gt;
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The use of “&#039;&#039;&#039;‘&#039;&#039;&#039;“ before an addition signifies a more &#039;&#039;&#039;personal connection&#039;&#039;&#039; to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word.&lt;br /&gt;
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If a Skrell considers their addition notable enough, they may choose to translate it to Tau Ceti Basic for their work IDs and records in places where Nral&#039;Malic is not widely spoken. This has only been picking up recently, and is somewhat uncommon.&lt;br /&gt;
&lt;br /&gt;
=== Relationships ===&lt;br /&gt;
Skrell society has always placed a special significance on the bonds between an individual and the people they interact with. The shift from regional dialects to Nral’Malic saw a change in the words used to describe these ties, but the feelings they convey have remained the same for much of history. The concept of partnerships whether fraternal, platonic, or appreciative carry with them a weight that has only grown over the recent centuries.&lt;br /&gt;
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The Nral’Malic language begins each name for a partnership with the same root word, Qu. This word signifies a partnership or a shared bond with another person, with correlations to gravitational orbits. Qu often means Star, and when followed by qualifiers can mean many things in orbit. These qualifiers specify the nature of the partnership which the phrase is describing. The following are a few of the more commonly used utilizations of Qu, however you are free to create any to fit a relationship if these don&#039;t work.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Poxii - Starlover, Starlight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Skrell term for a person who is a chosen &#039;&#039;&#039;partner, friend, and mate&#039;&#039;&#039;. Those who choose to become Qu&#039;Poxii are mutually deciding that they are lifelong partners, and this relationship is not restricted to only two Skrell. Polyamory is commonplace with those who have had strong connections with each other for years, meaning best friend groups will eventually elevate their relationship to this level simply out of necessity to reproduce. Qu&#039;Poxii relationships often involve deciding to create children with the others involved, where those in the relationship will raise the child until they leave for school. Polyamory is not recognized in Tau Ceti, and Skrell who move there are often warned of such.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Kaax - Stardancer, Satellite&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The term most commonly used to refer to a valued or treasured &#039;&#039;&#039;coworker&#039;&#039;&#039;. In sharing common goals, proximity, and interests, many Skrell come to feel a special connection with the people they work with closely.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Nioh - Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This word is used most in junction with the Human word “&#039;&#039;&#039;friend&#039;&#039;&#039;” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Qu’Nioh” is someone who the speaker did not expect to form a bond with but has come to value highly. This can be for a number of reasons ranging from an initial mutual disdain to a simple perceived lack of convenience or statistical unlikelihood. This expression was especially prevalent shortly after first contact as Skrell referred to their new acquaintances of the previously unknown Human race. Among the most common literal translations: “A dear friend who was earned” and “&#039;&#039;&#039;An unexpected friend&#039;&#039;&#039;.”&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Pluux - Comet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This phrase refers to a bond one has formed due to situational circumstances. The word “Pluux” in this context conveys a &#039;&#039;&#039;temporary partnership&#039;&#039;&#039;, but this not always meant to be negative. This situation is seen as transitional, leading to longer lasting bonds after sufficient time has passed. This could refer to a business partner one is currently working with, a former rival one is patching things up with,  a relative stranger one is becoming acquainted with, or a valued friend one feels distanced from. &lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Draa - Starchild, Starblood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a bond by resemblance or &#039;&#039;&#039;familial love&#039;&#039;&#039;. “Draa” in this case refers to one’s family foundations, like mother, father, siblings, caretaker, etc. “Qu’Draa” is a broad catch-all term that applies to both near and distant relatives, as well as those like family. &lt;br /&gt;
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&#039;&#039;For more information, see [[Skrell Families]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
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&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Qeblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Qeblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell &#039;&#039;&#039;horoscopes&#039;&#039;&#039; are often used as moral lessons or for guidance on how to live life well. Qeblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Qeblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
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&#039;&#039;&#039;Weishii&#039;&#039;&#039;, the second dominant faith of the Skrell, is a more modern faith which was born shortly after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after the Federation was reunified. The faith’s structure is largely informal, with its doctrine focused on the relationship between Skrell themselves rather than the fates told by the stars.  As Skrell rebuilt and reinvented old technologies to be operated by Skrell rather than solely run by machines, their society too began to place greater attention to the significance of each individual. What began as separate structures of support and cooperation between survivors grew into a common trend of regular meetings between increasingly driven individuals.  Today, Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often perform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and offering thanks to their peers and (often historic) predecessors for attributing to their ability to make such strides. The faith’s name itself, Weishii, comes from a combination of the Skrellian words for the abstract idea of &#039;&#039;Progress&#039;&#039; and &#039;&#039;Togetherness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
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===Political Structure===&lt;br /&gt;
Following the Skrell&#039;s long tradition of political councils, the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&lt;br /&gt;
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Members of the Federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
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===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 48 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 24 billion individuals, is concentrated in the core system of &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
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The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as Eriuyishi and Gli&#039;morr.&lt;br /&gt;
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Jargon V (known as &#039;&#039;&#039;Aliose&#039;&#039;&#039;) forms another important home for Skrell in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrell native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
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[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV (Qerrbalak) labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
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Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
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&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
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===Military===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the Galaxy. Most of the Skrell&#039;s strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
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Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a &#039;Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion. Tup commandos are espionage and tactical assault units, and it&#039;s speculated that some Commandos are even hidden in civilian life to gather information, undercover.&lt;br /&gt;
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===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
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One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
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Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
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The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
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===The Different Era of Skrell===&lt;br /&gt;
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&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
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The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
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&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
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&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
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&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
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=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
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===Slimes===&lt;br /&gt;
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Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
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Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
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===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Sharp</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=11906</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=11906"/>
		<updated>2019-05-25T00:34:50Z</updated>

		<summary type="html">&lt;p&gt;Sharp: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian (Nral&#039;Malic), Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&lt;br /&gt;
*Skrell have their own language that can be used by typing ,k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &lt;br /&gt;
*Skrell have large heads with protruding head tails and due to this they cannot wear normal hardsuit helmets but instead need to wear Skrell hardsuit helmets (found in EVA). Their head tails also make it uncomfortable to wear normal headwear such as hats so most Skrell opt out of that. However, Skrell can wear normal hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious.&lt;br /&gt;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold multiple degrees over the same field, as a way to specialize, rarely deviating, making them experts. (They might hold multiple degrees on different things within their field of education, rarely outside. Example: A Scientist focusing on the field of Biology might have degrees in Molecular Genetics, Cell Biology, Zoology and so on.)&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It’s difficult to differentiate between the Skrell genders, as the only outward difference is the fact that females grow their tentacles faster than males. Tentacles grow throughout their whole life, with the oldest Skrell having very long headtails - and being the least likely to modify their length at spas with headtail-treatments.  Also included is the fact that Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. Oftentimes, Skrell unfamiliar with galactic customs can confuse the gender of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”&lt;br /&gt;
&lt;br /&gt;
Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation allows them to increase their lifespan to an impressive 300 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering effects of the Synthetic Singularity&#039;s utilization of biological warfare, a sizable percentage of Skrell are completely sterile. Thanks to the intense research efforts of Skrellian doctors and scientists, modern Federation specialists have the capability to at least partially reverse these effects in half of all Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only about a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have 8 eggs hatch at a time. Without treatments, effected eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
&lt;br /&gt;
Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. &lt;br /&gt;
&lt;br /&gt;
Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
&lt;br /&gt;
There are main two types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50, and this is a biological, genetically inherited difference that would get mentioned on medical and security records. Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are the listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
&lt;br /&gt;
Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Psionic Dream&#039;&#039;&#039; or Srom. Here, their thoughts focus inwards - connecting to others on a deeper level than the Wake can allow, transmitting not only thoughts, but also emotions and memories. It is hard to keep secrets in the Dream - while one is asleep, they may mutter their thoughts aloud.  it is also easier to transmit and think up original ideas - while the Wake is extremely far-reaching, the Dream is quite short in its range, and it is easy to separate oneself from the &amp;quot;dreamclutter&amp;quot; of the general populace either by secluding oneself far enough away or using aluminum-plated sleep rooms, headpieces or blankets.&lt;br /&gt;
&lt;br /&gt;
However, both over- and undersleeping is frowned upon in Skrell society. Oversleepers are seen as reclusive and suspicious individuals who, for whatever reason, do not wish to be affected by the Wake, and undersleepers are seen as holders of deep and potentially dangerous secrets.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward.|Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befreind Federation skrell to gain the benefits of Jargon technology that they&#039;re not allowed to bring outside of Skrell space.&lt;br /&gt;
&lt;br /&gt;
Skrell display intimate emotions by touching the heads of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
Skrell faces are extremely plain, and have next to no expression or difference between faces of different genders and individuals. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
&lt;br /&gt;
Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind with telepathy and Nral&#039;Malic, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. When feeling extreme emotions, Skrell may begin to cry - however their tears are an inky black. Skrell who cry will have black near their eyes, and if they do so for a long time it will stain the skin. This makes it easily identifiable for those who require consoling, however the stains can be removed with treatment.&lt;br /&gt;
&lt;br /&gt;
The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
&lt;br /&gt;
===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
&lt;br /&gt;
The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
&lt;br /&gt;
While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
&lt;br /&gt;
Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
&lt;br /&gt;
===Telepathic===&lt;br /&gt;
Telepathy for Skrell comes naturally while their body is in a restive state, and dreams become less about sleeping and more about constantly staying in communication with other Skrell. This form of telepathy has been called &#039;&#039;&#039;Srom&#039;&#039;&#039;, or &#039;&#039;&#039;Dream&#039;&#039;&#039;, and is how Skrell have &#039;dreamt&#039; their technological advancements - using their resting state to communally discuss new technologies and ideas with others within this Srom. When entering deep sleep, a skrell may begin to actually &#039;mutter&#039; instead of communicating - this means that Skrell that hold secrets must work actively to avoid sharing information, whether through aluminium-plated sleep rooms, blankets, or headpieces. Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in light sleep, which fails to give the body the rest it needs. This means most who hold secrets have the telltale sign of being constantly tired, however you can train your mind to remain awake while your body rests through months, or years of experience in meditation. This meditation is learned easiest by speaking to another who already knows it, however a common practice is to share the secret you wish to hide with this other person before they teach you how to meditate properly. Scientists are constantly isolating themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with eachother in private, even going so far as to isolate themselves under the sea or in space labs to avoid dreamstealers or dreamclutter from the general populace.&lt;br /&gt;
&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Main page: [[Skrell History]]&lt;br /&gt;
&lt;br /&gt;
The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;15th Centruy&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
&lt;br /&gt;
By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&#039;&#039;Main articles: [[Skrellian Cuisine]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings are made to be pleasing and not overtake the enviroment.]]&lt;br /&gt;
===Idols===&lt;br /&gt;
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called &#039;&#039;&#039;Idols&#039;&#039;&#039;. Idols are often propped up by the Federation on government run &#039;&#039;&#039;social media&#039;&#039;&#039;, encouraging average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; Research grants, private shuttles, high-class housing, there are thousands of different rewards for being an ideal citizen that follows laws and regulations, and an even higher pressure to remain that way. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media. &lt;br /&gt;
&lt;br /&gt;
Idols can be from almost any career, as long as they are models of the Federation utopia. Idols are selected for advertisement based on their popularity: An moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - maybe even the whole Federation! Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Sol and Frontier holonetworks.&lt;br /&gt;
&lt;br /&gt;
A “well-known secret” of the Jargon Federation is that Idols are comprised exclusively of very well Wake-attuned individuals with strong outer influences. Due to the Genophage, however, they seem to dwindle, creating a shortage of idols - prompting Jargon Federation to look into similarities between the Wake and Vaurca’s hivenet - so far with little results; although some C’thur serve as propaganda pieces in an experimental fashion.&lt;br /&gt;
&lt;br /&gt;
===Work Ethic===&lt;br /&gt;
&lt;br /&gt;
Skrell life is highly dependent on contribution of less-valued but highly crucial manual labor workers, although Skrell rarely ever want to work in these roles. These undervalued Skrellian workers are often pampered by the government to encourage them to keep working these jobs, giving a max 25 hour work week and complimentary pools in the workplace. Before other species were capable of taking the menial labor, the Skrell were in a serious depression due to the lack of workers and fears of automation, however, in &#039;&#039;&#039;2320&#039;&#039;&#039; Skrell found the first &#039;&#039;&#039;Dionaea&#039;&#039;&#039; pod in space, and after years of study, began incorporating them into workplaces in the late &#039;&#039;&#039;2360&#039;s&#039;&#039;&#039;. This integration has allowed for at least one Dionaea to be found in almost every factory, and Skrell co-workers usually give them the less mentally-required tasks to complete. Lately, Skrell have begun outsourcing some of their manual labor to other species such as Humans, Tajarans, and Vaurca. &lt;br /&gt;
&lt;br /&gt;
One of the main sources of workers being tested on planets outside Jargon is the C&#039;thur hives&#039; bound workers. The Federation requests bound workers on commission from the hive, although rations it to disallow more than 3 Vaurca per workplace, and they must all be constantly monitored and researched.&lt;br /&gt;
&lt;br /&gt;
In the past, Skrell valued synthetics for they simply took all this out of their hands and let them live in the perfect society where any Skrell could commit to whatever career they wanted. Now, however, if a Skrell feels they could complete the job that a synthetic is trying to, they will try.&lt;br /&gt;
&lt;br /&gt;
===Pop Culture===&lt;br /&gt;
&lt;br /&gt;
It&#039;s an open secret that media has been influenced by the government ever since the First Federation. Officials use money, influence, and government policy to steer the direction of The Federation&#039;s pop culture. Because of this, Skrell rapidly consume media and are constantly on forums, chat rooms, holonet, or sharing funny political and scientific jokes.&lt;br /&gt;
In &#039;&#039;&#039;film and cinema,&#039;&#039;&#039; the Federation offers production studios huge subsidies if it includes some sort of moral message. The largest grossing films always include quirky, ambition filled heroes defying the odds using family and friend support structures, self esteem, and personal growth in the pursuit of fame and intelligence. The hero&#039;s journey arc is very popular in Skrellian storytelling, as well as comedy, specifically satire and deadpan sarcasm that are hard for non-Skrell to pick up on. Imagine modern memes.&lt;br /&gt;
&lt;br /&gt;
=== Cuisine ===&lt;br /&gt;
Food and drink for Skrellian cuisine varies wildly depending on the planet you&#039;re on, especially because of the sheer amount of planets. On average, Skrellian dishes are largely made up of aquatic creatures and plants. While some flora and fauna can be successfully transplanted to different worlds, the process is carefully monitored so as to not upset local ecosystems. Because of this, hydroponics and animal farming techniques are used to minimize the expensive imports and keep planetary environments safe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Skrellian Cuisine]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Naming System ===&lt;br /&gt;
Every Skrell is born with two names, both of them being made up by the Skrell caring for them. These names are not inherited or transferred on marriage - if a Skrell chooses to acquire a surname, they would technically have three names.&lt;br /&gt;
&lt;br /&gt;
Name additions are a common facet of Skrell culture. It is common for a Skrell to add a name or a word to their name at some point in their lifetime. Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as breaking of an almost sacred tradition, as it lowers the significance of all other name additions, and is never authorized by Jargon bureaucrats. However, some Skrell outside Jargon may choose to do so anyway out of spite, simple ignorance, or other reasons.&lt;br /&gt;
&lt;br /&gt;
The significance of such name extensions varies greatly, but the most basic rule governs pronunciation and helps to suggest the connotation of the addition.&lt;br /&gt;
&lt;br /&gt;
Typically a “&#039;&#039;&#039;-&#039;&#039;&#039;” before an addition denotes a &#039;&#039;&#039;feeling of respect&#039;&#039;&#039;. This is often used with names that are meant to pay remembrance to figures, events, or locations. In spoken Skrellian, the presence of a - is pronounced by allowing a moment between the Skrell’s original name and the addition. In other words, the dash is treated as if it were a space between two words.&lt;br /&gt;
&lt;br /&gt;
The use of “&#039;&#039;&#039;‘&#039;&#039;&#039;“ before an addition signifies a more &#039;&#039;&#039;personal connection&#039;&#039;&#039; to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word.&lt;br /&gt;
&lt;br /&gt;
If a Skrell considers their addition notable enough, they may choose to translate it to Tau Ceti Basic for their work IDs and records in places where Nral&#039;Malic is not widely spoken. This has only been picking up recently, and is somewhat uncommon.&lt;br /&gt;
&lt;br /&gt;
=== Relationships ===&lt;br /&gt;
Skrell society has always placed a special significance on the bonds between an individual and the people they interact with. The shift from regional dialects to Nral’Malic saw a change in the words used to describe these ties, but the feelings they convey have remained the same for much of history. The concept of partnerships whether fraternal, platonic, or appreciative carry with them a weight that has only grown over the recent centuries.&lt;br /&gt;
&lt;br /&gt;
The Nral’Malic language begins each name for a partnership with the same root word, Qu. This word signifies a partnership or a shared bond with another person, with correlations to gravitational orbits. Qu often means Star, and when followed by qualifiers can mean many things in orbit. These qualifiers specify the nature of the partnership which the phrase is describing. The following are a few of the more commonly used utilizations of Qu, however you are free to create any to fit a relationship if these don&#039;t work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Poxii - Starlover, Starlight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Skrell term for a person who is a chosen &#039;&#039;&#039;partner, friend, and mate&#039;&#039;&#039;. Those who choose to become Qu&#039;Poxii are mutually deciding that they are lifelong partners, and this relationship is not restricted to only two Skrell. Polyamory is commonplace with those who have had strong connections with each other for years, meaning best friend groups will eventually elevate their relationship to this level simply out of necessity to reproduce. Qu&#039;Poxii relationships often involve deciding to create children with the others involved, where those in the relationship will raise the child until they leave for school. Polyamory is not recognized in Tau Ceti, and Skrell who move there are often warned of such.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Kaax - Stardancer, Satellite&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The term most commonly used to refer to a valued or treasured &#039;&#039;&#039;coworker&#039;&#039;&#039;. In sharing common goals, proximity, and interests, many Skrell come to feel a special connection with the people they work with closely.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Nioh - Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This word is used most in junction with the Human word “&#039;&#039;&#039;friend&#039;&#039;&#039;” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Qu’Nioh” is someone who the speaker did not expect to form a bond with but has come to value highly. This can be for a number of reasons ranging from an initial mutual disdain to a simple perceived lack of convenience or statistical unlikelihood. This expression was especially prevalent shortly after first contact as Skrell referred to their new acquaintances of the previously unknown Human race. Among the most common literal translations: “A dear friend who was earned” and “&#039;&#039;&#039;An unexpected friend&#039;&#039;&#039;.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Pluux - Comet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This phrase refers to a bond one has formed due to situational circumstances. The word “Pluux” in this context conveys a &#039;&#039;&#039;temporary partnership&#039;&#039;&#039;, but this not always meant to be negative. This situation is seen as transitional, leading to longer lasting bonds after sufficient time has passed. This could refer to a business partner one is currently working with, a former rival one is patching things up with,  a relative stranger one is becoming acquainted with, or a valued friend one feels distanced from. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Draa - Starchild, Starblood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a bond by resemblance or &#039;&#039;&#039;familial love&#039;&#039;&#039;. “Draa” in this case refers to one’s family foundations, like mother, father, siblings, caretaker, etc. “Qu’Draa” is a broad catch-all term that applies to both near and distant relatives, as well as those like family. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Skrell Families]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Qeblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Qeblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell &#039;&#039;&#039;horoscopes&#039;&#039;&#039; are often used as moral lessons or for guidance on how to live life well. Qeblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Qeblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weishii&#039;&#039;&#039;, the second dominant faith of the Skrell, is a more modern faith which was born shortly after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after the Federation was reunified. The faith’s structure is largely informal, with its doctrine focused on the relationship between Skrell themselves rather than the fates told by the stars.  As Skrell rebuilt and reinvented old technologies to be operated by Skrell rather than solely run by machines, their society too began to place greater attention to the significance of each individual. What began as separate structures of support and cooperation between survivors grew into a common trend of regular meetings between increasingly driven individuals.  Today, Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often perform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and offering thanks to their peers and (often historic) predecessors for attributing to their ability to make such strides. The faith’s name itself, Weishii, comes from a combination of the Skrellian words for the abstract idea of &#039;&#039;Progress&#039;&#039; and &#039;&#039;Togetherness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrell&#039;s long tradition of political councils, the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&lt;br /&gt;
&lt;br /&gt;
Members of the Federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
&lt;br /&gt;
===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 48 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 24 billion individuals, is concentrated in the core system of &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as Eriuyishi and Gli&#039;morr.&lt;br /&gt;
&lt;br /&gt;
Jargon V (known as &#039;&#039;&#039;Aliose&#039;&#039;&#039;) forms another important home for Skrell in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrell native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV (Qerrbalak) labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
&lt;br /&gt;
Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the Galaxy. Most of the Skrell&#039;s strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
&lt;br /&gt;
Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a &#039;Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion. Tup commandos are espionage and tactical assault units, and it&#039;s speculated that some Commandos are even hidden in civilian life to gather information, undercover.&lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
&lt;br /&gt;
One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
&lt;br /&gt;
Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
===The Different Era of Skrell===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Sharp</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=11905</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=11905"/>
		<updated>2019-05-25T00:18:47Z</updated>

		<summary type="html">&lt;p&gt;Sharp: Noticed we have two idols, replaced the old with the new.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian (Nral&#039;Malic), Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&lt;br /&gt;
*Skrell have their own language that can be used by typing ,k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &lt;br /&gt;
*Skrell have large heads with protruding head tails and due to this they cannot wear normal hardsuit helmets but instead need to wear Skrell hardsuit helmets (found in EVA). Their head tails also make it uncomfortable to wear normal headwear such as hats so most Skrell opt out of that. However, Skrell can wear normal hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious.&lt;br /&gt;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It’s difficult to differentiate between the Skrell genders, as the only outward difference is the fact that females grow their tentacles faster than males. Tentacles grow throughout their whole life, with the oldest Skrell having very long headtails - and being the least likely to modify their length at spas with headtail-treatments.  Also included is the fact that Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. Oftentimes, Skrell unfamiliar with galactic customs can confuse the gender of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”&lt;br /&gt;
&lt;br /&gt;
Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation allows them to increase their lifespan to an impressive 300 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering effects of the Synthetic Singularity&#039;s utilization of biological warfare, a sizable percentage of Skrell are completely sterile. Thanks to the intense research efforts of Skrellian doctors and scientists, modern Federation specialists have the capability to at least partially reverse these effects in half of all Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only about a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have 8 eggs hatch at a time. Without treatments, effected eggs remain inert, not developing.&lt;br /&gt;
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===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
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Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. &lt;br /&gt;
&lt;br /&gt;
Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
&lt;br /&gt;
There are main two types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50, and this is a biological, genetically inherited difference that would get mentioned on medical and security records. Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are the listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
&lt;br /&gt;
Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Psionic Dream&#039;&#039;&#039; or Srom. Here, their thoughts focus inwards - connecting to others on a deeper level than the Wake can allow, transmitting not only thoughts, but also emotions and memories. It is hard to keep secrets in the Dream - while one is asleep, they may mutter their thoughts aloud.  it is also easier to transmit and think up original ideas - while the Wake is extremely far-reaching, the Dream is quite short in its range, and it is easy to separate oneself from the &amp;quot;dreamclutter&amp;quot; of the general populace either by secluding oneself far enough away or using aluminum-plated sleep rooms, headpieces or blankets.&lt;br /&gt;
&lt;br /&gt;
However, both over- and undersleeping is frowned upon in Skrell society. Oversleepers are seen as reclusive and suspicious individuals who, for whatever reason, do not wish to be affected by the Wake, and undersleepers are seen as holders of deep and potentially dangerous secrets.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward.|Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befreind Federation skrell to gain the benefits of Jargon technology that they&#039;re not allowed to bring outside of Skrell space.&lt;br /&gt;
&lt;br /&gt;
Skrell display intimate emotions by touching the heads of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
&lt;br /&gt;
===Emotional===&lt;br /&gt;
Skrell faces are extremely plain, and have next to no expression or difference between faces of different genders and individuals. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
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Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind with telepathy and Nral&#039;Malic, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. When feeling extreme emotions, Skrell may begin to cry - however their tears are an inky black. Skrell who cry will have black near their eyes, and if they do so for a long time it will stain the skin. This makes it easily identifiable for those who require consoling, however the stains can be removed with treatment.&lt;br /&gt;
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The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
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===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
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The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
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While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
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Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
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===Telepathic===&lt;br /&gt;
Telepathy for Skrell comes naturally while their body is in a restive state, and dreams become less about sleeping and more about constantly staying in communication with other Skrell. This form of telepathy has been called &#039;&#039;&#039;Srom&#039;&#039;&#039;, or &#039;&#039;&#039;Dream&#039;&#039;&#039;, and is how Skrell have &#039;dreamt&#039; their technological advancements - using their resting state to communally discuss new technologies and ideas with others within this Srom. When entering deep sleep, a skrell may begin to actually &#039;mutter&#039; instead of communicating - this means that Skrell that hold secrets must work actively to avoid sharing information, whether through aluminium-plated sleep rooms, blankets, or headpieces. Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in light sleep, which fails to give the body the rest it needs. This means most who hold secrets have the telltale sign of being constantly tired, however you can train your mind to remain awake while your body rests through months, or years of experience in meditation. This meditation is learned easiest by speaking to another who already knows it, however a common practice is to share the secret you wish to hide with this other person before they teach you how to meditate properly. Scientists are constantly isolating themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with eachother in private, even going so far as to isolate themselves under the sea or in space labs to avoid dreamstealers or dreamclutter from the general populace.&lt;br /&gt;
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Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
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The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
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== History ==&lt;br /&gt;
&lt;br /&gt;
Main page: [[Skrell History]]&lt;br /&gt;
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The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
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In the &#039;&#039;&#039;15th Centruy&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
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By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
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In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
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By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
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In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
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==Culture==&lt;br /&gt;
&#039;&#039;Main articles: [[Skrellian Cuisine]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings are made to be pleasing and not overtake the enviroment.]]&lt;br /&gt;
===Idols===&lt;br /&gt;
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called &#039;&#039;&#039;Idols&#039;&#039;&#039;. Idols are often propped up by the Federation on government run &#039;&#039;&#039;social media&#039;&#039;&#039;, encouraging average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; Research grants, private shuttles, high-class housing, there are thousands of different rewards for being an ideal citizen that follows laws and regulations, and an even higher pressure to remain that way. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media. &lt;br /&gt;
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Idols can be from almost any career, as long as they are models of the Federation utopia. Idols are selected for advertisement based on their popularity: An moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - maybe even the whole Federation! Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Sol and Frontier holonetworks.&lt;br /&gt;
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A “well-known secret” of the Jargon Federation is that Idols are comprised exclusively of very well Wake-attuned individuals with strong outer influences. Due to the Genophage, however, they seem to dwindle, creating a shortage of idols - prompting Jargon Federation to look into similarities between the Wake and Vaurca’s hivenet - so far with little results; although some C’thur serve as propaganda pieces in an experimental fashion.&lt;br /&gt;
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===Work Ethic===&lt;br /&gt;
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Skrell life is highly dependent on contribution of less-valued but highly crucial manual labor workers, although Skrell rarely ever want to work in these roles. These undervalued Skrellian workers are often pampered by the government to encourage them to keep working these jobs, giving a max 25 hour work week and complimentary pools in the workplace. Before other species were capable of taking the menial labor, the Skrell were in a serious depression due to the lack of workers and fears of automation, however, in &#039;&#039;&#039;2320&#039;&#039;&#039; Skrell found the first &#039;&#039;&#039;Dionaea&#039;&#039;&#039; pod in space, and after years of study, began incorporating them into workplaces in the late &#039;&#039;&#039;2360&#039;s&#039;&#039;&#039;. This integration has allowed for at least one Dionaea to be found in almost every factory, and Skrell co-workers usually give them the less mentally-required tasks to complete. Lately, Skrell have begun outsourcing some of their manual labor to other species such as Humans, Tajarans, and Vaurca. &lt;br /&gt;
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One of the main sources of workers being tested on planets outside Jargon is the C&#039;thur hives&#039; bound workers. The Federation requests bound workers on commission from the hive, although rations it to disallow more than 3 Vaurca per workplace, and they must all be constantly monitored and researched.&lt;br /&gt;
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In the past, Skrell valued synthetics for they simply took all this out of their hands and let them live in the perfect society where any Skrell could commit to whatever career they wanted. Now, however, if a Skrell feels they could complete the job that a synthetic is trying to, they will try.&lt;br /&gt;
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===Pop Culture===&lt;br /&gt;
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It&#039;s an open secret that media has been influenced by the government ever since the First Federation. Officials use money, influence, and government policy to steer the direction of The Federation&#039;s pop culture. Because of this, Skrell rapidly consume media and are constantly on forums, chat rooms, holonet, or sharing funny political and scientific jokes.&lt;br /&gt;
In &#039;&#039;&#039;film and cinema,&#039;&#039;&#039; the Federation offers production studios huge subsidies if it includes some sort of moral message. The largest grossing films always include quirky, ambition filled heroes defying the odds using family and friend support structures, self esteem, and personal growth in the pursuit of fame and intelligence. The hero&#039;s journey arc is very popular in Skrellian storytelling, as well as comedy, specifically satire and deadpan sarcasm that are hard for non-Skrell to pick up on. Imagine modern memes.&lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
Food and drink for Skrellian cuisine varies wildly depending on the planet you&#039;re on, especially because of the sheer amount of planets. On average, Skrellian dishes are largely made up of aquatic creatures and plants. While some flora and fauna can be successfully transplanted to different worlds, the process is carefully monitored so as to not upset local ecosystems. Because of this, hydroponics and animal farming techniques are used to minimize the expensive imports and keep planetary environments safe.&lt;br /&gt;
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&#039;&#039;For more information, see [[Skrellian Cuisine]]&#039;&#039;&lt;br /&gt;
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=== Naming System ===&lt;br /&gt;
Every Skrell is born with two names, both of them being made up by the Skrell caring for them. These names are not inherited or transferred on marriage - if a Skrell chooses to acquire a surname, they would technically have three names.&lt;br /&gt;
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Name additions are a common facet of Skrell culture. It is common for a Skrell to add a name or a word to their name at some point in their lifetime. Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as breaking of an almost sacred tradition, as it lowers the significance of all other name additions, and is never authorized by Jargon bureaucrats. However, some Skrell outside Jargon may choose to do so anyway out of spite, simple ignorance, or other reasons.&lt;br /&gt;
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The significance of such name extensions varies greatly, but the most basic rule governs pronunciation and helps to suggest the connotation of the addition.&lt;br /&gt;
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Typically a “&#039;&#039;&#039;-&#039;&#039;&#039;” before an addition denotes a &#039;&#039;&#039;feeling of respect&#039;&#039;&#039;. This is often used with names that are meant to pay remembrance to figures, events, or locations. In spoken Skrellian, the presence of a - is pronounced by allowing a moment between the Skrell’s original name and the addition. In other words, the dash is treated as if it were a space between two words.&lt;br /&gt;
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The use of “&#039;&#039;&#039;‘&#039;&#039;&#039;“ before an addition signifies a more &#039;&#039;&#039;personal connection&#039;&#039;&#039; to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word.&lt;br /&gt;
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If a Skrell considers their addition notable enough, they may choose to translate it to Tau Ceti Basic for their work IDs and records in places where Nral&#039;Malic is not widely spoken. This has only been picking up recently, and is somewhat uncommon.&lt;br /&gt;
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=== Relationships ===&lt;br /&gt;
Skrell society has always placed a special significance on the bonds between an individual and the people they interact with. The shift from regional dialects to Nral’Malic saw a change in the words used to describe these ties, but the feelings they convey have remained the same for much of history. The concept of partnerships whether fraternal, platonic, or appreciative carry with them a weight that has only grown over the recent centuries.&lt;br /&gt;
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The Nral’Malic language begins each name for a partnership with the same root word, Qu. This word signifies a partnership or a shared bond with another person, with correlations to gravitational orbits. Qu often means Star, and when followed by qualifiers can mean many things in orbit. These qualifiers specify the nature of the partnership which the phrase is describing. The following are a few of the more commonly used utilizations of Qu, however you are free to create any to fit a relationship if these don&#039;t work.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Poxii - Starlover, Starlight&#039;&#039;&#039;&lt;br /&gt;
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The Skrell term for a person who is a chosen &#039;&#039;&#039;partner, friend, and mate&#039;&#039;&#039;. Those who choose to become Qu&#039;Poxii are mutually deciding that they are lifelong partners, and this relationship is not restricted to only two Skrell. Polyamory is commonplace with those who have had strong connections with each other for years, meaning best friend groups will eventually elevate their relationship to this level simply out of necessity to reproduce. Qu&#039;Poxii relationships often involve deciding to create children with the others involved, where those in the relationship will raise the child until they leave for school. Polyamory is not recognized in Tau Ceti, and Skrell who move there are often warned of such.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Kaax - Stardancer, Satellite&#039;&#039;&#039;&lt;br /&gt;
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The term most commonly used to refer to a valued or treasured &#039;&#039;&#039;coworker&#039;&#039;&#039;. In sharing common goals, proximity, and interests, many Skrell come to feel a special connection with the people they work with closely.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Nioh - Moon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This word is used most in junction with the Human word “&#039;&#039;&#039;friend&#039;&#039;&#039;” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Qu’Nioh” is someone who the speaker did not expect to form a bond with but has come to value highly. This can be for a number of reasons ranging from an initial mutual disdain to a simple perceived lack of convenience or statistical unlikelihood. This expression was especially prevalent shortly after first contact as Skrell referred to their new acquaintances of the previously unknown Human race. Among the most common literal translations: “A dear friend who was earned” and “&#039;&#039;&#039;An unexpected friend&#039;&#039;&#039;.”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Pluux - Comet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This phrase refers to a bond one has formed due to situational circumstances. The word “Pluux” in this context conveys a &#039;&#039;&#039;temporary partnership&#039;&#039;&#039;, but this not always meant to be negative. This situation is seen as transitional, leading to longer lasting bonds after sufficient time has passed. This could refer to a business partner one is currently working with, a former rival one is patching things up with,  a relative stranger one is becoming acquainted with, or a valued friend one feels distanced from. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qu&#039;Draa - Starchild, Starblood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a bond by resemblance or &#039;&#039;&#039;familial love&#039;&#039;&#039;. “Draa” in this case refers to one’s family foundations, like mother, father, siblings, caretaker, etc. “Qu’Draa” is a broad catch-all term that applies to both near and distant relatives, as well as those like family. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Skrell Families]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Qeblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Qeblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell &#039;&#039;&#039;horoscopes&#039;&#039;&#039; are often used as moral lessons or for guidance on how to live life well. Qeblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Qeblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weishii&#039;&#039;&#039;, the second dominant faith of the Skrell, is a more modern faith which was born shortly after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after the Federation was reunified. The faith’s structure is largely informal, with its doctrine focused on the relationship between Skrell themselves rather than the fates told by the stars.  As Skrell rebuilt and reinvented old technologies to be operated by Skrell rather than solely run by machines, their society too began to place greater attention to the significance of each individual. What began as separate structures of support and cooperation between survivors grew into a common trend of regular meetings between increasingly driven individuals.  Today, Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often perform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and offering thanks to their peers and (often historic) predecessors for attributing to their ability to make such strides. The faith’s name itself, Weishii, comes from a combination of the Skrellian words for the abstract idea of &#039;&#039;Progress&#039;&#039; and &#039;&#039;Togetherness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrell&#039;s long tradition of political councils, the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&lt;br /&gt;
&lt;br /&gt;
Members of the Federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
&lt;br /&gt;
===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 48 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 24 billion individuals, is concentrated in the core system of &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as Eriuyishi and Gli&#039;morr.&lt;br /&gt;
&lt;br /&gt;
Jargon V (known as &#039;&#039;&#039;Aliose&#039;&#039;&#039;) forms another important home for Skrell in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrell native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV (Qerrbalak) labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
&lt;br /&gt;
Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the Galaxy. Most of the Skrell&#039;s strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
&lt;br /&gt;
Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a &#039;Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion. Tup commandos are espionage and tactical assault units, and it&#039;s speculated that some Commandos are even hidden in civilian life to gather information, undercover.&lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
&lt;br /&gt;
One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
&lt;br /&gt;
Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
===The Different Era of Skrell===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Sharp</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=11904</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=11904"/>
		<updated>2019-05-24T23:59:14Z</updated>

		<summary type="html">&lt;p&gt;Sharp: Added Psionics and Idols&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian (Nral&#039;Malic), Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their vestigial gill slits.&lt;br /&gt;
&lt;br /&gt;
Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.&lt;br /&gt;
&lt;br /&gt;
Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&lt;br /&gt;
*Skrell have their own language that can be used by typing ,k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &lt;br /&gt;
*Skrell have large heads with protruding head tails and due to this they cannot wear normal hardsuit helmets but instead need to wear Skrell hardsuit helmets (found in EVA). Their head tails also make it uncomfortable to wear normal headwear such as hats so most Skrell opt out of that. However, Skrell can wear normal hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious.&lt;br /&gt;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, which possess no muscle tissue, and simply hang down over a Skrell&#039;s shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
It’s difficult to differentiate between the Skrell genders, as the only outward difference is the fact that females grow their tentacles faster than males. Tentacles grow throughout their whole life, with the oldest Skrell having very long headtails - and being the least likely to modify their length at spas with headtail-treatments.  Also included is the fact that Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. Oftentimes, Skrell unfamiliar with galactic customs can confuse the gender of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”&lt;br /&gt;
&lt;br /&gt;
Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation allows them to increase their lifespan to an impressive 300 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering effects of the Synthetic Singularity&#039;s utilization of biological warfare, a sizable percentage of Skrell are completely sterile. Thanks to the intense research efforts of Skrellian doctors and scientists, modern Federation specialists have the capability to at least partially reverse these effects in half of all Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only about a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have 8 eggs hatch at a time. Without treatments, effected eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
&lt;br /&gt;
Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. &lt;br /&gt;
&lt;br /&gt;
Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
&lt;br /&gt;
There are main two types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50, and this is a biological, genetically inherited difference that would get mentioned on medical and security records. Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are the listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
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Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Psionic Dream&#039;&#039;&#039; or Srom. Here, their thoughts focus inwards - connecting to others on a deeper level than the Wake can allow, transmitting not only thoughts, but also emotions and memories. It is hard to keep secrets in the Dream - while one is asleep, they may mutter their thoughts aloud.  it is also easier to transmit and think up original ideas - while the Wake is extremely far-reaching, the Dream is quite short in its range, and it is easy to separate oneself from the &amp;quot;dreamclutter&amp;quot; of the general populace either by secluding oneself far enough away or using aluminum-plated sleep rooms, headpieces or blankets.&lt;br /&gt;
&lt;br /&gt;
However, both over- and undersleeping is frowned upon in Skrell society. Oversleepers are seen as reclusive and suspicious individuals who, for whatever reason, do not wish to be affected by the Wake, and undersleepers are seen as holders of deep and potentially dangerous secrets.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward.|Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befreind Federation skrell to gain the benefits of Jargon technology that they&#039;re not allowed to bring outside of Skrell space.&lt;br /&gt;
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Skrell display intimate emotions by touching the heads of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
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===Emotional===&lt;br /&gt;
Skrell faces are extremely plain, and have next to no expression or difference between faces of different genders and individuals. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.&lt;br /&gt;
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Due to Humans&#039; limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind with telepathy and Nral&#039;Malic, communication is so seamless that two parties involved in a discussion would almost be able to guess each others&#039; thoughts at times, simply through the variety of vocal tones used in conversation. When feeling extreme emotions, Skrell may begin to cry - however their tears are an inky black. Skrell who cry will have black near their eyes, and if they do so for a long time it will stain the skin. This makes it easily identifiable for those who require consoling, however the stains can be removed with treatment.&lt;br /&gt;
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The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
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===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
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The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
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While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
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Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
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===Telepathic===&lt;br /&gt;
Telepathy for Skrell comes naturally while their body is in a restive state, and dreams become less about sleeping and more about constantly staying in communication with other Skrell. This form of telepathy has been called &#039;&#039;&#039;Srom&#039;&#039;&#039;, or &#039;&#039;&#039;Dream&#039;&#039;&#039;, and is how Skrell have &#039;dreamt&#039; their technological advancements - using their resting state to communally discuss new technologies and ideas with others within this Srom. When entering deep sleep, a skrell may begin to actually &#039;mutter&#039; instead of communicating - this means that Skrell that hold secrets must work actively to avoid sharing information, whether through aluminium-plated sleep rooms, blankets, or headpieces. Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in light sleep, which fails to give the body the rest it needs. This means most who hold secrets have the telltale sign of being constantly tired, however you can train your mind to remain awake while your body rests through months, or years of experience in meditation. This meditation is learned easiest by speaking to another who already knows it, however a common practice is to share the secret you wish to hide with this other person before they teach you how to meditate properly. Scientists are constantly isolating themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with eachother in private, even going so far as to isolate themselves under the sea or in space labs to avoid dreamstealers or dreamclutter from the general populace.&lt;br /&gt;
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Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
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The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
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===Idols===&lt;br /&gt;
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called &#039;&#039;&#039;Idols&#039;&#039;&#039;. Idols are often propped up by the Federation on government run &#039;&#039;&#039;social media&#039;&#039;&#039;, encouraging average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; Research grants, private shuttles, high-class housing, there are thousands of different rewards for being an ideal citizen that follows laws and regulations, and an even higher pressure to remain that way. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media. &lt;br /&gt;
&lt;br /&gt;
Idols can be from almost any career, as long as they are models of the Federation utopia. Idols are selected for advertisement based on their popularity: An moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - maybe even the whole Federation! Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Sol and Frontier holonetworks.&lt;br /&gt;
&lt;br /&gt;
A “well-known secret” of the Jargon Federation is that Idols are comprised exclusively of very well Wake-attuned individuals with strong outer influences. Due to the Genophage, however, they seem to dwindle, creating a shortage of idols - prompting Jargon Federation to look into similarities between the Wake and Vaurca’s hivenet - so far with little results; although some C’thur serve as propaganda pieces in an experimental fashion.&lt;br /&gt;
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== History ==&lt;br /&gt;
&lt;br /&gt;
Main page: [[Skrell History]]&lt;br /&gt;
&lt;br /&gt;
The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;15th Centruy&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
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By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
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In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
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By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
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In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
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==Culture==&lt;br /&gt;
&#039;&#039;Main articles: [[Skrellian Cuisine]], [[Skrell (Factions &amp;amp; Politics)]]&#039;&#039;&lt;br /&gt;
[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings are made to be pleasing and not overtake the enviroment.]]&lt;br /&gt;
===Idols===&lt;br /&gt;
Skrell place great importance on social and scientific development, and idolize valuable members of those communities, called &#039;&#039;&#039;Idols&#039;&#039;&#039;. Idols are often propped up by the Federation on government run &#039;&#039;&#039;social media&#039;&#039;&#039;, encouraging average Skrell to seek personal glory and recognition, as well as rewards. They gain rewards for simply giving a good face to the Federation; Research grants, private shuttles, high-class housing, there are thousands of different rewards for being an ideal citizen that follows laws and regulations, and an even higher pressure to remain that way. If an Idol becomes less-than-ideal for the reputation of the Federation, their rewards can be taken away as well as being given a gag-order on their social media account. Dead Idols often try to reclaim their popularity, but end up shunned for being an inconsistent source of media.&lt;br /&gt;
Idols can be from almost any career, as long as they are models of the Federation utopia.&lt;br /&gt;
&lt;br /&gt;
Idols are vetted by government agencies that scan through their history - ensuring their claims to fame to be true as well as making sure they&#039;re not public criminals. Idols are selected for advertisement based on their popularity: An moderately popular Idol would be shown to a town or region, while an extremely popular one would be given a busy city, planet, or system - maybe even the whole Federation! Idols have even begun to have reputation outside of Federation space, with Skrell musicians that play human-made songs being one of the most popular on Sol and Frontier holonetworks.&lt;br /&gt;
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===Work Ethic===&lt;br /&gt;
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Skrell life is highly dependent on contribution of less-valued but highly crucial manual labor workers, although Skrell rarely ever want to work in these roles. These undervalued Skrellian workers are often pampered by the government to encourage them to keep working these jobs, giving a max 25 hour work week and complimentary pools in the workplace. Before other species were capable of taking the menial labor, the Skrell were in a serious depression due to the lack of workers and fears of automation, however, in &#039;&#039;&#039;2320&#039;&#039;&#039; Skrell found the first &#039;&#039;&#039;Dionaea&#039;&#039;&#039; pod in space, and after years of study, began incorporating them into workplaces in the late &#039;&#039;&#039;2360&#039;s&#039;&#039;&#039;. This integration has allowed for at least one Dionaea to be found in almost every factory, and Skrell co-workers usually give them the less mentally-required tasks to complete. Lately, Skrell have begun outsourcing some of their manual labor to other species such as Humans, Tajarans, and Vaurca. &lt;br /&gt;
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One of the main sources of workers being tested on planets outside Jargon is the C&#039;thur hives&#039; bound workers. The Federation requests bound workers on commission from the hive, although rations it to disallow more than 3 Vaurca per workplace, and they must all be constantly monitored and researched.&lt;br /&gt;
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In the past, Skrell valued synthetics for they simply took all this out of their hands and let them live in the perfect society where any Skrell could commit to whatever career they wanted. Now, however, if a Skrell feels they could complete the job that a synthetic is trying to, they will try.&lt;br /&gt;
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===Pop Culture===&lt;br /&gt;
&lt;br /&gt;
It&#039;s an open secret that media has been influenced by the government ever since the First Federation. Officials use money, influence, and government policy to steer the direction of The Federation&#039;s pop culture. Because of this, Skrell rapidly consume media and are constantly on forums, chat rooms, holonet, or sharing funny political and scientific jokes.&lt;br /&gt;
In &#039;&#039;&#039;film and cinema,&#039;&#039;&#039; the Federation offers production studios huge subsidies if it includes some sort of moral message. The largest grossing films always include quirky, ambition filled heroes defying the odds using family and friend support structures, self esteem, and personal growth in the pursuit of fame and intelligence. The hero&#039;s journey arc is very popular in Skrellian storytelling, as well as comedy, specifically satire and deadpan sarcasm that are hard for non-Skrell to pick up on. Imagine modern memes.&lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
Food and drink for Skrellian cuisine varies wildly depending on the planet you&#039;re on, especially because of the sheer amount of planets. On average, Skrellian dishes are largely made up of aquatic creatures and plants. While some flora and fauna can be successfully transplanted to different worlds, the process is carefully monitored so as to not upset local ecosystems. Because of this, hydroponics and animal farming techniques are used to minimize the expensive imports and keep planetary environments safe.&lt;br /&gt;
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&#039;&#039;For more information, see [[Skrellian Cuisine]]&#039;&#039;&lt;br /&gt;
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=== Naming System ===&lt;br /&gt;
Every Skrell is born with two names, both of them being made up by the Skrell caring for them. These names are not inherited or transferred on marriage - if a Skrell chooses to acquire a surname, they would technically have three names.&lt;br /&gt;
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Name additions are a common facet of Skrell culture. It is common for a Skrell to add a name or a word to their name at some point in their lifetime. Name additions are added to the end of either name. Skrell traditionally only add one addition to the end of each name. Adding more than one addition to the end of a name is seen as breaking of an almost sacred tradition, as it lowers the significance of all other name additions, and is never authorized by Jargon bureaucrats. However, some Skrell outside Jargon may choose to do so anyway out of spite, simple ignorance, or other reasons.&lt;br /&gt;
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The significance of such name extensions varies greatly, but the most basic rule governs pronunciation and helps to suggest the connotation of the addition.&lt;br /&gt;
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Typically a “&#039;&#039;&#039;-&#039;&#039;&#039;” before an addition denotes a &#039;&#039;&#039;feeling of respect&#039;&#039;&#039;. This is often used with names that are meant to pay remembrance to figures, events, or locations. In spoken Skrellian, the presence of a - is pronounced by allowing a moment between the Skrell’s original name and the addition. In other words, the dash is treated as if it were a space between two words.&lt;br /&gt;
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The use of “&#039;&#039;&#039;‘&#039;&#039;&#039;“ before an addition signifies a more &#039;&#039;&#039;personal connection&#039;&#039;&#039; to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word.&lt;br /&gt;
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If a Skrell considers their addition notable enough, they may choose to translate it to Tau Ceti Basic for their work IDs and records in places where Nral&#039;Malic is not widely spoken. This has only been picking up recently, and is somewhat uncommon.&lt;br /&gt;
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=== Relationships ===&lt;br /&gt;
Skrell society has always placed a special significance on the bonds between an individual and the people they interact with. The shift from regional dialects to Nral’Malic saw a change in the words used to describe these ties, but the feelings they convey have remained the same for much of history. The concept of partnerships whether fraternal, platonic, or appreciative carry with them a weight that has only grown over the recent centuries.&lt;br /&gt;
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The Nral’Malic language begins each name for a partnership with the same root word, Qu. This word signifies a partnership or a shared bond with another person, with correlations to gravitational orbits. Qu often means Star, and when followed by qualifiers can mean many things in orbit. These qualifiers specify the nature of the partnership which the phrase is describing. The following are a few of the more commonly used utilizations of Qu, however you are free to create any to fit a relationship if these don&#039;t work.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Poxii - Starlover, Starlight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Skrell term for a person who is a chosen &#039;&#039;&#039;partner, friend, and mate&#039;&#039;&#039;. Those who choose to become Qu&#039;Poxii are mutually deciding that they are lifelong partners, and this relationship is not restricted to only two Skrell. Polyamory is commonplace with those who have had strong connections with each other for years, meaning best friend groups will eventually elevate their relationship to this level simply out of necessity to reproduce. Qu&#039;Poxii relationships often involve deciding to create children with the others involved, where those in the relationship will raise the child until they leave for school. Polyamory is not recognized in Tau Ceti, and Skrell who move there are often warned of such.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Kaax - Stardancer, Satellite&#039;&#039;&#039;&lt;br /&gt;
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The term most commonly used to refer to a valued or treasured &#039;&#039;&#039;coworker&#039;&#039;&#039;. In sharing common goals, proximity, and interests, many Skrell come to feel a special connection with the people they work with closely.&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Nioh - Moon&#039;&#039;&#039;&lt;br /&gt;
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This word is used most in junction with the Human word “&#039;&#039;&#039;friend&#039;&#039;&#039;” but denotes a very specific form of friendship. Oftentimes, a person who is referred to as one’s “Qu’Nioh” is someone who the speaker did not expect to form a bond with but has come to value highly. This can be for a number of reasons ranging from an initial mutual disdain to a simple perceived lack of convenience or statistical unlikelihood. This expression was especially prevalent shortly after first contact as Skrell referred to their new acquaintances of the previously unknown Human race. Among the most common literal translations: “A dear friend who was earned” and “&#039;&#039;&#039;An unexpected friend&#039;&#039;&#039;.”&lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Pluux - Comet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This phrase refers to a bond one has formed due to situational circumstances. The word “Pluux” in this context conveys a &#039;&#039;&#039;temporary partnership&#039;&#039;&#039;, but this not always meant to be negative. This situation is seen as transitional, leading to longer lasting bonds after sufficient time has passed. This could refer to a business partner one is currently working with, a former rival one is patching things up with,  a relative stranger one is becoming acquainted with, or a valued friend one feels distanced from. &lt;br /&gt;
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&#039;&#039;&#039;Qu&#039;Draa - Starchild, Starblood&#039;&#039;&#039;&lt;br /&gt;
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This is a bond by resemblance or &#039;&#039;&#039;familial love&#039;&#039;&#039;. “Draa” in this case refers to one’s family foundations, like mother, father, siblings, caretaker, etc. “Qu’Draa” is a broad catch-all term that applies to both near and distant relatives, as well as those like family. &lt;br /&gt;
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&#039;&#039;For more information, see [[Skrell Families]]&#039;&#039;&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.&lt;br /&gt;
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&#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. Qeblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Qeblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not &#039;&#039;actually believe&#039;&#039; that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell &#039;&#039;&#039;horoscopes&#039;&#039;&#039; are often used as moral lessons or for guidance on how to live life well. Qeblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Qeblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weishii&#039;&#039;&#039;, the second dominant faith of the Skrell, is a more modern faith which was born shortly after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. Its official founding date is &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, only a year after the Federation was reunified. The faith’s structure is largely informal, with its doctrine focused on the relationship between Skrell themselves rather than the fates told by the stars.  As Skrell rebuilt and reinvented old technologies to be operated by Skrell rather than solely run by machines, their society too began to place greater attention to the significance of each individual. What began as separate structures of support and cooperation between survivors grew into a common trend of regular meetings between increasingly driven individuals.  Today, Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often perform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and offering thanks to their peers and (often historic) predecessors for attributing to their ability to make such strides. The faith’s name itself, Weishii, comes from a combination of the Skrellian words for the abstract idea of &#039;&#039;Progress&#039;&#039; and &#039;&#039;Togetherness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrell&#039;s long tradition of political councils, the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&lt;br /&gt;
&lt;br /&gt;
Members of the Federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
&lt;br /&gt;
===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 48 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 24 billion individuals, is concentrated in the core system of &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as Eriuyishi and Gli&#039;morr.&lt;br /&gt;
&lt;br /&gt;
Jargon V (known as &#039;&#039;&#039;Aliose&#039;&#039;&#039;) forms another important home for Skrell in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrell native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV (Qerrbalak) labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
&lt;br /&gt;
Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the Galaxy. Most of the Skrell&#039;s strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
&lt;br /&gt;
Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a &#039;Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion. Tup commandos are espionage and tactical assault units, and it&#039;s speculated that some Commandos are even hidden in civilian life to gather information, undercover.&lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
&lt;br /&gt;
One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
&lt;br /&gt;
Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
===The Different Era of Skrell===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Sharp</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Guide_to_Medicine&amp;diff=9312</id>
		<title>Guide to Medicine</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Guide_to_Medicine&amp;diff=9312"/>
		<updated>2018-06-24T14:36:58Z</updated>

		<summary type="html">&lt;p&gt;Sharp: /* Cloning Procedure */ &amp;quot;Note that suicides are deemed by default as a DNC, so be sure to review the cause of death.&amp;quot; added to the cloning procedure steps.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip|assign=Burrito Justice}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Triage=&lt;br /&gt;
Triage is medical&#039;s word for &amp;quot;priority&amp;quot; regarding patients. The goal of triage is to &#039;&#039;&#039;stabilize patients, not cure to 100%.&#039;&#039;&#039; Generally this comes into play when there is &#039;&#039;more than one&#039;&#039; patient. Wearing a [[File:MedGlasses.png]] medical HUD will allow you to assess a patient&#039;s overall health from a glance via a health bar floating above their character.&lt;br /&gt;
*&#039;&#039;&#039;No Healthbar&#039;&#039;&#039;: 100% Health&lt;br /&gt;
*[[File:Hudgreen.png]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Green&#039;&#039;&#039;: 70-99% Health&lt;br /&gt;
*[[File:Hudyellow.png]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Yellow&#039;&#039;&#039;: 40-69% Health&lt;br /&gt;
*[[File:Hudred.png]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Red&#039;&#039;&#039;: 1-39% Health&lt;br /&gt;
*[[File:Hudfred.gif]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;Critical!&#039;&#039;&#039;: -99-0% Health&lt;br /&gt;
&amp;lt;!---*[[File:Hudcritical.gif]]&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:maroon&amp;quot;&amp;gt;Critical!&#039;&#039;&#039;: -85:-50% Health---&amp;gt;&lt;br /&gt;
*[[File:Huddead.png]]&#039;&#039;&#039;Dead&#039;&#039;&#039;: -100% Health&lt;br /&gt;
&lt;br /&gt;
Patients between Critical and Yellow deserve treatment first with priority starting at Critical and going up. The main exception to this is if any patient that isn&#039;t dead is bleeding (including internal bleeding) and/or has severe internal organ damage, as leaving a patient with these conditions may worsen their overall health rather quickly. From there, get all patients to at least Yellow before resolving the rest of their issues. If the patient is dead, move them out of the way and put them in a body bag when you have time. Don&#039;t waste more time than you need to on them when there are other patients that can be saved.&lt;br /&gt;
&lt;br /&gt;
===Cryogenics===&lt;br /&gt;
Cryo is all about suspending someone in animation and healing them to boot! If someone is in a pretty bad way, tossing them into a (correctly setup) cryo tube will help with most problems on the surface. Even if the damage isn&#039;t healed, the cryo tube is basically one gigantic stasis bag minus the genetic damage.&lt;br /&gt;
&lt;br /&gt;
==Viral Triage==&lt;br /&gt;
Though rare and seldom (if at all) seen outside of adminbus, a crew member that has been infected with a pathogen signifies the need to act quickly. This list of tasks should be accomplished:&lt;br /&gt;
#Clean up all biohazards (blood, mucus, etc) within medical, instruct sanitation staff to put heightened effort into carrying this out.&lt;br /&gt;
#Retrieve a blood sample from an infected crew member and announce the presence of a pathogen, and for all crew feeling ill to report to medical.&lt;br /&gt;
#Assign tasks to doctors:&lt;br /&gt;
#*One doctor to administer Spaceacillin to arriving crew members and escort them to the quarantine area of Virology.&lt;br /&gt;
#*One doctor to develop antibodies in test subjects to harvest and dilute to distribute to crew.&lt;br /&gt;
#*One doctor to incubate and grow a sample of the virus for detailed analysis. This will allow HUDs to identify crew that are infected.&lt;br /&gt;
#Distribute doses of the antibodies to crew (diluting the antibodies in water will work).&lt;br /&gt;
&lt;br /&gt;
=Diagnostics=&lt;br /&gt;
&lt;br /&gt;
==Damage Types==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Brute&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Cuts, lacerations, and bruising all make up the red number on the health analyzer, normally caused by physical trauma such as punching, getting hit with something, being dragged with open wounds, slamming into walls, depressurization, etc. Sometimes high brute values may break bones, which will require [[Surgery]], or the limb may even become dismembered! Treatment for brute damage on its own is listed below:&lt;br /&gt;
* &#039;&#039;&#039;Gauze&#039;&#039;&#039;: Heals 4 brute per wound. Stops bleeding.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Trauma Kits&#039;&#039;&#039;: Heals 8 brute per wound. Stops bleeding and also disinfect wounds if applied early.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Bicaridine&#039;&#039;&#039;]]: A red colored medicine which heals 6 brute per unit, meaning a full syringe will heal 90 brute damage. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, healing 3 damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Burn&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Skins, burns, and scars make up the yellow number on the health analyzer, normally caused by intense temperatures such as fire, extremely cold temperatures, lasers, and electrocution. Exceptionally high burn values may vaporize a limb, and can cause bloodloss on top of easily becoming infected. Massive amounts of burn damage may cause your character to be &#039;husked&#039;. Treatment for burn damage on its own is listed below:&lt;br /&gt;
* &#039;&#039;&#039;Ointment&#039;&#039;&#039;: Heals 4 burn per wound. Disinfects wounds.&lt;br /&gt;
* &#039;&#039;&#039;Advanced Burn Kits&#039;&#039;&#039;: Essentially the burn variant of ATKs. Primarily used to disinfect burn wounds.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Kelotane&#039;&#039;&#039;]]: A yellow colored medicine which heals 6 burn per unit, meaning a full syringe will heal 90 burn damage. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Dermaline&#039;&#039;&#039;]]: An orange-yellow colored medicine which heals 12 burn per unit. Overdoses at 15u.&lt;br /&gt;
* &#039;&#039;&#039;KeloDerm&#039;&#039;&#039;: A yellow colored medicine with Kelotane and Dermaline mixed in 1:1. Since the medicines are separate, they work quicker, though KeloDerm doesn&#039;t heal as much as Dermaline alone. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, healing 3 damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Toxin&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by toxins make up the green number on the health analyzer, normally caused by poisons, overdosing, phoron exposure/phoron-infected clothes, radiation, infections/necrosis, damaged liver, and critical blood levels. Treatment for toxin damage on its own is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]: A green colored medicine which heals 4 toxin per unit, and can treat the liver if its damage is below 10. No overdose.&lt;br /&gt;
* [[Guide to Chemistry#Specialist_Treatments|&#039;&#039;&#039;Arithrazine&#039;&#039;&#039;]]: A green colored medicine which heals 10 toxin per unit, but has the side effect of causing minor brute damage. It also metabolizes very slowly. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, healing 3 damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&amp;lt;u&amp;gt;Suffocation (Hypoxia)&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by lack of oxygenated blood being pumped through the body makes up the blue number on the health analyzer, normally caused by suffocation, low blood levels, heart damage, lung damage, and - more commonly - sprinting around with asthma. Treatment for hypoxia on its own is listed below:&lt;br /&gt;
* &#039;&#039;&#039;CPR&#039;&#039;&#039;: Time to put those first aid courses to use! As long as you and your patient aren&#039;t wearing anything that covers the face you&#039;ll be able to perform CPR to keep the patient alive for a bit longer by clicking them on help intent. This procedure must be repeated consistently in order to be effective.&lt;br /&gt;
* [[Guide to Chemistry#Painkillers.2FStabilizers|&#039;&#039;&#039;Inaprovaline&#039;&#039;&#039;]]: A cyan colored medicine which doesn&#039;t actually heal hypoxia, but instead halts any further damage. Overdoses at 60u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Dexalin&#039;&#039;&#039;]]: A blue colored medicine which heals 15 oxy per unit. Effect doubled when inhaled. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Dexalin Plus&#039;&#039;&#039;]]: A blue colored medicine which heals &#039;&#039;&#039;300 oxy&#039;&#039;&#039; per unit. Effect doubled when inhaled. Overdoses at 15u.&lt;br /&gt;
* [[Guide to Chemistry#Basic_Treatments|&#039;&#039;&#039;Tricordrazine&#039;&#039;&#039;]]: A purple medicine that heals all &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt; damage, healing 6 oxy damage per unit. No overdose.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:grey&amp;quot;&amp;gt;Genetic&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by radiation, slime digestion, coming out of a stasis bag, or from popping out of the cloning pod, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of genetic damage. Treatment for clone damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Cryoxadone&#039;&#039;&#039;]]: A pale blue medicine which heals the above damage including genetic damage, but requires that the body be cooled to 170 Kelvin or lower, usually by means of cryo cells.&lt;br /&gt;
* [[Guide to Chemistry#Advanced_Treatments|&#039;&#039;&#039;Clonexadone&#039;&#039;&#039;]]: A pale blue medicine which works exactly the same as Cryoxadone, but does everything faster.&lt;br /&gt;
* &#039;&#039;&#039;Cryo-Mix&#039;&#039;&#039;: A 1:1 mix of Cryoxadone and Clonexadone, works much like KeloDerm in that the two medicines work separately, therefore faster.&lt;br /&gt;
* [[Guide to Chemistry#Advanced_Treatments|&#039;&#039;&#039;Rezadone&#039;&#039;&#039;]]: A grey medicine which heals genetic damage without the need for cold temperatures. Overdoses at 30u, though 10u may induce dizziness.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;Radiation&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage dealt by exposure to the Supermatter, being injected with radioactive reagents, or destroying/activating particular artifacts make up radiation damage, which the health analyzer can only determine by means of a red prompt, requiring a body scanner for a precise measurement of radiation damage. Treatment for radiation damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Hyronalin&#039;&#039;&#039;]]: A green medicine which heals 30 radiation per unit, albeit slowly, but does not heal the resulting damage of radiation. Overdoses at 30.&lt;br /&gt;
* [[Guide to Chemistry#Specialist_Treatments|&#039;&#039;&#039;Arithrazine&#039;&#039;&#039;]]: A green medicine which heals 70 radiation and 10 toxin per unit, albeit slowly, but has the side effect of dealing some brute damage. Overdoses at 30u.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Organ&amp;lt;/span&amp;gt;===&lt;br /&gt;
Damage represented on the body scanner that corresponds with the trauma inflicted on organs, either by certain poisons, severe physical trauma, bones moving in the area organs are present (lower body, chest, head), or certain items necessary for function being absent. An organ is considered dead at 30 damage. Treatment for organ damage is listed below:&lt;br /&gt;
* [[Guide to Chemistry#Advanced_Treatments|&#039;&#039;&#039;Peridaxon&#039;&#039;&#039;]]: A purple medicine which heals 1 organ damage per unit, and heals all internal organs. Overdoses at 10u.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Alkysine&#039;&#039;&#039;]]: A yellow medicine which heals 30 organ damage per unit, but only heals the brain. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Advanced_Treatments|&#039;&#039;&#039;Imidazoline&#039;&#039;&#039;]]: A pale lavender medicine which heals 5 organ damage per unit, but only heals the eyes. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Specialist_Treatments|&#039;&#039;&#039;Apidemcina&#039;&#039;&#039;]]: A green medicine which heals heart damage based on the user&#039;s nutrient level. Overdoses at 30u.&lt;br /&gt;
* [[Guide to Chemistry#Standard_Treatments|&#039;&#039;&#039;Dylovene&#039;&#039;&#039;]]: A green medicine which heals 2 organ damage per unit, but only heals the liver if it&#039;s below 10 organ damage. No overdose.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
===Blood Loss===&lt;br /&gt;
Blood carries oxygen to various areas in the body of a patient, and without oxygenation (whether by lack of air or lack of blood, in this case) the patient will slowly decline in health until they die, therefore stopping bleeding is &amp;lt;u&amp;gt;your top priority&amp;lt;/u&amp;gt;, and should be treated as a critical injury. For low blood levels, administering Dexalin will help with the oxy damage resulting from blood loss, and will help alleviate the risk of brain damage as a result. Critical blood levels, however, will result in massive spikes of hypoxia and annoying toxins. Blood loss also results in losing lots of nutrition. Treatment to stop bleeding is listed below:&lt;br /&gt;
*For external bleeding cases:&lt;br /&gt;
&amp;lt;!---**&#039;&#039;&#039;Pressure&#039;&#039;&#039;: Getting an aggressive grab and help intent clicking the limb with the grab in hand will apply pressure to the wound, slowing the bleeding, but not stopping it entirely. If &#039;&#039;you&#039;&#039; are bleeding, help intent click the limb and you will begin applying pressure. This should only be used if you have nothing to treat the bleeding and are waiting on someone else to bring gauze/ATKs.---&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;Gauze&#039;&#039;&#039;: This is the most basic item in medical to treat cuts and lacerations provided you have enough of it.&lt;br /&gt;
**&#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039;: ATKs are better than gauze as they can disinfect the wound when it&#039;s used, and instantly heals 8 brute damage per wound.&lt;br /&gt;
*For internal bleeding (IB) cases:&lt;br /&gt;
**&#039;&#039;&#039;Cryogenics&#039;&#039;&#039;: Placing a patient with internal bleeding into a (correctly setup) cryo tube will both halt (not fix) the bleeding &#039;&#039;and&#039;&#039; stop it from getting worse. This is a temporary solution.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Standard_Treatments|Bicaridine and Inaprovaline]]&#039;&#039;&#039;: These two medicines together (they have to be together, not separate) will prevent the internal bleeding from worsening, but will not halt the bleeding.&lt;br /&gt;
**&#039;&#039;&#039;[[Surgery#Internal_Bleeding|Surgery]]&#039;&#039;&#039;: The main method of treating internal bleeding is through surgery by means of the Fix&#039;O&#039;Vein.&lt;br /&gt;
**&#039;&#039;&#039;[[Guide_to_Chemistry#Standard_Treatments|Bicaridine]]&#039;&#039;&#039;: Overdosing Bicaridine (30u) will, of course, deal toxins to the patient, but it may clot internal bleeding. Generally a last resort if none of the other methods are available.&lt;br /&gt;
Once the bleeding has ceased, you will have to help the patient raise their blood count. The following are some methods to assist with that:&lt;br /&gt;
*&#039;&#039;&#039;[[Guide_to_Chemistry#Standard_Treatments|Dexalin/Dexalin Plus]]&#039;&#039;&#039;: Will assist in oxygenating the blood, helping to prevent potential brain damage.&lt;br /&gt;
*&#039;&#039;&#039;Iron&#039;&#039;&#039;: A simple reagent that &#039;&#039;must be ingested&#039;&#039; in order to work. Replenishes 8u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;Nutriment&#039;&#039;&#039;: Basic nutrients. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;Protein&#039;&#039;&#039;: Animal proteins found in meat. Must be ingested. Replenishes 4u of blood per unit.&lt;br /&gt;
*&#039;&#039;&#039;20 Iron, 20 Nutriment, 20 Protein&#039;&#039;&#039;: The three reagents mentioned above in one 60u pill, which can replenish blood rather quickly as there are three separate reagents.&lt;br /&gt;
*&#039;&#039;&#039;IV Drip with compatible blood&#039;&#039;&#039;: Bloodbags can hold 200u of blood (a little less than half a patient&#039;s total blood volume) and is generally the best method of replacing blood.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
Infections sprout when a wound isn&#039;t treated and disinfected in time, and is accompanied by a fever (check temperature). If left alone, infections can rapidly kill a patient, even exponentially if it&#039;s bad enough. Infections are commonly identified by means of the body scanner. The following are the levels of infection:&lt;br /&gt;
*&#039;&#039;&#039;L1 (Mild)&#039;&#039;&#039;: Pain messages and the start of fever.&lt;br /&gt;
*&#039;&#039;&#039;L2 (Acute)&#039;&#039;&#039;: More pain messages, infection becomes more prevalent and visible.&lt;br /&gt;
*&#039;&#039;&#039;L3 (GANGRENE)&#039;&#039;&#039;: Beginning of lethal toxins, organ death, and necrosis.&lt;br /&gt;
The following are some symptoms of infection based on where it&#039;s located:&lt;br /&gt;
*&#039;&#039;&#039;Meningitis (Brain)&#039;&#039;&#039;&lt;br /&gt;
**L1: Stiff neck&lt;br /&gt;
**L2: Severe headache (+1 confusion at random intervals)&lt;br /&gt;
*&#039;&#039;&#039;Conjunctivitis (Eyes)&#039;&#039;&#039;&lt;br /&gt;
**L1: Itchy eyes&lt;br /&gt;
**L2: Blurred vision (+10 eye_blurry at random intervals)&lt;br /&gt;
*&#039;&#039;&#039;Endocarditis (Heart)&#039;&#039;&#039;&lt;br /&gt;
**L1: Chest tightness&lt;br /&gt;
**L2: Chest pain (+25 halloss)&lt;br /&gt;
*&#039;&#039;&#039;Pyelonephritis (Kidneys)&#039;&#039;&#039;&lt;br /&gt;
**L1: Lower back pain&lt;br /&gt;
**L2: Malaise&lt;br /&gt;
*&#039;&#039;&#039;Pyogenic Abscess (Liver)&#039;&#039;&#039;&lt;br /&gt;
**L1: Right side abdomen pain&lt;br /&gt;
**L2: Poor blood filtration (toxins buildup)&lt;br /&gt;
*&#039;&#039;&#039;Pneumonia (Lungs)&#039;&#039;&#039;&lt;br /&gt;
**L1: Coughing&lt;br /&gt;
**L2: Shortness of breath (+30 oxyloss)&lt;br /&gt;
*&#039;&#039;&#039;Staph Infection (All external limbs)&#039;&#039;&#039;&lt;br /&gt;
**L1: Pain notificiation&lt;br /&gt;
**L2: Sharp pain temporarily disables limb&lt;br /&gt;
L2 infections and lower require only 15u of [[Guide_to_Chemistry#Medicine|Spaceacillin]] and monitoring. L3 infections require that Spaceacillin be &#039;&#039;&#039;overdosed (45u)&#039;&#039;&#039; immediately with Dylovene and Tricordrazine to accompany the high toxins. The following will go over further necessary treatments:&lt;br /&gt;
*&#039;&#039;&#039;Limb gangrene&#039;&#039;&#039;:&lt;br /&gt;
**Conduct [[Surgery#Necrotic_Limb_Repair|necrotic limb repair]].&lt;br /&gt;
*&#039;&#039;&#039;Organ necrosis&#039;&#039;&#039;:&lt;br /&gt;
*#Request a replacement synthetic organ from Research immediately.&lt;br /&gt;
*#[[Surgery#Organ_Removal.2FTransplantation|Remove the organ via surgery and replace it with the synthetic counterpart]].&lt;br /&gt;
**If the brain or heart is necrotic, the patient will need to be cloned.&lt;br /&gt;
&lt;br /&gt;
===Fractures===&lt;br /&gt;
Bones fractures can be separated by three identifications: hairline, fracture, and broken. These three different types of fractures no longer play any part mechanically, though from an RP standpoint, hairline is the least severe while broken is the most severe (and therefore painful). Fractures can, however, deal damage to organs if they move around. Treatment for fractures is listed below:&lt;br /&gt;
*&#039;&#039;&#039;Splints&#039;&#039;&#039;: A half-cast that keeps the fractured bone in place and prevents it from moving. &#039;&#039;&#039;This is a temporary remedy,&#039;&#039;&#039; and requires the following to actually treat...&lt;br /&gt;
*&#039;&#039;&#039;[[Surgery#Bone_Repair|Surgery]]&#039;&#039;&#039;: By means of bone gel and bone setter, a fracture can be mended rather quickly.&lt;br /&gt;
&lt;br /&gt;
====Dislocations====&lt;br /&gt;
Not actually a fracture or even a problem related to surgery, but it will function as a fracture in that the limb will become incapacitated. Fixing it simply requires that you stand next to the patient and use the &#039;Undislocate-Joint&#039; verb. If there are multiple dislocations, a prompt will appear asking which limb you would like to relocate.&lt;br /&gt;
&lt;br /&gt;
===Mycosis===&lt;br /&gt;
Unsterilized K&#039;ois happens to be a rather tasty snack... if you&#039;re a Vaurca, anyway. If you&#039;re any other race, you&#039;re going to have a &#039;&#039;&#039;really bad time&#039;&#039;&#039;. Aside from containing phoron, K&#039;ois (excluding K&#039;ois bars found in vendors) can cause a myriad of problems which can all be summed up as &#039;&#039;&#039;Mycosis&#039;&#039;&#039;, a term used to describe fungal infection. Early stages of K&#039;ois infection involve pain and coughing blood. Stage 2 brings about respiratory issues. Stage 3 involves feelings of something squirming inside, as well as phoron and K&#039;ois paste beginning to fill the patient&#039;s lungs, dealing large toxins. Fungal spore emission begins at Stage 4 which will embed and grow more K&#039;ois, spreading to anyone who doesn&#039;t have their own internal atmosphere setup.&lt;br /&gt;
&lt;br /&gt;
Treatment for K&#039;ois infection is dangerous for both you and the patient. You must wear internals - a sterile mask or gas mask on its own &#039;&#039;&#039;will not work&#039;&#039;&#039; - in order to avoid breathing in spores and infecting yourself. Once you&#039;ve ensured your internals are running, begin the [[Surgery#Organ_Removal.2FTransplantation|K&#039;ois removal procedure]] and treat the remaining toxins and blood loss. If the patient is already at Stage 4, it is &#039;&#039;&#039;top priority&#039;&#039;&#039; that they be kept isolated from everyone else, otherwise the fungus will spread to others and make everything worse.&lt;br /&gt;
&lt;br /&gt;
===Brain Trauma===&lt;br /&gt;
Not to be confused with [[Guide to Medicine#Organ|brain damage]] which involves gibbering and running into airlocks, trauma is persistent with the patient regardless of the organ health of the brain, and must be corrected by certain means. Some therapies, including the traumas they treat, are:&lt;br /&gt;
*&#039;&#039;&#039;Hypnosis&#039;&#039;&#039; - Directional disorientation, phobias, traumatic narcolepsy, monophobia, and inordinate pacifism.&lt;br /&gt;
*&#039;&#039;&#039;Crystal Therapy&#039;&#039;&#039; - Reduced mouth coordination, reduced brain activity, communication disorder, tourettes, weak motor signals, fits/muscle spasms/extreme discoordination, and language center trauma.&lt;br /&gt;
*&#039;&#039;&#039;Isolation&#039;&#039;&#039; - Imaginary friend(s), schizophrenia, and conflicting neuroimaging reports.&lt;br /&gt;
*&#039;&#039;&#039;[[Guide to Chemistry#Psychiatric_Medication|Drug Therapy]]&#039;&#039;&#039; - This section will go over which drugs treat certain traumas.&lt;br /&gt;
**&#039;&#039;&#039;Nicotine&#039;&#039;&#039; - Phobias and weak motor signals.&lt;br /&gt;
**&#039;&#039;&#039;Methylphenidate&#039;&#039;&#039; - Phobias, imaginary friend, and schizophrenia.&lt;br /&gt;
**&#039;&#039;&#039;Sertraline&#039;&#039;&#039; - Phobias.&lt;br /&gt;
**&#039;&#039;&#039;Escitalopram&#039;&#039;&#039; - Phobias and monophobia.&lt;br /&gt;
**&#039;&#039;&#039;Paroxetine&#039;&#039;&#039; - Phobias.&lt;br /&gt;
**&#039;&#039;&#039;Duloxetine&#039;&#039;&#039; - Phobias and concussion.&lt;br /&gt;
**&#039;&#039;&#039;Venlafaxine&#039;&#039;&#039; - Phobias, monophobia, and reduced mouth coordination.&lt;br /&gt;
**&#039;&#039;&#039;Fluvoxamine&#039;&#039;&#039; - Weak motor signals, imaginary friend, and conflicting neuroimaging reports.&lt;br /&gt;
**&#039;&#039;&#039;Risperidone&#039;&#039;&#039; - Monophobia, weak motor signals, imaginary friend, schizophrenia, conflicting neuroimaging reports, reduced mouth coordination, communication disorder, muscle spasms, and tourettes.&lt;br /&gt;
**&#039;&#039;&#039;Olanzapine&#039;&#039;&#039; - Monophobia, imaginary friend, reduced mouth coordination, communication disorder, muscle spasms, and tourettes.&lt;br /&gt;
&amp;lt;!---**&#039;&#039;&#039;Trisyndicotin&#039;&#039;&#039; - Inordinate pacifism.---&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Surgery#Internal_Organ_Repair|Surgical Therapy]]&#039;&#039;&#039; - Concussion, occipital lobe trauma, cerebral paralysis, aphasia, and bluespace attunement.&lt;br /&gt;
&lt;br /&gt;
==[[File:Healthanalyzer.png|64px]]Health Analyzer==&lt;br /&gt;
Probably the number one go-to tool in diagnostics (up there with the HUD and body scanner) is the health analyzer, a pocket-sized device that you can use on a patient to assess their health. Health bar showed up? Analyzer. Someone says they don&#039;t feel well? Analyzer. Below is an example of what you would see on a perfectly healthy patient.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span style=&amp;quot;text-align:left&amp;quot;&amp;gt; &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&lt;br /&gt;
Analyzing Results for John Doe:&amp;lt;br&amp;gt;&lt;br /&gt;
::Overall Status: 100% healthy&amp;lt;br&amp;gt;&lt;br /&gt;
:Key: &amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;Suffocation&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Toxin&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Burns&amp;lt;/span&amp;gt;/&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Brute&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:Damage Specifics: &amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; - &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; - &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt; - &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;0&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Body Temperature: 36.905°C (98.429°F)&amp;lt;br&amp;gt;&lt;br /&gt;
Localized Damage, Brute/Burn:&amp;lt;br&amp;gt;&lt;br /&gt;
:Limbs are OK.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Subject bloodstream oxygen level normal | Subject bloodstream toxin level minimal | Subject burn injury status O.K | Subject brute-force injury status O.K&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Blood Level Normal: 100% 560cl. Type: A+&amp;lt;br&amp;gt;&lt;br /&gt;
Subject&#039;s pulse: 84 bpm.&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
A lot of information can be picked through with just this readout alone, so we&#039;ll be breaking it down:&lt;br /&gt;
*&#039;&#039;&#039;Patient Name&#039;&#039;&#039;: At the top will be the name of the patient. If they don&#039;t have their ID on and their face is messed up, they&#039;ll appear as Unknown.&lt;br /&gt;
*&#039;&#039;&#039;Overall Status&#039;&#039;&#039;: This is how the patient is doing overall. The lower the number, the more you should probably feel compelled to treat them... or administer painkillers. For whatever reason, this takes the patients level of pain into account. The lower the percentage, the more they&#039;re suffering.&lt;br /&gt;
*&#039;&#039;&#039;Key/Damage Specifics&#039;&#039;&#039;: This is the area you&#039;ll probably look to first, and it&#039;s color coded, too (unless you&#039;re using the PDA analyzer)!&lt;br /&gt;
*&#039;&#039;&#039;Body Temperature&#039;&#039;&#039;: How warm the body is. 36°C (98°F) is the normal body temperature. If the temperature is much higher than this, then the patient likely has a fever caused by either a pathogen or infection. Or they&#039;re on fire. You should probably put them out.&lt;br /&gt;
*&#039;&#039;&#039;Localized Damage, Brute/Burn&#039;&#039;&#039;: This is another important section. This will detail which body parts have brute or burn damage, allowing you to apply ATKs or ABKs accordingly. At times you may see &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;[Bleeding]&#039;&#039;&#039;&amp;lt;/span&amp;gt; on a limb, therefore you should apply an ATK to that limb immediately.&lt;br /&gt;
*&#039;&#039;&#039;Subject Status&#039;&#039;&#039;: Kinda redundant. Will tell you what you already know from the numbers above, but they do change color if the damage is high enough.&lt;br /&gt;
*&#039;&#039;&#039;Important Information&#039;&#039;&#039;: This will appear in red text and is generally pretty straight forward. Will inform the user if the patient has radiation, genetic damage, internal bleeding, an infection, a pathogen (if it&#039;s in the database), or bone fractures.&lt;br /&gt;
*&#039;&#039;&#039;Blood Level&#039;&#039;&#039;: This will inform you how much blood the patient has. Small blue text means the patient is fine. Large, bold, red text means that the patient has low blood and is not circulating sufficiently oxygenated blood. It also tells you the patient&#039;s blood type if O- runs out of stock.&lt;br /&gt;
*&#039;&#039;&#039;Subject&#039;s pulse&#039;&#039;&#039;: Pretty much used to tell if a patient is dead or not, though this can also tell you if a patient is under the influence of certain medications. Inaprovaline and Hyperzine, for example, will increase heart rate while sedatives like Soporific will slow heart rate.&lt;br /&gt;
&lt;br /&gt;
===Breath Analyzer===&lt;br /&gt;
So now we have something that can diagnose lung damage and the presence of alcohol, as if gasping for air and being unconscious isn&#039;t already enough of an indicator. Still, it&#039;s here, so we&#039;ll be going over it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Breath Sample Results:&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Subject oxygen levels nominal.&amp;lt;br&amp;gt;&lt;br /&gt;
Subject lung health nominal.&amp;lt;br&amp;gt;&lt;br /&gt;
Blood Alcohol Content: 0 &amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;&#039;&#039;&#039;[NORMAL]&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Not much info, but it&#039;ll do:&lt;br /&gt;
*&#039;&#039;&#039;Oxygen Levels&#039;&#039;&#039;: This will quickly inform you if someone&#039;s oxygenation is pretty bad. Values above 25 oxy damage will be marked as abnormal.&lt;br /&gt;
*&#039;&#039;&#039;Lung Health&#039;&#039;&#039;: Quick way to determine lung damage. Even one damage is enough to tell you that there&#039;s a problem. 10 damage and up indicates a rupture.&lt;br /&gt;
*&#039;&#039;&#039;BAC&#039;&#039;&#039;: How much alcohol has made its way into the blood, usually from drinking alcoholic drinks. Unless there&#039;s heavy intoxication (0.12 and higher) or something more severe, it&#039;s probably fine to ignore this.&lt;br /&gt;
&lt;br /&gt;
==[[File:Bscanner.gif]][[File:Bscanner_console.gif]]The Body Scanner==&lt;br /&gt;
Essentially a stationary and much bigger health analyzer. This section will cover what the screen will look like and what you can derive from it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &amp;lt;span style=&amp;quot;text-align:left&amp;quot;&amp;gt;&lt;br /&gt;
Overall Health&lt;br /&gt;
----&lt;br /&gt;
John Doe =&amp;gt; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Conscious&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br&amp;gt;&lt;br /&gt;
Health: 100&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Brute Damage: 0&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Resp. Damage: 0&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Toxin Damage: 0&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Burn Severity: 0&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Radiation Lvl: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;0 Rads&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Genetic Dmg: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;0%&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Est. Brain Dmg: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;0%&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Est. Paralysis Lvl: 0%&amp;lt;br&amp;gt;&lt;br /&gt;
Body Temperature: 310.005 K (~35 C)&amp;lt;br&amp;gt;&lt;br /&gt;
Viral Status: &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Not Detected&amp;lt;/span&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Blood Status&lt;br /&gt;
----&lt;br /&gt;
Blood Level: 100% (560u)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Inaprovaline: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Soporific: 0 units(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Bicaridine: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Dermaline: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Dexalin: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Other: 0 unit(s)&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
Body Status&lt;br /&gt;
----&lt;br /&gt;
lungs&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Burn Dmg: 0&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Brute Dmg: 20&amp;lt;br&amp;gt;&lt;br /&gt;
=&amp;gt; Information: Is ruptured.&lt;br /&gt;
----&lt;br /&gt;
Actions&amp;lt;br&amp;gt;&lt;br /&gt;
[Print Report]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As you can see, this provides much more information, probably the most sought after info being anything below the &#039;&#039;&#039;Body Status&#039;&#039;&#039; heading.&lt;br /&gt;
*&#039;&#039;&#039;Overall Health&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Name&#039;&#039;&#039;: Just the name of the patient and their current state. Conscious, unconscious, dead.&lt;br /&gt;
**&#039;&#039;&#039;Species&#039;&#039;&#039;: The species of the patient. See [[Guide to Medicine#Races|below]] for how each race reacts differently to treatments.&lt;br /&gt;
**&#039;&#039;&#039;Health&#039;&#039;&#039;: The real overall health of the patient. 100 is perfect health, -100 is dead.&lt;br /&gt;
**&#039;&#039;&#039;=&amp;gt; Damage&#039;&#039;&#039;: The four main types of damage that can be pulled from a health analyzer.&lt;br /&gt;
**&#039;&#039;&#039;Radiation Level&#039;&#039;&#039;: How many rads the patient has soaked. See [[Guide to Medicine#Radiation|Radiation Damage]] above.&lt;br /&gt;
**&#039;&#039;&#039;Genetic Damage&#039;&#039;&#039;: How much the patient&#039;s skin is falling off. This number will probably be pretty high if the patient was just cloned.&lt;br /&gt;
**&#039;&#039;&#039;Estimated Brain Damage&#039;&#039;&#039;: How much organ damage has been dealt to the brain. This number will probably be pretty high if the patient was just cloned.&lt;br /&gt;
**&#039;&#039;&#039;Estimated Paralysis Level&#039;&#039;&#039;: How much time is left until the patient wakes up/can move.&lt;br /&gt;
**&#039;&#039;&#039;Body Temperature&#039;&#039;&#039;: Temperature measured in Kelvin and estimated in Celsius.&lt;br /&gt;
**&#039;&#039;&#039;Viral Status&#039;&#039;&#039;: Tells whether or not a pathogen has been detected.&lt;br /&gt;
*&#039;&#039;&#039;Blood Status&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Blood Level&#039;&#039;&#039;: How much blood the patient has.&lt;br /&gt;
**&#039;&#039;&#039;=&amp;gt; Reagent&#039;&#039;&#039;: How much of a certain reagent there is in the blood stream. &#039;&#039;&#039;Other&#039;&#039;&#039; is pretty much anything that isn&#039;t already on the list, which can represent either good or bad reagents.&lt;br /&gt;
*&#039;&#039;&#039;Body Status&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Organ&#039;&#039;&#039;: Tells how much burn and brute damage an organ/limb has, as well as information about it if applicable.&lt;br /&gt;
*&#039;&#039;&#039;Actions&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Print Report&#039;&#039;&#039;: Will print out a page of what you already saw on screen. Best done when the patient has fractures or organ damage. Printed reports that are no longer being used should be placed in the filing cabinet behind the reception desk.&lt;br /&gt;
&lt;br /&gt;
=Common Treatments=&lt;br /&gt;
So we&#039;re past the quick guides and diagnostics, now it&#039;s time to elaborate on how medicine works inside the patient. The [[Guide to Chemistry]] may be a good page to visit to get a good idea of what each particular medicine can do.&lt;br /&gt;
&lt;br /&gt;
===[[File:Syringes.png|64px]]Injections===&lt;br /&gt;
This is the most common, quickest, and effective way to administer treatments to patients, involving medicine being injected straight into the bloodstream to be metabolized immediately at full effect. Injecting the patient is usually left unhindered unless they are wearing armor devoid of an injection port, something that voidsuits and hardsuits possess. Generally when you read about the effects of medicine, it&#039;s implied that those are the results you will get if you inject it into the patient.&lt;br /&gt;
&lt;br /&gt;
===[[File:Pillbottle.png|64px]]Pills===&lt;br /&gt;
Pills are the second most common way to administer medicines, which are taken orally and metabolize at half effect in comparison to injection. Pills are mostly used for low-priority treatments or prescriptions, and are best &amp;lt;s&amp;gt;shoved down the victim&#039;s throat whether they like it or not&amp;lt;/s&amp;gt; given to the patient along with instruction to swallow it. A patient wearing anything that covers the mouth will obviously be unable to take pills, making them unideal for patients in EVA gear.&lt;br /&gt;
&lt;br /&gt;
===[[File:Autoinhaler.png|64px]]Inhalation===&lt;br /&gt;
Inhalers are a recent addition to the medical side of Aurora, and medicines from inhalers are obviously inhaled into the lungs. All medicines - save for a few such as Dexalin - are 3/4 as effective as injecting when inhaled, which is a quarter above pills at least. Autoinhalers found in aid kits come with 5u of Dexalin, but the contents can be removed/replaced by using a syringe on the inhaler. Non-expendable variants can be found in the CMO&#039;s office and in chemistry equipment lockers, along with small 15u cartridges that can be filled with whatever.&lt;br /&gt;
&lt;br /&gt;
===[[File:Traumakit.png|64px]]Topical Applications===&lt;br /&gt;
This mostly applies to bandages and ointment, kits and equipment that you can use on a patient from the get-go. While we do not have medicinal patches, we do have trauma and burn kits for basic wound treatment, as well as for sealing bleeding and disinfecting wounds.&lt;br /&gt;
&lt;br /&gt;
=Your Organs!=&lt;br /&gt;
All organs (the ones that were coded in anyway) serve some purpose, but it all boils down to &amp;quot;keep the brain alive&amp;quot;. This section will describe what everything does and what may manifest if the organ in question is damaged. It should be noted that organs may be damaged if their respective limb/body part has fractures. All organs can be repaired with [[Guide to Chemistry#Advanced_Treatments|Peridaxon]] and [[Surgery#Internal_Organ_Repair|surgical organ repair]] (sans the [[#Appendix|appendix]]), though certain medicines target specific organs.&lt;br /&gt;
&lt;br /&gt;
==Brain==&lt;br /&gt;
The most important organ of all, it&#039;s the one that keeps you conscious, let alone interact with anything at all!&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Allows you to control your character.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Running into airlocks, [[#Brain Trauma|brain traumas]], sharp head pain.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Impedrezine, lack of oxygenation.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Standard_Treatments|Alkysine]]&lt;br /&gt;
&lt;br /&gt;
==Eyes==&lt;br /&gt;
Lets you see and examine stuff.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Provides sight to the user.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Blurry vision, no vision, sharp head pain, damaged/unresponsive pupils upon examination with a pen light.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Welding without protection, phoron exposure, getting your eyes screwdriver&#039;d or squished.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Advanced_Treatments|Imidazoline]]&lt;br /&gt;
&lt;br /&gt;
==Heart==&lt;br /&gt;
The organ that keeps your blood flowing steady, allowing oxygen to distribute effectively.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Keeps blood flowing and regenerates lost blood.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Hypoxia, blood loss, sharp chest pain, weak heartbeat upon examination with a stethoscope.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; General organ attacks, certain brain traumas.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Specialist_Treatments|Adipemcina]]&lt;br /&gt;
&lt;br /&gt;
==Lungs==&lt;br /&gt;
Lets you breathe! What do you breathe? That depends, but hopefully it&#039;s oxygen. Damage increases the amount of pressure of oxygen needed to sustain optimal oxygenation.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Provides oxygen to the blood stream.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Hypoxia, gasping, sharp chest pain, weak respiration upon examination with a stethoscope.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Lack of oxygen, over/under pressurized atmosphere, phoron exposure.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Advanced_Treatments|Peridaxon]], [[Guide to Chemistry#Standard_Treatments|Bicaridine]] if it is inhaled&lt;br /&gt;
&lt;br /&gt;
==Kidneys==&lt;br /&gt;
Filters your blood! &amp;lt;s&amp;gt;Actually it does nothing, it&#039;s incredibly niche.&amp;lt;/s&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; See above.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Toxin damage if you &amp;lt;s&amp;gt;drink&amp;lt;/s&amp;gt; &#039;&#039;&#039;inject&#039;&#039;&#039; coffee into your bloodstream. That&#039;s it. That&#039;s how niche this is.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; General organ attacks.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Advanced_Treatments|Peridaxon]]&lt;br /&gt;
&lt;br /&gt;
==Liver==&lt;br /&gt;
The biggest line of defense against poisons.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; Reduces intoxication, prevents other organs from taking damage as long as it&#039;s still working.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Vomiting, other organs taking damage from general toxins.&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; High level of toxin damage, heavy alcoholic consumption.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Guide to Chemistry#Standard_Treatments|Dylovene]] (at 10 liver damage and below)&lt;br /&gt;
&lt;br /&gt;
==Appendix==&lt;br /&gt;
This serves no function other than to get sick and make you miserable.&lt;br /&gt;
*&#039;&#039;&#039;Function:&#039;&#039;&#039; See above.&lt;br /&gt;
*&#039;&#039;&#039;Symptoms of Damage:&#039;&#039;&#039; Pain, inflammation&lt;br /&gt;
*&#039;&#039;&#039;Causes of Damage:&#039;&#039;&#039; Appendicitis.&lt;br /&gt;
*&#039;&#039;&#039;Treatment:&#039;&#039;&#039; [[Surgery#Organ_Removal.2FTransplantation|Surgical removal]].&lt;br /&gt;
&lt;br /&gt;
=Cloning=&lt;br /&gt;
Cloning is an interesting science in the medical department that allows for deceased crew members to escape death, to a degree. While the process isn&#039;t very smooth, it&#039;s better than the alternative. It is important to note that, if handled incorrectly, the entire process can be traumatizing to the patient, therefore only qualified personnel are to take care of this. The cloning pod uses biomass to synthesize new bodies, about 150 biomass per clone, and can be refilled with meat. Another thing to note is that &#039;&#039;&#039;cloning should not be seen as a simple Escape-Death-Free™ card.&#039;&#039;&#039; Cloning is financially damaging and traumatizing. No one shouldn&#039;t fear death.&lt;br /&gt;
&lt;br /&gt;
===Cloning Procedure===&lt;br /&gt;
The following steps will entail how to correctly clone a patient without error.&lt;br /&gt;
#&#039;&#039;&#039;Examine the cadaver and look up their medical records.&#039;&#039;&#039; If there is a Do Not Clone (commonly known as a DNC), then simply heed any postmortem instructions provided in the records.&lt;br /&gt;
#*If no postmortem instructions are provided, place the body in a body bag and write a toe tag with a pen, with the initial of their first name, full last name, and their status (J. DOE - DNC/MIF/CLONED). Note that suicides are deemed by default as a DNC, so be sure to review the cause of death.&lt;br /&gt;
#Clickdrag the body to yourself and strip &#039;&#039;all&#039;&#039; of their items. If their items are bloody, spray them with space cleaner. Move their items into a locker for later.&lt;br /&gt;
#Place the body in the scanning pod and operate the console to scan the patient.&lt;br /&gt;
#*If the console reports Mental Interface Failure (MIF), try again at least three more times.&lt;br /&gt;
#*Seriously. It gives the patient&#039;s player very little time to re-enter their body. Doing this multiple times with brief pauses between scans may turn out well for them.&lt;br /&gt;
#Navigate to the scan records and begin cloning the patient.&lt;br /&gt;
#Eject the cadaver from the scanning pod, place it back in the body bag, and move it to the temporary morgue.&lt;br /&gt;
#Move the locker full of the patient&#039;s items to the ICU.&lt;br /&gt;
#Once the clone has been ejected from the growing tube, place them on a roller bed and move them to the ICU and into a cryo tube to repair their genetic damage. &#039;&#039;&#039;If a psychiatrist is on shift, inform them to prepare to take in a patient.&#039;&#039;&#039;&lt;br /&gt;
#*Assuming the growing tube hasn&#039;t been upgraded by research, the patient will be ejected with roughly 20% health due to genetic damage. There&#039;s a chance they may also have mutations, as well as brain damage and trauma.&lt;br /&gt;
#*It may be a good idea to give the patient a pill of 1u of Ryetalyn to immediately fix any mutations.&lt;br /&gt;
#Eject the patient from the cryo tube and &#039;&#039;&#039;place all of their items on&#039;&#039;&#039; (unless you didn&#039;t clean them, in which case, place a spare white jumpsuit on).&lt;br /&gt;
#Inject [[Guide to Chemistry#Standard_Treatments|Alkysine]] to repair their brain damage.&lt;br /&gt;
#Wheel them over to a quiet room.&lt;br /&gt;
&lt;br /&gt;
===Post-Cloning Procedure===&lt;br /&gt;
The following steps entail how to handle the patient once they are conscious. &#039;&#039;&#039;This is to be handled by a psychiatrist or CMO if the former is unavailable.&#039;&#039;&#039; If &#039;&#039;neither&#039;&#039; are available, then a Medical Doctor should break the news to the clone. Failure to heed these instructions may jeopardize the patient&#039;s mental well-being and the credibility of your medical license.&lt;br /&gt;
#Allow the patient to wake up.&lt;br /&gt;
#Ask how the patient is feeling, where they are/why they are there, find out what they already know regarding their current situation.&lt;br /&gt;
#Start with telling them that you have some bad news.&lt;br /&gt;
#*This is considered a &#039;warning shot&#039; and will prepare the patient to take in negative information.&lt;br /&gt;
#Follow with informing them &#039;&#039;sympathetically&#039;&#039; that they have been cloned.&lt;br /&gt;
#*Keeping this simple for the patient to understand is important. &#039;&#039;&#039;Misinformation may be detrimental to the patient.&#039;&#039;&#039;&lt;br /&gt;
#Allow the patient to process this information. Some may understand and be fine, others may be furious or complain. It&#039;s your job to make sure they keep calm.&lt;br /&gt;
#Offer the patient treatment options for their [[Guide to Medicine#Brain_Trauma|cerebral trauma]].&lt;br /&gt;
#*If the patient refuses treatment, consult the CMO, or Captain if the former is unavailable.&lt;br /&gt;
#Ask the patient if they have any questions or concerns. If they ask a question that you do not know the answer to, then inform them that you cannot answer it. &#039;&#039;&#039;Avoid speculation.&#039;&#039;&#039;&lt;br /&gt;
#Advise the patient to pay a visit to the psychiatrist once they have been treated.&lt;br /&gt;
&lt;br /&gt;
=Races=&lt;br /&gt;
Some races react a bit differently to medicine so it&#039;s important to become familiar with how some may fare. For the purpose of this section, Humans will be used as the base species for comparison. Subtypes will only mention differences in comparison to their parent species.&lt;br /&gt;
&lt;br /&gt;
===[[Background summary#Humanity|Human]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Blood Volume: 560&lt;br /&gt;
*Primitive Form: Monkey&lt;br /&gt;
&lt;br /&gt;
===[[Skrell]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Primitive Form: Neaera&lt;br /&gt;
*Less resistant to alcohol.&lt;br /&gt;
*Less stamina but faster running.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*&#039;&#039;&#039;Protein deals toxins.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Unathi]]===&lt;br /&gt;
*Brute Modifier: 0.8&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Primitive Form: Stok&lt;br /&gt;
*Less resistant to alcohol.&lt;br /&gt;
*Less stamina but faster running.&lt;br /&gt;
*Slower walking speed.&lt;br /&gt;
&lt;br /&gt;
===[[Tajara]]===&lt;br /&gt;
*Brute Modifier: 1.2&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Primitive Form: Farwa&lt;br /&gt;
*Less resistant to alcohol.&lt;br /&gt;
*Faster walking speed.&lt;br /&gt;
*Less stamina and running speed, but faster stamina recovery.&lt;br /&gt;
*Damage from falling is halved.&lt;br /&gt;
&lt;br /&gt;
====Zhan-Khazan====&lt;br /&gt;
*Brute Modifier: 1.1&lt;br /&gt;
*Slower walking speed.&lt;br /&gt;
*Slower running speed, but more stamina.&lt;br /&gt;
*Resistant to cold.&lt;br /&gt;
*Tolerant to alcohol.&lt;br /&gt;
&lt;br /&gt;
====M&#039;sai====&lt;br /&gt;
*Brute Modifier: 1.3&lt;br /&gt;
*Faster walking speed.&lt;br /&gt;
*Faster running speed, but less stamina.&lt;br /&gt;
&lt;br /&gt;
===[[Dionaea]]===&lt;br /&gt;
*Brute Modifier: 1&lt;br /&gt;
*Burn Modifier: 1&lt;br /&gt;
*Primitive Form: Diona Nymph&lt;br /&gt;
*Regenerates health and nutriment when in light.&lt;br /&gt;
*Most reagents have little to no effect on a Diona.&lt;br /&gt;
**Plant-B-Gone severely poisons a Diona.&lt;br /&gt;
*Cannot feel pain.&lt;br /&gt;
*Does not bleed.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Immune to infections.&lt;br /&gt;
*Immune to decompression.&lt;br /&gt;
*Resistant to electrocution.&lt;br /&gt;
*Resistant to high temperatures.&lt;br /&gt;
*Breaks into nymphs when upon death.&lt;br /&gt;
*Very slow movement speed.&lt;br /&gt;
*&#039;&#039;&#039;Cannot be cloned.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Vaurca]] Worker===&lt;br /&gt;
*Brute Modifier: 0.5&lt;br /&gt;
*Burn Modifier: 1.5&lt;br /&gt;
*Toxin Modifier: 2&lt;br /&gt;
*Oxy Modifier: 0.6&lt;br /&gt;
*Radiation Modifier: 0.2&lt;br /&gt;
*Primitive Form: V&#039;krexi&lt;br /&gt;
*Breathes phoron.&lt;br /&gt;
*Possesses two hearts.&lt;br /&gt;
*Has an implant that stores phoron.&lt;br /&gt;
*Have other robotic implants.&lt;br /&gt;
*Has their own private Hivechat channel.&lt;br /&gt;
*Most surgeries require using the surgical drill instead of a scalpel.&lt;br /&gt;
*Can safely eat non-sterile K&#039;ois.&lt;br /&gt;
*Normal food deals toxins.&lt;br /&gt;
*Immune to decompression.&lt;br /&gt;
*Immune to slipping.&lt;br /&gt;
*Resistant to alcohol.&lt;br /&gt;
*Slower walking speed.&lt;br /&gt;
*Slower running and less stamina recovery, but more stamina.&lt;br /&gt;
*&#039;&#039;Can&#039;&#039; be cloned, though it is troublesome.&lt;br /&gt;
&lt;br /&gt;
====Vaurca Warrior====&lt;br /&gt;
*Brute Modifier: 0.7&lt;br /&gt;
*Burn Modifier: 1.2&lt;br /&gt;
*Oxy Modifier: 1&lt;br /&gt;
*Radiation Modifier: 0.5&lt;br /&gt;
*Normal walking speed.&lt;br /&gt;
*Faster running and more stamina.&lt;br /&gt;
&lt;br /&gt;
=Loadout=&lt;br /&gt;
Improving the likelihood of a patient&#039;s survival depends not only on your medical knowledge but also on what&#039;s available to you, particularly medicines and equipment on your person. The following will go over an optimal loadout, though nothing is stopping you from experimenting; these are merely recommendations, and it may do well to inquire other experienced medical players as to what their loadout is.&lt;br /&gt;
&lt;br /&gt;
==Common Equipment==&lt;br /&gt;
The equipment that most doctors have equipped:&lt;br /&gt;
*[[File:MedGlasses.png]] A medical HUD can evaluate someone&#039;s health from a glance, and even hide the health bar if their health is at 100%. Can also view patient records, allows you to set their physical status (useful for setting patients to SSD or deceased), and allows you to add comments to a patient&#039;s record.&lt;br /&gt;
*[[File:Medicalbelt.png]] A medical belt to store your medicines. Has seven slots and is obviously worn around the belt slot.&lt;br /&gt;
*[[File:Bottles.gif]] A bottle of Dylovene and Inaprovaline, as well as an empty bottle/beaker to mix the two into Tricordrazine in your belt. Additionally, if a [[Chemist]] is available, Bicaridine, KeloDerm/Dermaline, and Dexalin Plus are all important medicines to have.&lt;br /&gt;
*[[File:Syringes.png]] A syringe to extract said medicines. Holds 15u and draws/injects by 5u with each click. Can fit on your ear.&lt;br /&gt;
*[[File:Traumakit.png]][[File:Burnkit.png]] Advanced trauma and burn kits to help with brute and burn wounds respectively, along with disinfecting them. Typically found in the advanced kit that you spawn with.&lt;br /&gt;
*[[File:Healthanalyzer.png]] A health analyzer for a more in-depth analysis of someone&#039;s health. Gives precise numbers as to someone&#039;s brute, burn, toxin, and oxy damage, and can even tell if someone has genetic, radiation, or brain damage, though not how much. Will also inform the user if the patient has fractures or internal bleeding, but not their location.&lt;br /&gt;
*[[File:Labcoat.png]] A labcoat. Has storage space on the inside of the coat and allows you to use the suit storage slot.&lt;br /&gt;
*[[File:LGloves.png]] A pair of latex or nitrile gloves to prevent infection.&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]] A stasis bag to transport critical patients. These bags completely halt the progression of all damage, but they also deal genetic and oxy damage, meaning time is still of concern, and taking a patient out of the bag will crumple the bag up and make it useless.&lt;br /&gt;
*[[File:WWebbing.png]] Webbing/drop pouches to store more items. Webbing and drop pouches are mechanically the same, the only difference being the name and sprite. Attaches to the uniform, found in the accessories section of the loadout tab in character setup.&lt;br /&gt;
*[[File:Stethoscope.png]] A stethoscope to diagnose heart and lung injuries. Attaches to the uniform.&lt;br /&gt;
*[[File:Rollerbed.png]] A roller bed to transport patients safely without dragging. Simply control click the bed, then clickdrag a patient onto the bed and you can start running without having to hunt for pixels to pull it. Can fit on the suit storage slot of the Rescue RIG.&lt;br /&gt;
&lt;br /&gt;
=Machinery=&lt;br /&gt;
Medical has quite a few bits and pieces of stationary equipment to help with the workflow, most of which are elaborated on here:&lt;br /&gt;
&lt;br /&gt;
===[[File:Bscanner.gif]][[File:Bscanner_console.gif]]Body Scanner===&lt;br /&gt;
Pretty much a CT and MRI scanner shoved into one futuristic bed and console, and so much more! This is probably one of the most vital pieces of equipment for Medical as it can diagnose pretty much anything wrong with a patient. Some things it can do are, but not limited to:&lt;br /&gt;
*Provide information on all of the damage types.&lt;br /&gt;
*How much blood the patient has.&lt;br /&gt;
*Show what reagents are in the stomach/blood stream, and how much there is.&lt;br /&gt;
*Give a detailed analysis of each limb, including fractures, internal bleeding, the presence of implants, and if there are foreign bodies in the limb.&lt;br /&gt;
*Print condensed information to hand to a physician in the event the patient requires surgery. These should probably go into the filing cabinet behind reception.&lt;br /&gt;
&lt;br /&gt;
===[[File:Sleeper.gif]][[File:Console.gif]]Sleeper===&lt;br /&gt;
Next are sleepers, beds that specialize in treating most side effects of trauma, but are otherwise an endless reservoir of some basic medicines. Some features of the sleeper are:&lt;br /&gt;
*Gives estimated readout of patient&#039;s health by means of number values and colored bar graphs.&lt;br /&gt;
*Allows the injection of:&lt;br /&gt;
**Dylovene&lt;br /&gt;
**Inaprovaline&lt;br /&gt;
**Soporific&lt;br /&gt;
**Paracetamol&lt;br /&gt;
**Dexalin&lt;br /&gt;
*Can conduct dialysis on a patient to remove anything that isn&#039;t blood (such as toxins, but medicines are included in this) from their blood stream.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cryo.gif]]Cryogenics===&lt;br /&gt;
A true marvel of Medical are its cryogenic tubes, allowing the use of certain medicines that can only be used at sub-zero temperatures, namely Cryoxadone and Clonexadone, which are both capable of healing lots of damage over time. If not for healing genetic damage, it should be noted that one unit of medicine taken from the tube&#039;s beaker is multiplied into ten units inside the patient! It can also halt bleeding (including internal) and halt the symptoms/damage of infection.&lt;br /&gt;
&lt;br /&gt;
====[[File:Freezer.gif]]How to Set Up====&lt;br /&gt;
While a nice piece of equipment indeed, it requires some prep in order to use it to its full capacity, namely putting the beakers in and setting the gas cooler. Placing the beakers inside the cryo tube is as simple as taking the beakers on the table in hand and clicking on the tubes with them. As for the gas coolers, head to the freezer room a little bit west of the ICU. The coolers are on the north end of the room, just click on them and set the temperature between 10 and 80 Kelvin, though no lower or higher. Too low could draw a lot of unnecessary power, while setting it too high may slow down how fast the medicine inside the patient can work. Generally 63 Kelvin is the desired temperature.&lt;br /&gt;
&lt;br /&gt;
===[[File:Clone.gif]][[File:Scanner.gif]]Cloning Equipment===&lt;br /&gt;
Interesting equipment capable of bringing crew back to life... sorta. See the [[Guide_to_Medicine#Cloning_Procedure|Cloning Procedure]] heading above for instructions on how to operate.&lt;br /&gt;
&amp;lt;!---&lt;br /&gt;
=Facilities=&lt;br /&gt;
Medical has a rather large department, which is good because some situations may require having a lot of room to work in. Below are the facilities inside the Medical department.&lt;br /&gt;
&lt;br /&gt;
==Main Level==&lt;br /&gt;
===Reception===&lt;br /&gt;
===Triage Area===&lt;br /&gt;
===Examination Room===&lt;br /&gt;
===Psychiatrist&#039;s Office===&lt;br /&gt;
===Pharmacy===&lt;br /&gt;
===Intensive Care Unit (ICU)===&lt;br /&gt;
===General Treatment Room (GTR)===&lt;br /&gt;
===Cloning===&lt;br /&gt;
===Main Storage===&lt;br /&gt;
===Operating Rooms===&lt;br /&gt;
===Surgery Pre-Op===&lt;br /&gt;
===EMT Bay===&lt;br /&gt;
===CMO&#039;s Office===&lt;br /&gt;
===Medical Office===&lt;br /&gt;
==Sub Level==&lt;br /&gt;
===Virology===&lt;br /&gt;
===Morgue===&lt;br /&gt;
===Sub-Acute Ward===&lt;br /&gt;
===Isolation Rooms===&lt;br /&gt;
===Secondary Storage===&lt;br /&gt;
===Briefing Room===&lt;br /&gt;
===Lounge===&lt;br /&gt;
---&amp;gt;&lt;br /&gt;
=Goodies From Departments=&lt;br /&gt;
Medical has interactions with other departments besides just treating their injuries, surprisingly enough. Research can fabricate new tools and equipment, Cargo can order important medical stuff, and Security can hopefully restrain lunatics.&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
Research can fabricate a number of nice tools for Medical, most of which will be described here:&lt;br /&gt;
&lt;br /&gt;
===Surgical===&lt;br /&gt;
*[[File:Scalpmanager.png]]&#039;&#039;&#039;Incision Management System (IMS)&#039;&#039;&#039;: Requires high tier research and diamonds, but this tool is invaluable to have. One click can create an incision, clamp bleeders, and retract the skin at the same time!&lt;br /&gt;
*[[File:Laserscalp.png]]&#039;&#039;&#039;Laser Scalpel&#039;&#039;&#039;: Different versions depending on what&#039;s available to Research, but this basically works as a scalpel and hemostat combined when opening an incision.&lt;br /&gt;
&lt;br /&gt;
===Chemistry===&lt;br /&gt;
*[[File:BluespaceBeaker.gif]]&#039;&#039;&#039;Bluespace Beaker&#039;&#039;&#039;: Requires diamonds but is immensely useful for chemistry, holding 300u as opposed to its non-bluespace counterpart which can only hold 120u.&lt;br /&gt;
*[[File:Noreact.gif]]&#039;&#039;&#039;Cryostasis Beaker&#039;&#039;&#039;: Reagents won&#039;t mix or react inside this beaker, but it can only hold 60u. Not very useful outside of easier grenade production.&lt;br /&gt;
*[[File:Combatinhaler.png]]&#039;&#039;&#039;Combat Inhaler&#039;&#039;&#039;: An inhaler capable of dumping all of the contents of a cartridge into the patient&#039;s lungs. Use with care!&lt;br /&gt;
*[[File:Inhalercart.png]]&#039;&#039;&#039;Large Inhaler Cartridge&#039;&#039;&#039;: 30u cartridge for inhalers. Double the capacity of the small cartridges that show up in chemistry.&lt;br /&gt;
*[[File:InhalerBS.png]]&#039;&#039;&#039;Bluespace Inhaler Cartridge&#039;&#039;&#039;: 60u cartridge, bigger is better &#039;&#039;obviously.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Quality of Life===&lt;br /&gt;
*[[File:Mecha_odysseus.png]]&#039;&#039;&#039;Odysseus&#039;&#039;&#039;: A medical mech with three attachments available, usually a syringe gun with two sleepers. Probably the most important feature is the mech&#039;s ability to &#039;&#039;&#039;scan reagents and synthesize them&#039;&#039;&#039;, allowing you to replicate rare medicines.&lt;br /&gt;
*[[File:Powercell.png]]&#039;&#039;&#039;Super Capacity/Hyper Capacity Power Cells&#039;&#039;&#039;: Pretty much just the RIG benefits from a bigger cell, but hey, leg actuators are fun to use!&lt;br /&gt;
*[[File:Medibot.gif]]&#039;&#039;&#039;Medibots&#039;&#039;&#039;: Either helpful, annoying, or totally useless. Swiping your ID over it will unlock its maintenance panel, allowing you to alter a few options. One option that should be turned on is to report treatments over HUD, while one option that should be turned off is the medibot&#039;s speaker as leaving it on will just let it fill up your chat log with nonsense. Probably the most important feature is allowing it to draw from a beaker that you can insert, allowing you to make custom mixes. Unfortunately the bot cannot tell the difference between any of the damage types, only treating a patient once their overall health reaches a certain threshold, therefore take care to &#039;&#039;&#039;not load in medicines that the patient can easily overdose on&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Upgrades===&lt;br /&gt;
*[[File:Clone.gif]]&#039;&#039;&#039;Growing Pod&#039;&#039;&#039;: Upgrading the growing pod will result in patients that have less clone damage and less chance for mutations, even to the point that all defects are gone entirely. Basically saves a few seconds during the procedure, or allows you to skip the cryogenics tube entirely.&lt;br /&gt;
*[[File:Freezer.gif]]&#039;&#039;&#039;Gas Cooler&#039;&#039;&#039;: Upgrading the gas cooler will allow it to cool the gasses for cryo quicker.&lt;br /&gt;
&lt;br /&gt;
==Cargo==&lt;br /&gt;
Cargo&#039;s a bit down the hall but here&#039;s some medical stuff:&lt;br /&gt;
*[[File:Stasis_Bag_Folded.png]]&#039;&#039;&#039;Stasis Bags&#039;&#039;&#039;: Stasis bags are nice to have but there aren&#039;t many. In the event Medical is running low, it&#039;s always a good idea to order more.&lt;br /&gt;
*[[File:Scalpel.png]]&#039;&#039;&#039;Surgical Tools&#039;&#039;&#039;: If you have to order this crate then something terrible has probably happened to the other tools.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--- ==Security==&lt;br /&gt;
Security is an important department but also a rather nosy one. Aside from treating officers and their prisoners, there are some things that you need to remember when dealing with them. Note that Security isn&#039;t made up of bad people, and there are some instances where you&#039;ll want to call them in case something obviously terrible is happening in medbay.&lt;br /&gt;
&lt;br /&gt;
===Alert Codes===&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Code Green&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Unless the patient consents or an officer has a warrant, Medical cannot divulge information about the patient.&lt;br /&gt;
**Warrants usually only give access to body scans and medical records.&lt;br /&gt;
**Warrants can request a psychiatric evaluation of a patient, but officers are not permitted to listen in on the evaluation itself.&lt;br /&gt;
**Requesting the locations of individuals requires a very good reason, or a warrant.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;&#039;&#039;&#039;Code Blue&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**Security does not need a warrant to access patient info such as records, location, autopsies, or body scans. If it&#039;s relevant and they ask for it, provide it.&lt;br /&gt;
**Security still does not, however, have access to what a patient divulged to a psychiatrist &#039;&#039;unless&#039;&#039; it&#039;s directly related to the alert level elevation.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Code Red&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
**You &#039;&#039;&#039;need&#039;&#039;&#039; to provide information about a patient upon request as long as it&#039;s relevant.&lt;br /&gt;
**Suspicious confessions from a psychiatric appointment should probably be mentioned to security.&lt;br /&gt;
&lt;br /&gt;
===Charges===&lt;br /&gt;
*&#039;&#039;&#039;Trespassing&#039;&#039;&#039;: If they aren&#039;t Medical and they don&#039;t have any Medical personnel attending to them and they just ran in just because they could, call Security. They don&#039;t need to be in medbay, they&#039;ll get in the way of everything, and they pose a rather large risk to patient confidentiality.&lt;br /&gt;
*&#039;&#039;&#039;Neglect of Duty&#039;&#039;&#039;: If the chemist makes only a few bottles of medicine and rushes elsewhere to do something less productive then you can probably smash this charge over their head. Doctors hanging out in the bar instead of manning the medbay when there&#039;s patients awaiting treatment? Neglect of duty, maybe even manslaughter if a patient dies as a result.&lt;br /&gt;
*&#039;&#039;&#039;Disrespect to the Dead&#039;&#039;&#039;: Doing anything to a corpse outside of what&#039;s elaborated on in their postmortem instructions may land you with this charge, though this mostly only applies when someone decides to butcher, mutilate, or violate the body.&lt;br /&gt;
*&#039;&#039;&#039;Animal Cruelty&#039;&#039;&#039;: Monkeys are used for experimentation and harvesting antibodies in the event there&#039;s a viral outbreak, though some experiments aren&#039;t experiments in the slightest, particularly when the experiment&#039;s data doesn&#039;t yield anything useful at all, namely testing reagents to see what happens, pouring acid on a monkey to see how fast they die, &#039;experimenting&#039; with Mutagen, et cetera. Experiment ideas should probably be pitched to the CMO before it is conducted.&lt;br /&gt;
*&#039;&#039;&#039;Suicide Attempt&#039;&#039;&#039;: While there&#039;s no real legal consequence to this, the patient will have to undergo a psychiatric evaluation with supervision until the shift ends. If the patient is deemed too unsafe to keep within medical then they will have to be transferred to the brig.&lt;br /&gt;
*&#039;&#039;&#039;Violating Employee Privacy/Breach of Medical Confidentiality&#039;&#039;&#039;: Essentially releasing any information to anyone who isn&#039;t the patient or Medical staff without the patient&#039;s consent will land you with breaching the patient&#039;s privacy. You cannot divulge a patient&#039;s information to anyone, not even the Colony Director or CentCom if they ask you unless it&#039;s Code Blue or higher. ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Sharp</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Pharmacist&amp;diff=9160</id>
		<title>Pharmacist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Pharmacist&amp;diff=9160"/>
		<updated>2018-06-12T23:34:02Z</updated>

		<summary type="html">&lt;p&gt;Sharp: Fixed a mistake.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = orange&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = RESEARCH &amp;amp; MEDICAL&lt;br /&gt;
|imagebgcolor = #eeeeff&lt;br /&gt;
|img = Chemist.png&lt;br /&gt;
|jobtitle = Chemist&lt;br /&gt;
|access = [[Medbay]], [[Chemistry Lab]]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = 26 years of age, applicable Masters from accredited school, 2 years Residency at accredited hospital or clinic.&lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aloise University of Medical Sciences]]&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Make medicine and research grenades.&lt;br /&gt;
|guides = [[Guide to Chemistry]]&lt;br /&gt;
}}&lt;br /&gt;
As a &#039;&#039;&#039;Chemist&#039;&#039;&#039; your job is to mix chemicals for the others to use. Your work will be needed mostly by [[Medical Doctor]]s. You also have the option to make grenades, but using them or making them without clearance can get you brigged (or possibly banned).&lt;br /&gt;
[https://forums.aurorastation.org/viewtopic.php?f=19&amp;amp;t=8170| Exia&#039;s Chemistry Tips and Tricks]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You mix and deliver chemicals. That&#039;s it. Some of the time you can do whatever you feel like doing, but for most of the round you&#039;ll be making chemicals for the medical staff.&lt;br /&gt;
&lt;br /&gt;
== Common Chemicals ==&lt;br /&gt;
As a chemist you&#039;ll either be swamped with requests or have none at all. A good chemist revels in finding work for themselves regardless.&lt;br /&gt;
&lt;br /&gt;
=== Useful Chemicals ===&lt;br /&gt;
* Your first priority: Medication for the doctors.&lt;br /&gt;
** Bicaridine, dermaline, dexalin plus, and dylovene for the four major damage types.&lt;br /&gt;
** Inaproviline to stabilize critical patients.&lt;br /&gt;
** Alkysine for brain damage, imidazoline for eye damage, spaceacillin for infections, ethylredoxrazine for alcohol poisoning, and Tramadol for pain.&lt;br /&gt;
** Upgrade the Cryoxadone in the cryo tubes to clonexadone.&lt;br /&gt;
** Peridaxon is time-consuming to make, but will heal organ damage.&lt;br /&gt;
** Check medical records for prescriptions to fill.&lt;br /&gt;
* Virology will want radium.&lt;br /&gt;
* The bartender or chef may ask you for chemicals to cook or mix drinks with. Some of them are safe, others are not. Use your judgment. &lt;br /&gt;
* The janitor will want Space Cleaner refills.&lt;br /&gt;
* The gardener will want fertilizer (diethylamine or ammonia).&lt;br /&gt;
* Synthmeat can be manufactured for the kitchen, or as biomass for the cloning equipment.&lt;br /&gt;
&lt;br /&gt;
=== Mixing ===&lt;br /&gt;
You can mix chemicals in a few ways, but the easiest way is to add a beaker to the chemical dispenser and then dispense appropriate amounts of base chemicals. If the mixture is correct, the solution will bubble and you&#039;ll now have a some of your end product.&lt;br /&gt;
&lt;br /&gt;
Mixing directly from other beakers, droppers and syringes also helps if you need a certain amount of each chemical. Just click one holder on another to pour some of the solution.&lt;br /&gt;
&lt;br /&gt;
Adding any solution to a ChemMaster 3000 will let you isolate and make pills or bottles of chemicals you add to it.&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
As a chemist, you have access to grenade materials in the sublevel. You can fit two regular beakers in a grenade casing. This means potentially 120 units of whatever concoction you want. It is possible to use medicine, water, or more devious items in a grenade. The mixing and matching of different chemical formulas may not always go as planed, but that&#039;s just how science goes. Keep in mind, making and using grenades that harm others will get you brigged in the least, and possibly job banned if you weren&#039;t an antagonist.&lt;br /&gt;
&lt;br /&gt;
==== Building Grenades 101 ====&lt;br /&gt;
#Use a screwdriver on an igniter to make it attachable.&lt;br /&gt;
#Attach the igniter to the timer, or some other triggering device (proximity, signaler, etc.)&lt;br /&gt;
#Screwdriver the Igniter-timer assembly to make it attachable.&lt;br /&gt;
#Attach the assembly to the grenade case.&lt;br /&gt;
#Add your beakers of chemicals, then screwdriver the case again.&lt;br /&gt;
#Using it in your hand opens up a window, where you can set the control mechanism of the grenade.&lt;br /&gt;
Note that the case must be on the ground to do this correctly!&lt;br /&gt;
&lt;br /&gt;
=== Pills ===&lt;br /&gt;
Pills are a great way to give large amount of medicine at once. If you are going to make medicine that will be single serve, make it pill form. Each pill can hold 60 units of material at one time. Up to 14 pills will fit into a pill bottle, which itself is still small enough to fit into a box or pocket. As a cautionary note, remember that most chemicals will cause toxic damage from overdose over 30 units, so be careful how much you add to a pill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good Examples for pills:&#039;&#039;&#039;&lt;br /&gt;
A typical pill will have about 15 units of medication in it. This is a good amount because it&#039;s a large enough dose for most situations, but even if you accidentally double-dose someone, you still won&#039;t go over the 30 unit overdose limit.&lt;br /&gt;
* &#039;&#039;&#039;Alkysine&#039;&#039;&#039;: Heals brain damage.&lt;br /&gt;
* &#039;&#039;&#039;Dexalin Plus:&#039;&#039;&#039; Heals suffocation damage and helps keep someone with heart or lung damage alive.&lt;br /&gt;
* &#039;&#039;&#039;Bicaridine&#039;&#039;&#039;: Heals brute damage.&lt;br /&gt;
* &#039;&#039;&#039;Dermalin&#039;&#039;&#039;: Heals burn damage.&lt;br /&gt;
* &#039;&#039;&#039;Dylovene&#039;&#039;&#039;: Heals toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;Spaceacillin&#039;&#039;&#039;: Stops the progression of a virus and treats infections.&lt;br /&gt;
&lt;br /&gt;
=== Bottles ===&lt;br /&gt;
Bottles should contain material that is not medicine, such as acids, or medicines that are not used all at once, like Clonexadone. Each bottle can hold 60 units, and can be splashed onto things. &lt;br /&gt;
&lt;br /&gt;
Some doctors prefer bottled medicines because using a syringe to inject medication lets them choose the dose in 5-unit increments, and because they don&#039;t have to deal with pill bottles. However, injecting medication through the ports on a space suit is time-consuming.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good Example for Beakers:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Silicate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Clonexadone&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Regular medicines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Injectors ===&lt;br /&gt;
You have a supply of autoinjectors, initially loaded with inaproviline. The inaproviline can be drawn out of the autoinjectors and other substances injected into them with syringes. Autoinjectors are one-use items for delivering a 5u dose of medication quickly. They are usually modified to hold inaproviline/dexalin plus mixtures (to stabilize a suffocating person), soporific (to sedate a combative patient) or various potent poisons, if you happen to be an antagonist. Be sure to label any autoinjectors you have modified, unless you don&#039;t want people to know they&#039;ve been modified...&lt;br /&gt;
&lt;br /&gt;
The CMO&#039;s hypospray, initially filled with inaproviline, can also be refilled this way. It works like a multi-use autoinjector.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Chemistry is one of the most dangerous jobs on the Med/Sci staff, and it&#039;s easy to be a good Traitor. A LOT of the chemicals you have access to will kill when injected. Access to grenades is a plus, not the mention for infinite sedative refills. Remember to keep it sane and stealthy. A bunch of naplam grenades thrown around will not win you any points.&lt;br /&gt;
&lt;br /&gt;
Like any job in Medical, chemistry lends itself to malpractice-style traitoring. &amp;quot;Accidentally&amp;quot; contaminate your medication, or hand out overdoses. Or maybe your traitor is more of a recreational chemist than a medical chemist (mindbreaker toxin, anyone?). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Sharp</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Pharmacist&amp;diff=9159</id>
		<title>Pharmacist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Pharmacist&amp;diff=9159"/>
		<updated>2018-06-12T23:30:45Z</updated>

		<summary type="html">&lt;p&gt;Sharp: Lowered the qualifications from age of 28 + PhD to 26 + Masters. Years of residency untouched.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = orange&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = RESEARCH &amp;amp; MEDICAL&lt;br /&gt;
|imagebgcolor = #eeeeff&lt;br /&gt;
|img = Chemist.png&lt;br /&gt;
|jobtitle = Chemist&lt;br /&gt;
|access = [[Medbay]], [[Chemistry Lab]]&lt;br /&gt;
|difficulty = Easy6 years of age, applicable Masters from accredited school, 2 years Residency at accredited hospital or clinic.&lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aloise University of Medical Sciences]]&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Make medicine and research grenades.&lt;br /&gt;
|guides = [[Guide to Chemistry]]&lt;br /&gt;
}}&lt;br /&gt;
As a &#039;&#039;&#039;Chemist&#039;&#039;&#039; your job is to mix chemicals for the others to use. Your work will be needed mostly by [[Medical Doctor]]s. You also have the option to make grenades, but using them or making them without clearance can get you brigged (or possibly banned).&lt;br /&gt;
[https://forums.aurorastation.org/viewtopic.php?f=19&amp;amp;t=8170| Exia&#039;s Chemistry Tips and Tricks]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You mix and deliver chemicals. That&#039;s it. Some of the time you can do whatever you feel like doing, but for most of the round you&#039;ll be making chemicals for the medical staff.&lt;br /&gt;
&lt;br /&gt;
== Common Chemicals ==&lt;br /&gt;
As a chemist you&#039;ll either be swamped with requests or have none at all. A good chemist revels in finding work for themselves regardless.&lt;br /&gt;
&lt;br /&gt;
=== Useful Chemicals ===&lt;br /&gt;
* Your first priority: Medication for the doctors.&lt;br /&gt;
** Bicaridine, dermaline, dexalin plus, and dylovene for the four major damage types.&lt;br /&gt;
** Inaproviline to stabilize critical patients.&lt;br /&gt;
** Alkysine for brain damage, imidazoline for eye damage, spaceacillin for infections, ethylredoxrazine for alcohol poisoning, and Tramadol for pain.&lt;br /&gt;
** Upgrade the Cryoxadone in the cryo tubes to clonexadone.&lt;br /&gt;
** Peridaxon is time-consuming to make, but will heal organ damage.&lt;br /&gt;
** Check medical records for prescriptions to fill.&lt;br /&gt;
* Virology will want radium.&lt;br /&gt;
* The bartender or chef may ask you for chemicals to cook or mix drinks with. Some of them are safe, others are not. Use your judgment. &lt;br /&gt;
* The janitor will want Space Cleaner refills.&lt;br /&gt;
* The gardener will want fertilizer (diethylamine or ammonia).&lt;br /&gt;
* Synthmeat can be manufactured for the kitchen, or as biomass for the cloning equipment.&lt;br /&gt;
&lt;br /&gt;
=== Mixing ===&lt;br /&gt;
You can mix chemicals in a few ways, but the easiest way is to add a beaker to the chemical dispenser and then dispense appropriate amounts of base chemicals. If the mixture is correct, the solution will bubble and you&#039;ll now have a some of your end product.&lt;br /&gt;
&lt;br /&gt;
Mixing directly from other beakers, droppers and syringes also helps if you need a certain amount of each chemical. Just click one holder on another to pour some of the solution.&lt;br /&gt;
&lt;br /&gt;
Adding any solution to a ChemMaster 3000 will let you isolate and make pills or bottles of chemicals you add to it.&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
As a chemist, you have access to grenade materials in the sublevel. You can fit two regular beakers in a grenade casing. This means potentially 120 units of whatever concoction you want. It is possible to use medicine, water, or more devious items in a grenade. The mixing and matching of different chemical formulas may not always go as planed, but that&#039;s just how science goes. Keep in mind, making and using grenades that harm others will get you brigged in the least, and possibly job banned if you weren&#039;t an antagonist.&lt;br /&gt;
&lt;br /&gt;
==== Building Grenades 101 ====&lt;br /&gt;
#Use a screwdriver on an igniter to make it attachable.&lt;br /&gt;
#Attach the igniter to the timer, or some other triggering device (proximity, signaler, etc.)&lt;br /&gt;
#Screwdriver the Igniter-timer assembly to make it attachable.&lt;br /&gt;
#Attach the assembly to the grenade case.&lt;br /&gt;
#Add your beakers of chemicals, then screwdriver the case again.&lt;br /&gt;
#Using it in your hand opens up a window, where you can set the control mechanism of the grenade.&lt;br /&gt;
Note that the case must be on the ground to do this correctly!&lt;br /&gt;
&lt;br /&gt;
=== Pills ===&lt;br /&gt;
Pills are a great way to give large amount of medicine at once. If you are going to make medicine that will be single serve, make it pill form. Each pill can hold 60 units of material at one time. Up to 14 pills will fit into a pill bottle, which itself is still small enough to fit into a box or pocket. As a cautionary note, remember that most chemicals will cause toxic damage from overdose over 30 units, so be careful how much you add to a pill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good Examples for pills:&#039;&#039;&#039;&lt;br /&gt;
A typical pill will have about 15 units of medication in it. This is a good amount because it&#039;s a large enough dose for most situations, but even if you accidentally double-dose someone, you still won&#039;t go over the 30 unit overdose limit.&lt;br /&gt;
* &#039;&#039;&#039;Alkysine&#039;&#039;&#039;: Heals brain damage.&lt;br /&gt;
* &#039;&#039;&#039;Dexalin Plus:&#039;&#039;&#039; Heals suffocation damage and helps keep someone with heart or lung damage alive.&lt;br /&gt;
* &#039;&#039;&#039;Bicaridine&#039;&#039;&#039;: Heals brute damage.&lt;br /&gt;
* &#039;&#039;&#039;Dermalin&#039;&#039;&#039;: Heals burn damage.&lt;br /&gt;
* &#039;&#039;&#039;Dylovene&#039;&#039;&#039;: Heals toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;Spaceacillin&#039;&#039;&#039;: Stops the progression of a virus and treats infections.&lt;br /&gt;
&lt;br /&gt;
=== Bottles ===&lt;br /&gt;
Bottles should contain material that is not medicine, such as acids, or medicines that are not used all at once, like Clonexadone. Each bottle can hold 60 units, and can be splashed onto things. &lt;br /&gt;
&lt;br /&gt;
Some doctors prefer bottled medicines because using a syringe to inject medication lets them choose the dose in 5-unit increments, and because they don&#039;t have to deal with pill bottles. However, injecting medication through the ports on a space suit is time-consuming.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good Example for Beakers:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Silicate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Clonexadone&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Regular medicines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Injectors ===&lt;br /&gt;
You have a supply of autoinjectors, initially loaded with inaproviline. The inaproviline can be drawn out of the autoinjectors and other substances injected into them with syringes. Autoinjectors are one-use items for delivering a 5u dose of medication quickly. They are usually modified to hold inaproviline/dexalin plus mixtures (to stabilize a suffocating person), soporific (to sedate a combative patient) or various potent poisons, if you happen to be an antagonist. Be sure to label any autoinjectors you have modified, unless you don&#039;t want people to know they&#039;ve been modified...&lt;br /&gt;
&lt;br /&gt;
The CMO&#039;s hypospray, initially filled with inaproviline, can also be refilled this way. It works like a multi-use autoinjector.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Chemistry is one of the most dangerous jobs on the Med/Sci staff, and it&#039;s easy to be a good Traitor. A LOT of the chemicals you have access to will kill when injected. Access to grenades is a plus, not the mention for infinite sedative refills. Remember to keep it sane and stealthy. A bunch of naplam grenades thrown around will not win you any points.&lt;br /&gt;
&lt;br /&gt;
Like any job in Medical, chemistry lends itself to malpractice-style traitoring. &amp;quot;Accidentally&amp;quot; contaminate your medication, or hand out overdoses. Or maybe your traitor is more of a recreational chemist than a medical chemist (mindbreaker toxin, anyone?). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Sharp</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Captain&amp;diff=9156</id>
		<title>Captain</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Captain&amp;diff=9156"/>
		<updated>2018-06-12T12:02:41Z</updated>

		<summary type="html">&lt;p&gt;Sharp: /* Antaging */ Updated the antag section of the Captain page as it was incorrect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img_generic = File:Generic_captain.png&lt;br /&gt;
|img = Generic_captain.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = [[:Category:Locations|All]]&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|qualifications = At least 35 years of age, 10 years experience with NanoTrasen, at least one department-related degree.&lt;br /&gt;
|superior = Corporate Regulations, NSS Odin, and NanoTrasen Officials&lt;br /&gt;
|duties = Ensure the station remains &amp;quot;afloat&amp;quot;. Keep the crew alive, delegate effectively, and keep the research going. Do !!Glorious Paperwork!!.&lt;br /&gt;
|guides = [[Corporate Regulations]], basics of all other Head of Staff guides optional&lt;br /&gt;
}}&lt;br /&gt;
The [[Captain]] is in charge of the station and everyone on it. They make sure the crew is working and productive and any [[Syndicate|potential threats]] are seen to. They are expected to be able to command their [[Heads of Staff]] effectively, and have ultimate authority on the station, second only to CentComm. As such, your almightly stamp can pave way to great projects or great disasters. Stamp the wrong thing too many times, and you may be targeted by CentComm for investigation.&lt;br /&gt;
&lt;br /&gt;
== Being a Captain ==&lt;br /&gt;
The Captain is the top of the power chain. They command the Heads of Staff and have the final say in station decisions. The hold an all access ID, a large amount of unique equipment, and a luxurious cabin. The only one with potentially more power is the AI. This is a very important role and should only be played by experienced players.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Per admin policy, any Captain character is only allowed to join the round as a Captain, a Head of Staff role as defined by that character&#039;s experience and backstory, or as a visitor. Make sure you know the [[Station_Directives#Regarding_Visitors_-_Station_Directive_9| Visitor Policy]] if you plan to join as a visitor.&lt;br /&gt;
&lt;br /&gt;
=== Commanding Command ===&lt;br /&gt;
The Captains main job is to lead and direct the station. The Captain therefore has direct authority over the [[Heads of Staff]], changing the alert level, going to red alert, contacting CentComm, calling the evacuation shuttle, and coordinating station-wide emergency evacuation and defence.&lt;br /&gt;
&lt;br /&gt;
In the absence or lack of a head for a specific department, effort should be made by you, or the [[Head of Personnel]] to appoint one to each department. You should always have a fully functioning command staff. If no valid staff for promotion are found (to your own discretion), you may be called or chose to handle the affairs of those departments as a stand-in Head of Staff. But, know your limits. Focus on the functioning, not doing actual work.&lt;br /&gt;
&lt;br /&gt;
It is the Captain&#039;s job to make sure that all the Heads of Staff are communicating and leading their departments properly, or making sure the [[Head of Personnel]] is doing it for him. They should not involve themselves directly in departmental matters unless asked by the Head of Staff responsible, however the Captain may step in if they feel that the matter is being handled poorly.&lt;br /&gt;
&lt;br /&gt;
For example, the Captain should not have to tell the [[Chief Engineer]] to start the engine, a competent chief should be able to do this themselves. If they can&#039;t, it falls to the Captain to make the decision as to whether to demote the current head, promote someone to a head, or consult with that department as to the best course of action. The Captains job isn&#039;t to do others&#039; work for them, but make sure that everything is being done correctly.&lt;br /&gt;
&lt;br /&gt;
=== Controlling the Crew ===&lt;br /&gt;
As Captain, you are in charge. There really is no way to tell you exactly how to run things, many people have different leadership styles. However, as Captain, there are some things you should be aware of: &lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Only involve yourself when there is nobody else available to do the job.&#039;&#039;&#039; If you get involved in every security matter when there&#039;s already a Head of Security, it is suggested you get a job change. If there isn&#039;t a head for a specific department, get your Head of Personnel to assign a new one. The only exception to this rule is when your Head of Personnel is &amp;quot;absent&amp;quot; as you are the only other Head who can assign people.&lt;br /&gt;
#&#039;&#039;&#039;Delegate whenever you can.&#039;&#039;&#039; If someone says &#039;Captain, there&#039;s a phoron leak!&#039; then you order your Chief Engineer to go fix it. Do NOT attempt to fix it yourself. You will put yourself unnecessarily at risk.&lt;br /&gt;
#&#039;&#039;&#039;Follow the Chain of Command.&#039;&#039;&#039; You command the Heads. The Heads command their departments. Try not to skip them in the decision making process. They are the ones who &#039;&#039;should&#039;&#039; know their own departments best.&lt;br /&gt;
#&#039;&#039;&#039;Keep calm and carry on.&#039;&#039;&#039; As Captain, every shift should be a normal and productive working day. However, be prepared to deal with any or all of the following: Incompetent or absent Heads, [[Syndicate|subversive elements]], angry crew members banging down the bridge door trying to get in, corrupted AI&#039;s on a war path, killer meteor strikes, plagues, faulty electrical gear and the occasional aftermath of an armageddon against the ship, thanks to a range of the above. And it&#039;s your job to manage it all. Good luck.&lt;br /&gt;
&lt;br /&gt;
=== Alerts and SOP ===&lt;br /&gt;
{{Main|Corporate Regulations}}&lt;br /&gt;
&lt;br /&gt;
You have control of the station&#039;s alert level. The following is a summary of what they are and when they should be used:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Green - All Clear.&#039;&#039;&#039; &lt;br /&gt;
Default operating level. No immediate or clear threat to the station. All departments may carry out work as normal. &lt;br /&gt;
&lt;br /&gt;
This is how the round starts, and you should do everything in your power to keep it that way. It can be changed to this from the Communications Console on the bridge.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Blue - Suspected Threat.&#039;&#039;&#039; &lt;br /&gt;
Raised alert level. Suspected threat to the station. Issued by Central Command, the Captain, or a Head of Staff vote. Security personnel are authorized to wear armor vests, helmets and display weaponry at all times. Random searches of crew are permitted within reason. Locational searches are also permitted with probable cause, however Command Staff may shut down a locational search of an area under their authority. This includes but is not limited to: their own department, the bridge, vault or any other shared command-restricted location. In both cases, it is the right of the department head, or the individual receiving the search to know the reason of said search.&lt;br /&gt;
&lt;br /&gt;
If you feel that there is a threat to the station either from the environment (large atmospheric breaches, meteors, etc.) or people (organised attacks against crew, theft of high value property, unknown invaders, etc). Code Blue can be raised from the Communications Console on the bridge.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Red - Confirmed Threat.&#039;&#039;&#039; &lt;br /&gt;
Maximum alert level. Confirmed threat to the station or severe damage. Issued by Central Command, the Captain, or a Head of Staff vote. Martial law. Suit senors are mandatory and everyone is required to stay in their workplace unless needed elsewhere. Security may detain suspects without a warrant. &lt;br /&gt;
&lt;br /&gt;
Code Red should only be called when there is a confirmed threat to the station and the crew is unable to deal with it. Confirmed also meaning to the best of your knowledge. This can only be raised by swiping two Head of Staff ID cards at the same time in the Keycard Authentication Devices in each Head of Staff&#039;s office. In emergencies, your spare ID can be used as well. You may also enable emergency maintenance access or request an [[Emergency Response Team]] from these devices if the situation requires either.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning: Round end vote cannot be called in during Code Red. Leaving it up when it&#039;s not required may annoy people.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Yellow - Biological Hazard&#039;&#039;&#039; &lt;br /&gt;
The station is now under an elevated alert status due to a confirmed biological hazard. All crew are to follow command instruction in order to ensure a safe return to standard operations.&lt;br /&gt;
&lt;br /&gt;
Code Yellow should be used for biological hazards such as carp, spiders, bears, drones, blobs or any other biological hazard on the station. It will give Command and any relevant departments the required flexibility (for example allowing officers to carry weaponry during a spider outbreak) to deal with any biological hazard threats, without sacrificing privacy rights or giving the Security Department the means to arrest/search crew without a warrant.&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
There are many items in your cabin, but not all of them should be used all the time. Captains are not supposed to involve themselves directly in most station matters (like security issues), and you should not expect things to go wrong, so wearing your special armor and carrying a lethal energy on [[green alert]] is not expected or encouraged. You are allowed to carry a weapon for self-defense, though it should not be lethal. The &#039;chain of command&#039; item is a novelty, and should really not leave your office. The telescopic baton relies on brute damage to topple the target, and does not stun in any way, so use it sparingly.&lt;br /&gt;
&lt;br /&gt;
Your armour and helmet function as a space suit, but this does not mean you should be wearing it all the time. The antique laser gun in the glass case is an antique and should be treated as such, it shouldn&#039;t leave its case, and is highly valuable.&lt;br /&gt;
&lt;br /&gt;
The spare captain&#039;s ID, handheld teleporter, and nuclear authentication disk should be placed somewhere secure, for example the secure safe on your wall, or a secure briefcase.&lt;br /&gt;
&lt;br /&gt;
=== Paperwork ===&lt;br /&gt;
&lt;br /&gt;
You are the chief paperwork stamper on the station and as said earlier, your stamp is a very powerful tool. It can be used as a substitute for every other, &#039;&#039;lesser&#039;&#039; stamp on the station, the same way your orders stamp everyone else&#039;s. Use it responsibly, because written authorization is a powerful tool.&lt;br /&gt;
&lt;br /&gt;
=== Authority ===&lt;br /&gt;
The Captain has the final say on almost every matter on the station. If the Captain tells someone to do something they better do it, or have an exceptionally good reason to not do so. Captains should follow [[Corporate Regulations]] and [[Security]] has the power to arrest the Captain if they do not. The only time Corporate Regulations may be overridden is if there is an imminent and overwhelming threat to the station. &lt;br /&gt;
&lt;br /&gt;
Situations where the captain&#039;s orders are overridden are rare, but may include orders that would cause unnecessary and large amounts of damage to people or property, or are simply outrageously stupid. For example, ordering the [[Chief Engineer]] to vent the bar of atmosphere as people are getting slightly tipsy. This is not the norm however, and generally people should follow whatever the captain says.&lt;br /&gt;
&lt;br /&gt;
==== Code Delta And Self-Destruct ====&lt;br /&gt;
&lt;br /&gt;
The highest echelons of NanoTrasen are fully aware that a number of its research stations are dabbling into extra-dimensional or even anomalous materials and artifacts which pose significant risks to humanity, the galaxy, and the corporation&#039;s bottom line. As such, all deep space research stations (like the Aurora and Exodus) have installed in them a 50 kiloton nuclear bomb to act as a self-destruct. The existence of the nuke is, for obvious reasons, highly classified. The Captain is the only one who knows about the nuke and the Delta Protocol.&lt;br /&gt;
&lt;br /&gt;
In an instance where the station is beyond hope, the Captain can send an emergency message to Central Command detailing the situation and requesting the nuclear code. &#039;&#039;&#039;With a fax or emergency transmission you must end your message with the code [CPE-1704-TKS] to verify it is legitimate.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only Captains know this code, which is used to ensure only Captains that &#039;&#039;&#039;spawned&#039;&#039;&#039; as a Captain can request the code. Making a bogus request is fine, but if you are not a Captain (or an antag with a good reason) and use this code then you will be bwoinked.&lt;br /&gt;
&lt;br /&gt;
If the message is deemed valid by Central Command (the admins) a confirmation message is sent to the Captain. If the Captain confirms the code is transmitted directly to the Captain, who then simply has to make it to the nuke with the code and the disk to begin the sequence.&lt;br /&gt;
&lt;br /&gt;
Requesting the code should only be done if the station has expended all of its resources in containing a threat and failed. Because the Captain is the only one with this power, it is in their interest to ensure they can live long enough to carry it out.&lt;br /&gt;
&lt;br /&gt;
=== Dangers ===&lt;br /&gt;
NanoTrasen vessels are often under threat from various [[Game Mode|criminal organisations]] and natural space disasters. As Captain, is it your job to manage these threats and make sure that they do not interfere with normal activity aboard the station.&lt;br /&gt;
&lt;br /&gt;
Most of the time, your on-board [[Security]], [[Medical]], and [[Engineering]] forces should be sufficient to deal with the threat. Therefore, you are not expected to have to deal with such matters by yourself, save for when you have not been supplied with them, or you feel they are incompetent.&lt;br /&gt;
&lt;br /&gt;
As far as running into danger goes, there is a thin line between stupidity and heroism. The rule of thumb is that you should only face suicidal odds when there is no other valid option. Your life&#039;s importance is second only to the station&#039;s existence.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As a captain, you have direct authority only over the other heads of staff. This means that, if your captain is the snooty type, they can get away with never having to talk to the miners, the cook, or the toxins researcher. On the other hand, there&#039;s nothing wrong with playing a captain who&#039;ll happily shoot the breeze with the janitor. That&#039;s up to you and your character.&lt;br /&gt;
&lt;br /&gt;
When it comes to other departments, your primary job is to coordinate everyone&#039;s actions. Your captain&#039;s headset lets you talk to all heads of staff and hear any department&#039;s radio channel. If a department has a head of staff, your primary interactions will be with them, because they (should) know how to run their department. Without a head of staff, you may have to step in. With or without a Head to work with, make sure each department has the information and supplies it needs to work well.&lt;br /&gt;
&lt;br /&gt;
== Antaging ==&lt;br /&gt;
Captain can&#039;t be any antagonist type due to the [[Nanotrasen_Corporation#Loyalty_Implants|Loyalty Implant]], but they can be Loyalists. Being the ultimate authority on board the station, they have a lot of power to shape the round as a Loyalist. They can effectively make or break the round depending on their actions.&lt;br /&gt;
&lt;br /&gt;
==Roleplaying Tips==&lt;br /&gt;
* In terms of roleplaying, you have a lot of freedom. You should really have some basic knowledge of how each department runs, and who the heads of them are, but outside that you could really have as much (or as little) knowledge as you want. You can play with a background in a certain field, but you should NOT be able to do everything (i.e. Being able to set-up the Engine single-handedly AND also knowing how to clone people AND knowing how to make bombs is probably going too far). Just remember though, a very incompetent Captain doesn&#039;t make too many friends.&lt;br /&gt;
* Leave Security matters to security, you don&#039;t (and shouldn&#039;t) need to step in on every criminal situation. You are above the Head of Security in terms of command, but you should defer security matters to him. Only step in if you think that a decision could endanger the station or crew.&lt;br /&gt;
* Don&#039;t think that just because you&#039;re the Captain, that you can do anything you want. That&#039;s the absolute &#039;&#039;&#039;worst&#039;&#039;&#039; thing to do. You&#039;re there to make sure everyone else is doing their job, not to do it for them.&lt;br /&gt;
* Your armour is heavy protective armour that is space capable. It is not for walking around in all the time, and would be anywhere from extremely uncomfortable to debilitating exhausting depending on your captain&#039;s physical strength and stamina to do so. There is an armoured vest in your locker if you absolutely feel the need to wear armour when the full set isn&#039;t appropriate, but keep in mind you&#039;re on a research station, and you shouldn&#039;t be expecting to really need the armour under the majority of situations.&lt;br /&gt;
&lt;br /&gt;
{{Command}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Command]]&lt;/div&gt;</summary>
		<author><name>Sharp</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Security_Officer&amp;diff=9153</id>
		<title>Security Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Security_Officer&amp;diff=9153"/>
		<updated>2018-06-10T17:29:51Z</updated>

		<summary type="html">&lt;p&gt;Sharp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = blue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = #9eb7ff&lt;br /&gt;
|img = Generic_security.png&lt;br /&gt;
|jobtitle = Security Officer&lt;br /&gt;
|access = [[Security Office|Security]], [[Brig]] Timers, [[Courtroom]], [[Maintenance]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = Must be 18 years of age, passed a 3 month academy training and 1 month practical training on station. &#039;&#039;&#039;Alternatively&#039;&#039;&#039;, must be 20 years of age and 2+ years experience in security or law-enforcement related position(s).&lt;br /&gt;
|education = [[Apex &amp;amp; Ft Sunder Joint Military Academies]] - [[New Seoul Combat Training Centre]]&lt;br /&gt;
|superior = [[Head of Security]]&lt;br /&gt;
|duties = Stop crime, enforce [[Corporate Regulations]].&lt;br /&gt;
|guides = [[Guide to Security]], [[Corporate Regulations]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Security Officers&#039;&#039;&#039; are the main force behind [[Security]] on the station. They are responsible for dealing with security complaints and arresting those who break [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cadets&#039;&#039;&#039; can vary from an experienced officer just getting oriented on station, to new recruits from NT ISD/other private or public academies, or even those currently receiving schooling to be an ISD officer.&lt;br /&gt;
&lt;br /&gt;
==Know Your Place==&lt;br /&gt;
* [[Nanotrasen_Corporation|NanoTrasen]] Security functions first and foremost as a mediator to conflict, for better or worse, your job encompasses keeping the majority of the Staff (and the Station) safe and productive while disciplining troublemakers or more serious criminals. Your top priority is the protection of [[Nanotrasen_Corporation|NanoTrasen]] assets.&lt;br /&gt;
* Your training dictates that attempting to resolve issues without threats or physical force works best as a first resort in Standard situations, failing that you are also trained to handle situations with less subtlety when diplomacy either falls flat or is unlikely to work.&lt;br /&gt;
* You&#039;ve been trained to respect the chain of command, but the orders of your lineleader, the [[Head_of_Security|Head of Security]], are your priority first until the Station [[Captain]] chooses to overrule them.&lt;br /&gt;
* Remember to follow [[Guide_to_Security#Standard_Procedure|Standard Security Procedure]], because you can&#039;t call yourself an enforcer of [[Corporate Regulations]] if you can&#039;t respect the same rules you&#039;re supposed to uphold.&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
There are currently 4 alert levels, each of which change, in most circumstances, the way you conduct your job. The following is a summary of said alert levels:&lt;br /&gt;
* &#039;&#039;&#039;Code Green - All Clear.&#039;&#039;&#039; &lt;br /&gt;
Default operating level. No immediate or clear threat to the station. All departments may carry out work as normal. You are expected to follow [[Guide_to_Security#Standard_Procedure|standard security procedures]] at all times during Code Green. You can wear the standard vest available in your security locker, but not the armor found in the armory. Failing to follow standard procedure during Code Green may end up with you violating [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
This is how the round starts, and you should do everything in your power to keep it that way. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Blue - Suspected Threat.&#039;&#039;&#039; &lt;br /&gt;
Raised alert level. Suspected threat to the station. Issued by Central Command, the Captain, or a Head of Staff vote. Security personnel are authorized to wear armor vests, helmets and display weaponry at all times. Random searches of crew are permitted within reason. Locational searches are also permitted with probable cause, however Command Staff may shut down a locational search of an area under their authority. This includes but is not limited to: their own department, the bridge, vault or any other shared command-restricted location. In both cases, it is the right of the department head, or the individual receiving the search to know the reason of said search.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Red - Confirmed Threat.&#039;&#039;&#039; &lt;br /&gt;
Maximum alert level. Confirmed threat to the station or severe damage. Issued by Central Command, the Captain, or a Head of Staff vote. Martial law. Suit senors are mandatory and everyone is required to stay in their workplace unless needed elsewhere. Security may detain suspects without a warrant. You are expected to deal with the threat in a way that keeps casualties to a minimum, the same goes for collateral damage to the station. Lethal ammo may be used to achieve this, but should only be used if necessary and if the Head of Security, Captain or another command member if those stated previously are unavailable.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Yellow - Biological Hazard&#039;&#039;&#039; &lt;br /&gt;
The station is now under an elevated alert status due to a confirmed biological hazard. All crew are to follow command instruction in order to ensure a safe return to standard operations.&lt;br /&gt;
&lt;br /&gt;
Code Yellow is used for biological hazards such as carp, spiders, bears, drones, blobs or any other biological hazard on the station. It will give Command and any relevant departments the required flexibility (for example allowing officers to carry weaponry during a spider outbreak) to deal with any biological hazard threats, without sacrificing privacy rights or giving you, the Security Department, the means to arrest/search crew without a warrant. A warrant will still be required to arrest/search crew on Code Yellow.&lt;br /&gt;
&lt;br /&gt;
==Keeping the Peace==&lt;br /&gt;
You are the sole guardian between the ideals of justice and the [[Jobs|employees]] that your company has chosen to advance its interests in space. &lt;br /&gt;
&lt;br /&gt;
Oftentimes, you will be informed over your radio that there is a problem in a certain area. If you are nearby, inform the rest of security over your [[headset]] using the private channel that you are on your way. If you are not nearby, head to the security office and change the records to set the suspects to arrest. The [[roboticist#securitrons|robots]] will detain the suspects but someone will still have to fetch them. Then return to your patrol.&lt;br /&gt;
&lt;br /&gt;
Have your [[Stun Baton]] put away but easily accessed. This will ensure that you are armed if things go sour, but that you are not being threatening and there is no possibility of your weapon being easily stolen. If you notice a crime obviously taking place when you arrive on the scene, stun the suspects, handcuff them, and hold them so they can&#039;t escape. If the area is now safe, begin questioning them. If the area is not safe, question them in the brig. If there is blood or fingerprint evidence, call the [[Detective]] to the scene. Once the truth comes out, charge the perpetrators, thank the witnesses, and inform security over your private channel of the situation and charges. If you do not do so, other Security Officers will release your prisoners thinking they&#039;ve been unlawfully detained.&lt;br /&gt;
&lt;br /&gt;
This is an ideal situation, however. Usually you&#039;ll just happen across crime. Follow the procedure as best as you can from there. Restrain and detain only as needed. Becoming stun happy is the first step to becoming a bad Security Officer and encouraging the station crewmen to get you demoted.&lt;br /&gt;
&lt;br /&gt;
If things become violent or you are outmatched, immediately call for backup. &lt;br /&gt;
&lt;br /&gt;
The key to good security work is keeping the other security forces informed.&lt;br /&gt;
&lt;br /&gt;
== The Brig ==&lt;br /&gt;
For more detailed instructions, see [[Guide_to_Security#Standard_Procedure|Standard Security Procedures]]. For a summary read below.&lt;br /&gt;
&lt;br /&gt;
As the arresting officer, you have certain responsibilities. As always, following the protocol will keep you safe, the station secure, and the criminals in line. Follow it closely.&lt;br /&gt;
&lt;br /&gt;
1. While the prisoner is still handcuffed, search them. Repeat offenders or those charged with extremely serious crimes should be stripped and redressed in the prison orange. Inform the prisoner and the other security personnel what is happening, and what the prisoner&#039;s charges are. Evidence goes in the evidence locker, hazardous chemicals should be stored to later be spaced, and all other materials go in the brig locker with the prisoner. The [[headset]] should only be taken if the prisoner is using it to incite rebellion, harassing other crew members, or as an additional punishment for repeat offences.&lt;br /&gt;
&lt;br /&gt;
2. Lock the [[Locker]] with your identification, remove your prisoner&#039;s handcuffs, and stand in the doorway to prevent escape while you set the time. The doors will not close and lock if a time has not been set in. [[Corporate Regulations|Consult Corporate Regulations for proper sentencing.]] If the prisoner makes to escape, flash them with the brig&#039;s flash controls. They will even reach to just outside the cell doors. Remember that escape attempts are an additional crime under Corporate Regulations. Do &#039;&#039;&#039;NOT&#039;&#039;&#039; leave the prisoner handcuffed in his cell, unless you have very good reason to believe they are dangerous.&lt;br /&gt;
&lt;br /&gt;
3. Never open the cell door when the prisoner is standing right on the other side. Require them to step back to the bed. This will allow you to react if they attack or attempt to escape. Even trustworthy prisoners may turn at any second. When in doubt, flash the cell.&lt;br /&gt;
&lt;br /&gt;
4. You must be there when the prisoner&#039;s time is up to return their gear and escort them out of the brig. Failure to do this may in some cases result in your dismissal or attack.&lt;br /&gt;
&lt;br /&gt;
== Security HQ ==&lt;br /&gt;
This is where you do your set up at.  Also, you can arrest people with Beepsky (or any [[Roboticist|securitron]]) here, but &#039;&#039;&#039;do not delete security records!&#039;&#039;&#039;. If people ask nicely for your equipment just tell them to ask a Head of Staff instead. Passing out gear to civilians leads to dangerous situations at worst, arrests and misunderstandings at best.&lt;br /&gt;
	&lt;br /&gt;
The first step when you arrive in your position is to find an unused security [[locker]] either in the main office or the single locker near the arrival shuttle. If it has all been claimed, ask the [[Warden]] for additional resources.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
First, you are already equipped with a soft cap and gear harness, two [[handcuffs]] and your blue jumpsuit. &lt;br /&gt;
&lt;br /&gt;
[[Stun Baton]] - Your weapon of choice. It deals HALLOSS damage, similar to tasers. Use the help intent to avoid dealing brute damage to the target.&lt;br /&gt;
&lt;br /&gt;
[[Taser]]s - Place the taser in  your backpack. Replace your Baton with this in case you need the extra range and the [[AI]]/[[Captain]]/[[Head of Security]]/[[Warden]] refuse to open the armoury for better equipment. It is also good to use against runners or those equipped with a gun themselves. Use your best judgement.&lt;br /&gt;
&lt;br /&gt;
[[Flashes]] - A good backup if your [[stun baton]] runs out of charge or you need to keep a criminal subdued. Robotics may also want these. It&#039;s usually a courtesy to give them your burnt out flashes. Throw it in a pocket or hide it in your [[backpack]]&#039;s [[box]]. Has the added benefit of stunning out of control cyborgs.&lt;br /&gt;
&lt;br /&gt;
[[Teargas]] - Sometimes preferred by [[shitcurity|some officers]] instead of flashes. These will place targets into paincrit for several seconds within a reasonable radius when thrown. To throw, simply move the teargas to your hand and click a tile on the floor. There is a small delay between throwing and detonation. It is a good idea to throw these as far away from you as possible as affect fellow officers not wearing gas masks (or yourself, if you&#039;re throwing these without wearing a gasmask), and disable them for a potentially lethal amount of time. They are also useful to help you escape a small group assailants. Keep this in your pocket and detonate in hand, this causes everyone who is caught in the cloud to get temporarily downed due to pain, be careful, as it effects on skin contact as well. Minor toxins damage is a side effect of usage.&lt;br /&gt;
	&lt;br /&gt;
[[Sunglasses]] - You need to equip these. Put them on your eyes. They are essential gear, especially if you want to man the brig and want to avoid the embarrassing result of succumbing to a flash meant only for an unruly prisoner.&lt;br /&gt;
&lt;br /&gt;
[[Handcuffs]]- Throw these in your pockets as well. You will use these. A lot. Click on someone to start handcuffing them. You&#039;ll both need to stay next to each other for them to work. Pulling people then prevents them from running away. Be careful of bumping into people however.&lt;br /&gt;
&lt;br /&gt;
[[Energy gun]] - A rare item for the average officer to possess, usually only handed out when things have really hit the fan. Has two modes, click the weapon in your inventory to switch between stun and kill. Most of the time, the weapon should be left on stun. It also makes a potent melee weapon. Firing on [[Shitcurity|kill]] at crewmembers will often result in demotion or a potential job ban.&lt;br /&gt;
&lt;br /&gt;
[[Riot Shield]] - Another uncommon weapon for security personnel. Protects from melee attack in the direction you are facing. Makes a decent melee weapon.&lt;br /&gt;
&lt;br /&gt;
[[Laser gun]] - Possibly the least common weapon to find in the hands of security officers, mainly due to the lack of a stun mode. While more powerful than an [[Energy gun]], it makes a slightly less effective melee weapon. You should never have these unless it&#039;s a [[Code Red]] situation.&lt;br /&gt;
	&lt;br /&gt;
Important: When you are done with your [[Locker]], close it and lock it.&lt;br /&gt;
&lt;br /&gt;
=== Recharge ===&lt;br /&gt;
Always have your tools recharged after an arrest. If your [[Flash]] is burnt out, get a new one from the lockers or security vending machine and hand your old one to a [[Roboticist]]. Then take your energy gun or taser, pop them in the recharger, and wait for the light to change. Having a charged taser is sometimes the difference between life and death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: [[Stun baton]]s require their battery cells to be changed, and do not work in a recharger.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Traitor security is a mixed bag. You can try planting evidence on your target (though make sure you don&#039;t put fingerprints on it yourself). Try putting the item in their hand first, and then removing it while you wear gloves, then stick it in their backpack. Theft shouldn&#039;t be too hard, and if you plant evidence on other people to make you seem like the &amp;quot;good cop&amp;quot; you should be fine. If things go wrong, you always have your trusty weapons.&lt;br /&gt;
&lt;br /&gt;
{{Security}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category: Security]]&lt;/div&gt;</summary>
		<author><name>Sharp</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Security_Officer&amp;diff=9152</id>
		<title>Security Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Security_Officer&amp;diff=9152"/>
		<updated>2018-06-10T17:29:25Z</updated>

		<summary type="html">&lt;p&gt;Sharp: Adjusted the qualifications and a minor edit to the Cadet sentence.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = blue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = #9eb7ff&lt;br /&gt;
|img = Generic_security.png&lt;br /&gt;
|jobtitle = Security Officer&lt;br /&gt;
|access = [[Security Office|Security]], [[Brig]] Timers, [[Courtroom]], [[Maintenance]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = Must be 18 years of age, passed a 3 month academy training and 1 month practical training on station. Alternatively, must be 20 years of age and 2+ years experience in security or law-enforcement related position(s).&lt;br /&gt;
|education = [[Apex &amp;amp; Ft Sunder Joint Military Academies]] - [[New Seoul Combat Training Centre]]&lt;br /&gt;
|superior = [[Head of Security]]&lt;br /&gt;
|duties = Stop crime, enforce [[Corporate Regulations]].&lt;br /&gt;
|guides = [[Guide to Security]], [[Corporate Regulations]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Security Officers&#039;&#039;&#039; are the main force behind [[Security]] on the station. They are responsible for dealing with security complaints and arresting those who break [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cadets&#039;&#039;&#039; can vary from an experienced officer just getting oriented on station, to new recruits from NT ISD/other private or public academies, or even those currently receiving schooling to be an ISD officer.&lt;br /&gt;
&lt;br /&gt;
==Know Your Place==&lt;br /&gt;
* [[Nanotrasen_Corporation|NanoTrasen]] Security functions first and foremost as a mediator to conflict, for better or worse, your job encompasses keeping the majority of the Staff (and the Station) safe and productive while disciplining troublemakers or more serious criminals. Your top priority is the protection of [[Nanotrasen_Corporation|NanoTrasen]] assets.&lt;br /&gt;
* Your training dictates that attempting to resolve issues without threats or physical force works best as a first resort in Standard situations, failing that you are also trained to handle situations with less subtlety when diplomacy either falls flat or is unlikely to work.&lt;br /&gt;
* You&#039;ve been trained to respect the chain of command, but the orders of your lineleader, the [[Head_of_Security|Head of Security]], are your priority first until the Station [[Captain]] chooses to overrule them.&lt;br /&gt;
* Remember to follow [[Guide_to_Security#Standard_Procedure|Standard Security Procedure]], because you can&#039;t call yourself an enforcer of [[Corporate Regulations]] if you can&#039;t respect the same rules you&#039;re supposed to uphold.&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
There are currently 4 alert levels, each of which change, in most circumstances, the way you conduct your job. The following is a summary of said alert levels:&lt;br /&gt;
* &#039;&#039;&#039;Code Green - All Clear.&#039;&#039;&#039; &lt;br /&gt;
Default operating level. No immediate or clear threat to the station. All departments may carry out work as normal. You are expected to follow [[Guide_to_Security#Standard_Procedure|standard security procedures]] at all times during Code Green. You can wear the standard vest available in your security locker, but not the armor found in the armory. Failing to follow standard procedure during Code Green may end up with you violating [[Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
This is how the round starts, and you should do everything in your power to keep it that way. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Blue - Suspected Threat.&#039;&#039;&#039; &lt;br /&gt;
Raised alert level. Suspected threat to the station. Issued by Central Command, the Captain, or a Head of Staff vote. Security personnel are authorized to wear armor vests, helmets and display weaponry at all times. Random searches of crew are permitted within reason. Locational searches are also permitted with probable cause, however Command Staff may shut down a locational search of an area under their authority. This includes but is not limited to: their own department, the bridge, vault or any other shared command-restricted location. In both cases, it is the right of the department head, or the individual receiving the search to know the reason of said search.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Red - Confirmed Threat.&#039;&#039;&#039; &lt;br /&gt;
Maximum alert level. Confirmed threat to the station or severe damage. Issued by Central Command, the Captain, or a Head of Staff vote. Martial law. Suit senors are mandatory and everyone is required to stay in their workplace unless needed elsewhere. Security may detain suspects without a warrant. You are expected to deal with the threat in a way that keeps casualties to a minimum, the same goes for collateral damage to the station. Lethal ammo may be used to achieve this, but should only be used if necessary and if the Head of Security, Captain or another command member if those stated previously are unavailable.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code Yellow - Biological Hazard&#039;&#039;&#039; &lt;br /&gt;
The station is now under an elevated alert status due to a confirmed biological hazard. All crew are to follow command instruction in order to ensure a safe return to standard operations.&lt;br /&gt;
&lt;br /&gt;
Code Yellow is used for biological hazards such as carp, spiders, bears, drones, blobs or any other biological hazard on the station. It will give Command and any relevant departments the required flexibility (for example allowing officers to carry weaponry during a spider outbreak) to deal with any biological hazard threats, without sacrificing privacy rights or giving you, the Security Department, the means to arrest/search crew without a warrant. A warrant will still be required to arrest/search crew on Code Yellow.&lt;br /&gt;
&lt;br /&gt;
==Keeping the Peace==&lt;br /&gt;
You are the sole guardian between the ideals of justice and the [[Jobs|employees]] that your company has chosen to advance its interests in space. &lt;br /&gt;
&lt;br /&gt;
Oftentimes, you will be informed over your radio that there is a problem in a certain area. If you are nearby, inform the rest of security over your [[headset]] using the private channel that you are on your way. If you are not nearby, head to the security office and change the records to set the suspects to arrest. The [[roboticist#securitrons|robots]] will detain the suspects but someone will still have to fetch them. Then return to your patrol.&lt;br /&gt;
&lt;br /&gt;
Have your [[Stun Baton]] put away but easily accessed. This will ensure that you are armed if things go sour, but that you are not being threatening and there is no possibility of your weapon being easily stolen. If you notice a crime obviously taking place when you arrive on the scene, stun the suspects, handcuff them, and hold them so they can&#039;t escape. If the area is now safe, begin questioning them. If the area is not safe, question them in the brig. If there is blood or fingerprint evidence, call the [[Detective]] to the scene. Once the truth comes out, charge the perpetrators, thank the witnesses, and inform security over your private channel of the situation and charges. If you do not do so, other Security Officers will release your prisoners thinking they&#039;ve been unlawfully detained.&lt;br /&gt;
&lt;br /&gt;
This is an ideal situation, however. Usually you&#039;ll just happen across crime. Follow the procedure as best as you can from there. Restrain and detain only as needed. Becoming stun happy is the first step to becoming a bad Security Officer and encouraging the station crewmen to get you demoted.&lt;br /&gt;
&lt;br /&gt;
If things become violent or you are outmatched, immediately call for backup. &lt;br /&gt;
&lt;br /&gt;
The key to good security work is keeping the other security forces informed.&lt;br /&gt;
&lt;br /&gt;
== The Brig ==&lt;br /&gt;
For more detailed instructions, see [[Guide_to_Security#Standard_Procedure|Standard Security Procedures]]. For a summary read below.&lt;br /&gt;
&lt;br /&gt;
As the arresting officer, you have certain responsibilities. As always, following the protocol will keep you safe, the station secure, and the criminals in line. Follow it closely.&lt;br /&gt;
&lt;br /&gt;
1. While the prisoner is still handcuffed, search them. Repeat offenders or those charged with extremely serious crimes should be stripped and redressed in the prison orange. Inform the prisoner and the other security personnel what is happening, and what the prisoner&#039;s charges are. Evidence goes in the evidence locker, hazardous chemicals should be stored to later be spaced, and all other materials go in the brig locker with the prisoner. The [[headset]] should only be taken if the prisoner is using it to incite rebellion, harassing other crew members, or as an additional punishment for repeat offences.&lt;br /&gt;
&lt;br /&gt;
2. Lock the [[Locker]] with your identification, remove your prisoner&#039;s handcuffs, and stand in the doorway to prevent escape while you set the time. The doors will not close and lock if a time has not been set in. [[Corporate Regulations|Consult Corporate Regulations for proper sentencing.]] If the prisoner makes to escape, flash them with the brig&#039;s flash controls. They will even reach to just outside the cell doors. Remember that escape attempts are an additional crime under Corporate Regulations. Do &#039;&#039;&#039;NOT&#039;&#039;&#039; leave the prisoner handcuffed in his cell, unless you have very good reason to believe they are dangerous.&lt;br /&gt;
&lt;br /&gt;
3. Never open the cell door when the prisoner is standing right on the other side. Require them to step back to the bed. This will allow you to react if they attack or attempt to escape. Even trustworthy prisoners may turn at any second. When in doubt, flash the cell.&lt;br /&gt;
&lt;br /&gt;
4. You must be there when the prisoner&#039;s time is up to return their gear and escort them out of the brig. Failure to do this may in some cases result in your dismissal or attack.&lt;br /&gt;
&lt;br /&gt;
== Security HQ ==&lt;br /&gt;
This is where you do your set up at.  Also, you can arrest people with Beepsky (or any [[Roboticist|securitron]]) here, but &#039;&#039;&#039;do not delete security records!&#039;&#039;&#039;. If people ask nicely for your equipment just tell them to ask a Head of Staff instead. Passing out gear to civilians leads to dangerous situations at worst, arrests and misunderstandings at best.&lt;br /&gt;
	&lt;br /&gt;
The first step when you arrive in your position is to find an unused security [[locker]] either in the main office or the single locker near the arrival shuttle. If it has all been claimed, ask the [[Warden]] for additional resources.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
First, you are already equipped with a soft cap and gear harness, two [[handcuffs]] and your blue jumpsuit. &lt;br /&gt;
&lt;br /&gt;
[[Stun Baton]] - Your weapon of choice. It deals HALLOSS damage, similar to tasers. Use the help intent to avoid dealing brute damage to the target.&lt;br /&gt;
&lt;br /&gt;
[[Taser]]s - Place the taser in  your backpack. Replace your Baton with this in case you need the extra range and the [[AI]]/[[Captain]]/[[Head of Security]]/[[Warden]] refuse to open the armoury for better equipment. It is also good to use against runners or those equipped with a gun themselves. Use your best judgement.&lt;br /&gt;
&lt;br /&gt;
[[Flashes]] - A good backup if your [[stun baton]] runs out of charge or you need to keep a criminal subdued. Robotics may also want these. It&#039;s usually a courtesy to give them your burnt out flashes. Throw it in a pocket or hide it in your [[backpack]]&#039;s [[box]]. Has the added benefit of stunning out of control cyborgs.&lt;br /&gt;
&lt;br /&gt;
[[Teargas]] - Sometimes preferred by [[shitcurity|some officers]] instead of flashes. These will place targets into paincrit for several seconds within a reasonable radius when thrown. To throw, simply move the teargas to your hand and click a tile on the floor. There is a small delay between throwing and detonation. It is a good idea to throw these as far away from you as possible as affect fellow officers not wearing gas masks (or yourself, if you&#039;re throwing these without wearing a gasmask), and disable them for a potentially lethal amount of time. They are also useful to help you escape a small group assailants. Keep this in your pocket and detonate in hand, this causes everyone who is caught in the cloud to get temporarily downed due to pain, be careful, as it effects on skin contact as well. Minor toxins damage is a side effect of usage.&lt;br /&gt;
	&lt;br /&gt;
[[Sunglasses]] - You need to equip these. Put them on your eyes. They are essential gear, especially if you want to man the brig and want to avoid the embarrassing result of succumbing to a flash meant only for an unruly prisoner.&lt;br /&gt;
&lt;br /&gt;
[[Handcuffs]]- Throw these in your pockets as well. You will use these. A lot. Click on someone to start handcuffing them. You&#039;ll both need to stay next to each other for them to work. Pulling people then prevents them from running away. Be careful of bumping into people however.&lt;br /&gt;
&lt;br /&gt;
[[Energy gun]] - A rare item for the average officer to possess, usually only handed out when things have really hit the fan. Has two modes, click the weapon in your inventory to switch between stun and kill. Most of the time, the weapon should be left on stun. It also makes a potent melee weapon. Firing on [[Shitcurity|kill]] at crewmembers will often result in demotion or a potential job ban.&lt;br /&gt;
&lt;br /&gt;
[[Riot Shield]] - Another uncommon weapon for security personnel. Protects from melee attack in the direction you are facing. Makes a decent melee weapon.&lt;br /&gt;
&lt;br /&gt;
[[Laser gun]] - Possibly the least common weapon to find in the hands of security officers, mainly due to the lack of a stun mode. While more powerful than an [[Energy gun]], it makes a slightly less effective melee weapon. You should never have these unless it&#039;s a [[Code Red]] situation.&lt;br /&gt;
	&lt;br /&gt;
Important: When you are done with your [[Locker]], close it and lock it.&lt;br /&gt;
&lt;br /&gt;
=== Recharge ===&lt;br /&gt;
Always have your tools recharged after an arrest. If your [[Flash]] is burnt out, get a new one from the lockers or security vending machine and hand your old one to a [[Roboticist]]. Then take your energy gun or taser, pop them in the recharger, and wait for the light to change. Having a charged taser is sometimes the difference between life and death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: [[Stun baton]]s require their battery cells to be changed, and do not work in a recharger.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Traitor security is a mixed bag. You can try planting evidence on your target (though make sure you don&#039;t put fingerprints on it yourself). Try putting the item in their hand first, and then removing it while you wear gloves, then stick it in their backpack. Theft shouldn&#039;t be too hard, and if you plant evidence on other people to make you seem like the &amp;quot;good cop&amp;quot; you should be fine. If things go wrong, you always have your trusty weapons.&lt;br /&gt;
&lt;br /&gt;
{{Security}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category: Security]]&lt;/div&gt;</summary>
		<author><name>Sharp</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Chief_Medical_Officer&amp;diff=8896</id>
		<title>Chief Medical Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Chief_Medical_Officer&amp;diff=8896"/>
		<updated>2018-05-04T11:26:26Z</updated>

		<summary type="html">&lt;p&gt;Sharp: /* Hypospray */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #ffdddd&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img = ChiefMedicalOfficer.png&lt;br /&gt;
|jobtitle = Chief Medical Officer&lt;br /&gt;
|access = All [[Medbay|Medical Departments]], [[Bridge]], [[Chief Medical Officer&#039;s Office]], [[Engineering]], [[Construction]], [[Research]].&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 35 years of age, M.D., Bachelors in Management, 5 years medical experience.&lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aloise University of Medical Sciences]]&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate the [[Medical Doctor|doctors]], [[Chemist|chemists]], and [[Psychologist|psychiatrist]]  to ensure the health of all crew.&lt;br /&gt;
|guides = [[Guide to Medicine]], [[Guide to Chemistry]], [[Surgery|Guide to Surgery]], [[Infections|Virology 101]], [[Chain of Command]]&lt;br /&gt;
}}&lt;br /&gt;
The [[Chief Medical Officer]] is in charge of the health of the crew. They make sure that the [[Medical Doctor]]s are treating people effectively, and making sure the [[Virologist]]s and [[Chemist]]s are working for the good of the station.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You control the entire medbay. Other than treating injured crew, it is your responsibility to ensure that [[Chain of Command|important crew]] (including yourself) have received genetic backups and death alarms, and that all crew are using their suit sensors when [[Corporate Regulations|appropriate]],&lt;br /&gt;
&lt;br /&gt;
You are the foremost medical expert on the station. The ideal Chief Medical Officer would have the knowledge to perform common surgical operations, manufacture the most essential pharmaceuticals, and develop &#039;cures&#039; for viral infection. You should allow your subordinates to handle the bulk of the work, but don&#039;t be afraid to lend a hand. The objective in mind is ensuring that everyone in the department has their place; if you delegate all of your duties completely, you&#039;ve lost your own place.&lt;br /&gt;
&lt;br /&gt;
== Your Job ==&lt;br /&gt;
You are often regarded as the least important Head of Staff, but in reality, you hold a great deal of power. Without a competent Chief Medical Officer coordinating things, the medbay often dissolves into a chaotic mess that only manages to heal anybody through sheer coincidence.&lt;br /&gt;
&lt;br /&gt;
Your primary duty is to ensure that the crew is in top possible physical and mental shape. To do this, you will need the help of your assigned crew. Medical Doctors take several shapes; Nurses, Surgeons, Virologists and Emergency Physicians. They all occupy the same slot, but have different, and obvious, specialties. The [[Chemist]] is responsible for the manufacture of important medicines. The [[Virologist]] is responsible for the development, and counteraction, of viral agents. The [[Psychologist]] is responsible for the mental health of crew.&lt;br /&gt;
&lt;br /&gt;
=== Specialized Staff ===&lt;br /&gt;
When the round starts, review your medical staff and assign jobs.  Remember, Emergency Physicians, Surgeons, and regular Doctors are all the same job, and they&#039;re all required to treat patients. Their specific title just indicates a specialization. They can and should be able to be given assignments outside of that, so long as it still falls within the description of Medical Doctor work. If they&#039;re unable or unwilling to do basic medical work because &amp;quot;they&#039;re a surgeon, not a doctor&amp;quot;, then they need reeducating about what their job actually entails. &lt;br /&gt;
&lt;br /&gt;
Make sure that you have a dedicated EMT team ready to respond to calls for medical assistance from outside of Medbay, someone manning the front desk to handle arrivals and minor cases, and someone - preferably a Surgeon - waiting in the wings to handle critical cases that require Cryo treatment or surgery. Each of these three assignments is vital for different reasons, and, once given a job, your staff should focus on doing that job exclusively except in case of emergency. If they don&#039;t, and they try to do someone else&#039;s job, it means that you have two doctors doing a job that could be done by one, and an area which is left understaffed. Make sure that everyone is entirely clear on exactly what their job is and why it is important.&lt;br /&gt;
&lt;br /&gt;
When everyone has their assignments, make sure that everybody has their Medical belts stocked with the basic tools of the trade - gauze, ointment, inaprovaline, and things like that. Emergency Physicians should carry more than most, and should have [[Medical_items#First_aid_kit|a variety of Medkits]] available for unusual cases, since they&#039;re the first responders and may have to deal with anything.&lt;br /&gt;
&lt;br /&gt;
=== Chemical Fixes ===&lt;br /&gt;
Once your main staff is set up, contact Chemistry and get them to start making medicines for your doctors. Clonexadone is a must-have, so have the Chemists take the cryoxadone from Cryo and mix some up immediately. Hyronalin, tricordrazine, alkysine, dexalin plus, spaceacillin, and ryetalyn are all important, so have those mixed up as soon as possible, and make sure that your doctors know that they&#039;re available and where to find them. Make sure that Virology gets some diluted milk and radium, too, or your Virologists won&#039;t be able to do anything. Once you have all of the basic medicines, have Chemistry mix up a little bit of everything and stock up on the important stuff.&lt;br /&gt;
&lt;br /&gt;
=== Responding ===&lt;br /&gt;
As with other Head positions, a large part of your job is to be watchful for any calls for medical assistance. As soon as one comes in, make sure that your EMTs are responding and that the rest of your staff are ready to take in anybody who can&#039;t be treated in the field. It&#039;s also a good idea to ask for an [[Mechs#Odysseus|Odysseus]] from Robotics, preferably with two mounted Sleepers. Make sure that your EMTs know how to operate it; an Odysseus can save a lot of lives and make it possible for your EMTs to answer calls that they would normally be unable to due to its armour and internals.&lt;br /&gt;
&lt;br /&gt;
=== Outbreaks ===&lt;br /&gt;
When diseases break out, this is your chance to shine. You have a biohazard suit inside of your office. Use it. Then consult the [[Virologist]] and [[Chemist]]. You have the authority to isolate and detain anyone experiencing symptoms.&lt;br /&gt;
&lt;br /&gt;
Vaccinate the medical personnel and quarantine the infected. Administer the drugs, keep people alive. Your [[Medical Doctor]]s should be helping with this, if they&#039;re not, shout them into line.&lt;br /&gt;
&lt;br /&gt;
=== Hypospray ===&lt;br /&gt;
This is your medical tool, your lifeline.  It&#039;s a fast injector (dealing bursts of 5 units, with a fill limit of 30 units). You need to get rid of the chemicals inside before you can fill it with different medicine, which can be done by using the sink. It&#039;s considered very bad form to just go around injecting people however.&lt;br /&gt;
&lt;br /&gt;
Good candidates for your hypospray are Tricordrazine or Inaprovaline.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As the CMO, you&#039;re the link between the captain, the other heads of staff, and your medical department. Security will often be a source of casualties, whether officers or prisoners; make sure any doctor going to treat a dangerous prisoner has an escort. Science--especially Toxins and Xenobiology--will send you its share of patients, too. When your equipment gets blown up, Engineering can rebuild it. During an epidemic, one of your most important connections is, strangely enough, the lowly janitor, whose biosuit allows him to safely clean up infectious material and slow the spread of the disease. You will also be required to try to explain why people are [[cultist|going crazy]], [[changeling|returning from the dead]], or [[wizard|trapped in the body of a monkey]]. Good luck with that one.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
So, you&#039;re a traitor CMO? Don&#039;t fret. You have many possible tools to help with your objectives.  Your hypospray will help a bit, try filling it with Choral Hydrate for sedation purposes. You have access to [[Chemistry]], so you can sneak in there and make some space lube or similar. You can pretend to &amp;quot;heal&amp;quot; hurt targets brought in, and even disrupt some targets getting cloned.&lt;br /&gt;
&lt;br /&gt;
The bottom line here is to be a bad doctor.&lt;br /&gt;
&lt;br /&gt;
=== Changeling ===&lt;br /&gt;
As a changeling CMO, you&#039;ve got plenty of options. One of your major goals is to capture Genetics so you can absorb genomes quite easily. The spray bottle and hypospray can both be used to knock out victims, and you can lure many humans on the pretense on healing them. CMOlings are best played stealthily. Try not to get anyone too suspicious with you, and see if you can snag an Assistant&#039;s card early for maintenance access (or ask the HoP for it.)&lt;br /&gt;
&lt;br /&gt;
{{Command}}&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category:Jobs]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>Sharp</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vampire&amp;diff=8191</id>
		<title>Vampire</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vampire&amp;diff=8191"/>
		<updated>2018-02-13T21:06:34Z</updated>

		<summary type="html">&lt;p&gt;Sharp: Added certain clauses to the dominate command&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{&lt;br /&gt;
JobPageHeader&lt;br /&gt;
|headerbgcolor = black&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ENEMY&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic =ChangelingLarge2.gif&lt;br /&gt;
|img = ChangelingLarge2.gif&lt;br /&gt;
|jobtitle = Vampire&lt;br /&gt;
|access = Depends on your ability to earn access, your vampric abilities and your initial starting role&lt;br /&gt;
|difficulty = &amp;lt;font style=&amp;quot;color:red;&amp;quot;&amp;gt;&#039;&#039;&#039;VERY HARD&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
|superior = No one&lt;br /&gt;
|duties = Be the very best, like no one ever was.&lt;br /&gt;
|guides = This one currently&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Antag OOC ==&lt;br /&gt;
&lt;br /&gt;
This is a feature implemented to assist in certain antagonist groups plan things out, as a vampire. You will not really be needing it.&lt;br /&gt;
Do keep in mind that abusing this and metagaming will lead to a warning and a possible antagonist ban. If you have any questions, please feel free to ahelp.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IMPORTANT: It is highly recommended to NOT feast on AFK/SSD players as means to gaining power, please attempt to roleplay it and if you have any questions, feel free to seek administration assistance.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;h2&amp;gt;Backstory Synopsis&amp;lt;/h2&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Vampires are individuals who, after attempting blood magic or being converted by a vampire themselves, have been corrupted by the Veil and given insidious power. As creatures of the night they have lost all need to eat or drink and are instead consumed with an unquenching thirst for blood to sustain themselves and to grow more powerful and grow ever closer to tapping the full power of The Veil.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;h2&amp;gt;Mechanics&amp;lt;/h2&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Blood&amp;lt;/b&amp;gt; - Blood comes in two forms: usable and total. The usable blood can be considered your mana pool. It gets trained as you use more powers. Total blood can be thought of as experience points. They cannot be removed, and they will move you further up the power tree.&amp;lt;br&amp;gt;&lt;br /&gt;
You start with 30 units of usable blood. Be careful with your initial pool: if you expend it, you will start slowly frenzying.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Progression&amp;lt;/b&amp;gt; - Vampire&#039;s progression is linear. The more total blood you train, the more powers you unlock. As the final step, you will unlock the Veil&#039;s full power, which augments the existing powers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Frenzy&amp;lt;/b&amp;gt; - With the raw corruption of the Veil locked within your body, maintaining your sanity is a constant battle. Should you ever run out of usable blood, or become enraged through other means, you may find yourself frenzied. You are reverted to a snarling creature who only wants to consume blood until you are able to break out of it, and regain control. This is done by draining blood.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Everything Holy&amp;lt;/b&amp;gt; - As a creature of the Veil to some degree, you are vulnurable to holy influence. You will very quickly find the Chaplain resistant to your blood magic, and his artifacts harmful to your sanity.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Powers&amp;lt;/h2&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Vampire&#039;s powers all come from blood magic. In essence, it&#039;s similar to the Cult of Nar&#039;sie&#039;s magic, but instead of relying on runes and knowledge of the casters, it uses the blood of the vampire&#039;s victims as payment for the super natural acts.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Drain Blood&amp;lt;/b&amp;gt; - The most basic power a vampire needs. Feeding. Your victim will be unable to resist from the moment you&#039;ve sunk your fangs into them, and will not remember anything about the encounter, beyond having a pleasant interaction with your character. For every 10 points of blood gained, you drain roughly twice that from your victim. While draining blood, you also sate the Veil&#039;s desires, and thus lower your frenzy counter.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Blood Heal&amp;lt;/b&amp;gt; - Uses the blood of your victims to heal you. You must not move or be interrupted in any other way while doing this act of magic. Eventually, all damage will be healed, including broken bones and damaged organs.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Glare&amp;lt;/b&amp;gt; - An area of effect stun ability. Knocks out everyone not wearing proper eyeprotection within a 2 tile radius.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Hypnotise&amp;lt;/b&amp;gt; - A targeted stun ability. Requires that you and your target remain stationary for a short amount of time. The stun effect lasts longer than that applied by Glare.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Presence&amp;lt;/b&amp;gt; - When &amp;lt;i&amp;gt;toggled&amp;lt;/i&amp;gt; and activated, you begin emitting a positive influence towards other characters. Other players within sight range, if influencable through blood magic, will see messages encouraging them to be warmer and more receptive towards your character than they normally would be.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Veil Step&amp;lt;/b&amp;gt; - Activated by right clicking on any tile in the game. You jump to that tile, provided that it&#039;s covered in shadows to some degree. If you&#039;re a vampire that&#039;s gained full power, you will also take anyone you&#039;re grabbing along with you.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Dominate&amp;lt;/b&amp;gt; - Activation mechanics are the same as hypnotise: both you and your target need to remain stationary and undisturbed for a short amount of time. Once you succeed in activating it, you get to issue a command to your target. For example, you can ask someone to open the doors to the armoury, but you cannot ask someone to remain as your ally forever. A vampire having reached his full potential can dominate a victim instantly.&lt;br /&gt;
&lt;br /&gt;
There are some &#039;&#039;&#039;conditions&#039;&#039;&#039; when using the Dominate ability:&lt;br /&gt;
&lt;br /&gt;
Dominate orders must be short term. So upon completion, or around ten minutes of attempts.&lt;br /&gt;
&lt;br /&gt;
The victim must make a good faith effort to follow it. Peoples characters and skill are taken into consideration, but no one should fail intentionally when they can clearly succeed.&lt;br /&gt;
&lt;br /&gt;
Do not tell people to kill themselves. Straight forward, it&#039;s pretty much ganking. The same applies to excessively telling people to kill each other.&lt;br /&gt;
&lt;br /&gt;
If an order violates the above, don&#039;t just ignore it. Send an adminhelp about it.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Diseased Touch&amp;lt;/b&amp;gt; - Infects a target with a lethal disease. The disease starts out in its last stage, and should kill the target relatively quickly. Or, at least disable them. This disease will not, however, spread to other people.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Summon Bats&amp;lt;/b&amp;gt; - Summons a set of bats that attack nearby people. The only creatures they ignore are the vampire who summoned them and their thralls.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Chiropteran Screech&amp;lt;/b&amp;gt; - An area of effect destructive and damage ability. You will destroy all windows and lights within a 7 tile radius, and stun all characters within a 4 tile radius.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Veil Walking&amp;lt;/b&amp;gt; - Similar to the wizard&#039;s jaunt ability, you become a Veil ghost. Activate the ability again to revert to your normal form. While in this form, you cannot be attacked, harmed, or touched in any way. As you remain in this form, you will continously lose blood. Though you will lose more blood if you stay on a tile that&#039;s lit.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Enthrall&amp;lt;/b&amp;gt; - You create a blood bond between yourself and a mortal. You must have the victim in a grab to begin. Once enthralled, the victim will have to listen to your every command. You will become the most important person to them.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Embrace&amp;lt;/b&amp;gt; - You create a new vampire. Through replacing the blood of your victim completely, you can spread the corruption of the Veil to another mortal soul. The new vampire will awaken frenzied and hungry. And they will be, by no means loyal or bound to you.&lt;br /&gt;
&lt;br /&gt;
{{Antagonists}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Game Modes]] [[Category:Antagonists]]&lt;br /&gt;
[[Category:Pages]] [[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Sharp</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Jupiter&amp;diff=7862</id>
		<title>Jupiter</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Jupiter&amp;diff=7862"/>
		<updated>2018-01-28T11:11:31Z</updated>

		<summary type="html">&lt;p&gt;Sharp: giatn to giant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jupiter is the fifth planet out from Sol. It is the largest gas giant in the system and is actually two times larger than all the other planets of the Solar system combined. It is composed of Helium and Hydrogen in similar ratios as Sol itself, suggesting that Jupiter may have been on the road to becoming a dwarf star, but never achieved the mass to ignite. A Jovian day lasts approximately 10 standard hours, while a Jovian year is almost 11.9 standard years long. Jupiter is known for the multicolored bands and massive storms that are visible on the top of the planet’s atmosphere. The most well-known feature of Jupiter is its Great Red Spot, a massive hurricane many times the size of Earth that has been raging for centuries. Jupiter has more than 67 moons in total, though only the Galilean moons (Europa, Ganymede, Io, Callisto) are home to outposts that serve more as tourist destinations than actual military installations. Settlements on the gas giant are giant floating cities that grace the upper atmosphere, held aloft by massive, reinforced zepplins. Jupiter is the second largest source of tourism for the Solar system.&lt;br /&gt;
&lt;br /&gt;
The combined population is 1.4 million people.&lt;/div&gt;</summary>
		<author><name>Sharp</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Republic_of_Elyra&amp;diff=7846</id>
		<title>Republic of Elyra</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Republic_of_Elyra&amp;diff=7846"/>
		<updated>2018-01-27T06:49:51Z</updated>

		<summary type="html">&lt;p&gt;Sharp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Elyran&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Elyra410x320.png&lt;br /&gt;
 |System = New Ankara&lt;br /&gt;
 |World  = Perispolis&lt;br /&gt;
 |Language = Elyran/Sol Common&lt;br /&gt;
 |Politic = The Serene Republic of Elyra&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[File:Elyra Flag.png|thumb|The emblem of the The Serene Republic of Elyra.]]&lt;br /&gt;
The Republic of Elyra, or its more official name, The Serene Republic of Elyra, was formed during a large scale colonization and emigration effort from south western asia and northern africa during the early years of space colonization from Pre-Alliance Earth. It is made up of multiple star systems. It&#039;s national motto is &amp;quot;For Greatness We Strive&amp;quot;. It&#039;s official language is Tau Ceti Basic, though several old-earth languages cling to life in small enclaves, such as arabic, persian, and farsi.&lt;br /&gt;
&lt;br /&gt;
=== Population ===&lt;br /&gt;
&lt;br /&gt;
The total population of Elyra is 1,553,343,800 based on the 2458 Census. This population is spread out over the nation&#039;s planets.&lt;br /&gt;
&lt;br /&gt;
===Perispolis===&lt;br /&gt;
The capital planet Perispolis, in the &#039;&#039;&#039;New Ankara&#039;&#039;&#039; star system, has roughly 1 billion residents. The planet was originally an arid planet with a modest atmosphere and stubborn native ecosystems already present. Original Alliance-funded terraforming efforts transformed the planet into an Earthlike planet within a decade, allowing the population to flourish before and after independence. Commercial and service sector jobs remain the highest employer, second to refineries processing phoron or other minerals transported to the planet&#039;s orbit.&lt;br /&gt;
&lt;br /&gt;
===Medina===&lt;br /&gt;
The second most inhabited planet with 250 million people, Medina resides in the &#039;&#039;&#039;Jedeed Isfahan&#039;&#039;&#039; system. The planet has a thin yet breathable atmosphere which makes prolonged physical effort difficult without respiratory gear. However the planet is incredibly rich with mineral wealth due to its active geological history. Settlements on the planet are built to compensate for the high frequency of earthquakes.&lt;br /&gt;
&lt;br /&gt;
===Bursa===&lt;br /&gt;
In the &#039;&#039;&#039;Cairo United&#039;&#039;&#039; star system Bursa carries 200 million people. The planet sits farther out from the star than usual and thus has a predominately frigid climate year-round. Paradoxically hydroponic farm companies remain the highest employer on the planet, second to the shipyards that circle the planet. Several Elyran Defense Force bases also dot the surface, taking advantage of the harsh winters for wilderness survival training.&lt;br /&gt;
&lt;br /&gt;
===Edirne===&lt;br /&gt;
Colonized after independence and sitting in the &#039;&#039;&#039;Serene Riyadh system&#039;&#039;&#039;, the dwarf planet of Edirne carries only 50 million people. With the lack of an atmosphere the vast majority of the population lives in the various biodomes that dot the surface or in the orbiting space stations. Most of the inhabitants work as space miners taking advantage of the systems high concentration of phoron wealth.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Parliamentary Democracy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executive:&#039;&#039;&#039; Prime Minister&lt;br /&gt;
*&#039;&#039;&#039;Current Prime Minister:&#039;&#039;&#039;&lt;br /&gt;
Rasheed Tatenda&lt;br /&gt;
* &#039;&#039;&#039;Minister of the Army&#039;&#039;&#039;&lt;br /&gt;
Tau Kwadwo&lt;br /&gt;
* &#039;&#039;&#039;Minister of the Navy&#039;&#039;&#039;&lt;br /&gt;
Daniyah Latifah&lt;br /&gt;
* &#039;&#039;&#039;Minister of Diplomatic Affairs&#039;&#039;&#039;&lt;br /&gt;
Andile Nabil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legislature:&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Upper House:&#039;&#039;&#039; High Parliament&lt;br /&gt;
** 550 Representatives; Two for every territory; unicameral legislature &lt;br /&gt;
&#039;&#039;&#039;Parties in Parliament&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Elyran Freedom Party - A liberal party supportive of Nanotrasen. Currently holds the majority of seats.&lt;br /&gt;
&lt;br /&gt;
The Serene Party - A conservative party against Nanotrasen.&lt;br /&gt;
&lt;br /&gt;
Liberal Reform Party - A far-left liberal party against NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
Al-Allah - A far-right conservative party with extreme relgious undertones. Currently a small minority in the Parliament.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Judicial:&#039;&#039;&#039; High Court of Tranqulity&lt;br /&gt;
* 8 Seats; Serve for life&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Anthem ==&lt;br /&gt;
Live my country, for the unity of our Elyra lives&lt;br /&gt;
&lt;br /&gt;
To glory and greatness we march&lt;br /&gt;
&lt;br /&gt;
For Elyra, we have sworn to live and work&lt;br /&gt;
&lt;br /&gt;
For Elyra, we sweat and toil&lt;br /&gt;
&lt;br /&gt;
For our Elyra, we await the call &lt;br /&gt;
&lt;br /&gt;
From our Elders to our Children, we await the call&lt;br /&gt;
&lt;br /&gt;
With haste we march, for Greatness&lt;br /&gt;
&lt;br /&gt;
Oh my Elyra, we sacrifice for you.&lt;br /&gt;
&lt;br /&gt;
With our blood and soul, we stand for you.&lt;br /&gt;
&lt;br /&gt;
Oh my Elyra, Oh my Elyra, we are yours forever.&lt;br /&gt;
&lt;br /&gt;
For greatness, we strive!&lt;br /&gt;
&lt;br /&gt;
Long live our Elyra.&lt;br /&gt;
&lt;br /&gt;
== [https://wiki.aurorastation.org/index.php?title=Elyra_Military Military] ==&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra being a sovereign entity in the frontier has made the creation of a martial force a necessary development. Being exposed to foreign and at times volatile entities has led to the formation of the Elyran Armed Forces, also referred to as the EAF. They would emphasize on speed and precision when conducting their operations, employing equipment providing the capability to strike fast or to retaliate swiftly to a plethora of threats to the Republics safety. The recent aggression by [https://forums.aurorastation.org/viewtopic.php?f=95&amp;amp;t=4541&amp;amp;start=20#p52337 &#039;&#039;&#039;the Hegemony&#039;&#039;&#039;] and [https://forums.aurorastation.org/viewtopic.php?f=95&amp;amp;t=4541&amp;amp;start=30#p67346 &#039;&#039;&#039;the Lii&#039;dra&#039;&#039;&#039;] has prompted extra funding to the defense program to improve their naval capabilities.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Medium, with growing economic stratification and disparity.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 56% Wasat&lt;br /&gt;
* 31% Kharijiin&lt;br /&gt;
* 11.3% Other (Humans of other heritage)&lt;br /&gt;
* 2% Alien (Skrell, Tajara, Dionea, Other)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://wiki.aurorastation.org/index.php?title=Elyra_Culture Culture]:&#039;&#039;&#039; Based around Earth Middle Eastern and North African countries and religions. There is however a minority of other nearby yet foreign cultures that were part of the original colonization efforts.&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wasat===&lt;br /&gt;
&lt;br /&gt;
The Wasat race makes up the largest portion of the population. &#039;&#039;&#039;They are descended from colonials from Arabia and Persia&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Skin Tone: 25 - 70 &lt;br /&gt;
&lt;br /&gt;
Average Male Height: 5&#039;6&amp;quot; - 6&#039;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 5&#039;4&amp;quot; - 5&#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Black to light brown hair&lt;br /&gt;
&lt;br /&gt;
Blue, green, brown eyes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kharijiin===&lt;br /&gt;
&lt;br /&gt;
The Kharijiin race makes up the second largest portion of the population. &#039;&#039;&#039;They are descended from colonials from North Africa&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Skin Tone: 60 - 120&lt;br /&gt;
&lt;br /&gt;
Average Male Height: 5&#039;4&amp;quot; - 5&#039;7&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 5&#039;1&amp;quot; - 5&#039;5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dark hair&lt;br /&gt;
&lt;br /&gt;
Various shades of brown eyes&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Republic of Elyra was formed during a large scale colonization and emigration effort from south western asia (Middle East) and northern africa during the early years of space colonization. Sitting on some of the largest petroleum reserves in the world, nations of Arabia and northern africa found uncommon cooperation between one another to push their own space programs. This economic and scientific partnership soon encompassed even the nations in west africa with little or no petroleum reserves, as it gave them a competitive edge to the West. This was a matter of necessity and survival, as it was clear that the powers of the West would not willingly share resources that they were raking in from their advances into the resource rich final frontier.&lt;br /&gt;
&lt;br /&gt;
So the loose coalition of nations formed their own faction within the Sol Alliance, but as with most of the nations of Earth developed the insatiable hunger for resources that began to exploit the colonists they had sent out. During the civil war with Earth, the colonies of Libya, Saudi Arabia, Iran, Jordan, Egypt, United Arab Emirates, and Kuwait all declared their independence, storming understaffed Sol Alliance garrisons and outposts and seizing the ships and equipment. These planets and systems formed together out of necessity, creating the Coalition of Elyra. This name was taken from the elyra moth, which had been introduced to planets within the Coalition and bred exponentially, making it an extremely common sight in the colonies, and one of their shared characteristics.&lt;br /&gt;
&lt;br /&gt;
== After the First Interstellar War ==&lt;br /&gt;
&lt;br /&gt;
Due to their distance, being farther out than most other factions, the Coalition was spared from most of the fighting. There were minor skirmishes, but for the most part the Coalition was left alone.&lt;br /&gt;
&lt;br /&gt;
This left the colonies time to develop and observe, with many of the highest ranking Coalition officials noting the tactics and outcomes resulting from the conflict raging between the Sol Alliance and independent systems. General Abd Al-Hamid was one of these men: he called for the Coalition to transform into a Republic, claiming that no matter how the war ended, the Coalition would have to walk its own path. There was resistance to this notion, mostly from the old guard of colonists who had been born on Earth or were influenced heavily by those that were. It took three years and two constitutions being dissolved, but on December 1st, 2399, the Republic of Elyra that exists to the present day ratified its constitution. The constitution was broad sweeping, forming the basis of the government and Elyran society. It adopted the Westminister system of government, with a unitary parliament and a Prime Minister being the head of government as well as head of state. Prime Minister Fadl Hasim was the first to be appointed by his party, the Liberal Reform Party. Voting was briefly made compulsary, but the extreme resentment this carried had the plan being abolished a decade after it was instituted. The consequences of this are higher levels of political apathy, a problem that has began to show signs of giving power to major hard-line factions with the Elyran government.&lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
Elyra today is a modern, progressive nation struggling with identity. It carries neo-Islamic undercurrents in society and this religion remains the dominant faith - Sunni&#039;s, Shia&#039;s, and other sects are mixed in society as well as the other major religions of humanity. This mix of faiths has generally lead to a society of tolerance - this translates only in the major, progressive cities where there is a large educated middle class. Outside these cities where social investment is lower, religious and ethnic tensions exist that periodically erupt into violence. Domestically, the Republic is stable, enjoying positive economic growth in part due to its liberal policies and generally favourable relations with other independent factions. However, this growth is fueling the higher classes moreso than the lower classes - there is a growing trend of economic disparity beginning to rise, with the largest cities reaping most of the benefits at the expense of smaller cities and towns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Frontier Militia, a very militaristic branch of [[Freedom]], operate within Elyra currently, forever training and attempting to improve battle strategies.&lt;br /&gt;
&lt;br /&gt;
== Bursa Memorial ==&lt;br /&gt;
&lt;br /&gt;
The Bursa Memorial was an initiative conducted in 2458 by the Elyran Parliament to house the names of the fallen and missing soldiers along with civilians of the Serene republic of Elyra during the Lii’dra aggression. The site of this is the location in which the hive ship landed. The site itself is separated into walls of different sizes also divided into different sections. Section A is reserved to the land forces, B for the planetside Air Force, C for the navy and D for non-combatants. Sections A-C have their walls separated by their unit or vessel they were stationed in while Section D reserved for non-combatants is separated by place of birth. Like many other memorials of the fallen, this place has an honor guard posted in respect and reverence to the martyrs that have laid down their lives in the name of their Republic.&lt;br /&gt;
&lt;br /&gt;
== Relations with Trans-Stellar Corporations ==&lt;br /&gt;
&lt;br /&gt;
Due to Elyra&#039;s location, they sit with some of the largest reserves of phoron in their area. Nanotrasen was quick to notice this, and for the better part of a decade has been fighting tooth and nail to press claims on the deposits. The smaller systems that had initially depended on phoron mining and refinement found themselves muscled out by Nanotrasen, leading to a rising unemployment level and growing discontent about Nanotrasen policies in Elyran space. The Liberal Reform Party has attempted to pass tough legislation punishing Nanotrasen, but the Progressive party, in a coalition with the Workers of Elyra party, block these bills. There are rumours that Nanotrasen has many members of these parties in its pockets, and there have been some whistleblowers warning that Nanotrasen is corrupting Elyran democratic processes.&lt;br /&gt;
&lt;br /&gt;
This has lead to sour relations with Nanotrasen, and Elyran military vessels repeatedly harass Nanotrasen shipping, attempting to either intimidate them or goad them into a confrontation to make it impossible to be politically viable to support Nanotrasen.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Sharp</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Elyran_Culture,_Law,_and_Society&amp;diff=7845</id>
		<title>Elyran Culture, Law, and Society</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Elyran_Culture,_Law,_and_Society&amp;diff=7845"/>
		<updated>2018-01-27T06:34:05Z</updated>

		<summary type="html">&lt;p&gt;Sharp: Created page with &amp;quot;==Naming System==  Due to the fact Elyra is more of an Arabic and Islamic centered entity, it follows that the naming structure follows. That’s not to say there’s not much...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Naming System==&lt;br /&gt;
&lt;br /&gt;
Due to the fact Elyra is more of an Arabic and Islamic centered entity, it follows that the naming structure follows. That’s not to say there’s not much freedom when picking your name, as there are other religious entities or cultural entities present. A traditional Arabic name follows the same First-Last format. A full name would be First - Father - Grandfather - Family if we were to use a four person format.&lt;br /&gt;
&lt;br /&gt;
First names generally have a meaning, which can act as a noun or an adjective, while the last name is generally that of a family name, which could be of a small group of people within a family or a tribe that is home to thousands of people.&lt;br /&gt;
&lt;br /&gt;
One thing to look for is the Arabic format of names, Elyrans can be Christians or other religions, them being Islamic is simply the majority. So a Christian Elyran while could possibly use the word Peter, may also use the other form, which is Botros.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Holidays==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eid Al-Fitr and Al-Adha:&#039;&#039;&#039; Both holidays of significant of Islamic value. Each of them occur once a year for an official period of three days, where celebrations occur, which vary from household to household. With the onset of colonization and modernization of religious views, these holidays have started to have less religious significance, and has become more of a cultural norm. The celebrations vary from a localized thing between a small family to large gatherings that could reach hundreds of people across a period of three days.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hag Al Laila:&#039;&#039;&#039; A traditional holiday imported from Earth, dating back centuries ago. It retains its cultural significance among the population of Elyra, especially among the more rural areas. Families and especially children would go about the neighborhood with handmade bags, traditionally stitched by the family itself to collect sweets. This traditions serves as a testament to the strong familial bonds and sense of community among the nation.&lt;br /&gt;
&lt;br /&gt;
==Sports==&lt;br /&gt;
&lt;br /&gt;
Owing to the predominant culture groups of Elyra, certain sports and activities are retained. With heavy emphasis on practices of martial and survival origins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Falconry:&#039;&#039;&#039; The colonization efforts brought with it a plethora of animals, one such type of animal is the prized birds of prey, such as falcons and eagles. Animals native to the Middle East region on Earth. This sport goes as far back as thousands of years ago, deemed to be a noble one that places value on caring and empathy for the bird. This sports in general has three phases, capture or in some cases purchase of such a bird, the training of it and then the hunt, these phases all occuring respectively. Laws are in place with heavy fines imposed on those that abuse, hunt without a license or promote illegal breeding programs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horse and Camel sports:&#039;&#039;&#039; Other animals brought with the colonization are camels and horses native to the Middle East region. Both are used in two different types of sports, either an actual race or a an endurance contest. The horses generally used are the traditional Arabian horse, a slimer and more agile breed of horses while the camels used are of a few different breeds, with the breed used depending on the contest itself.&lt;br /&gt;
&lt;br /&gt;
==Cultural and Religious Habits==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Interactions:&#039;&#039;&#039; A traditional person might not shake hands with the opposite gender unless prompted while a more moderate person would have no issue being the one to prompt it. The views on aliens may differ based on religious and cultural orientation, highly dependent on the person&#039;s upbringing.&lt;br /&gt;
&lt;br /&gt;
Handing over items with the left hand is heavily frowned upon, the right hand deemed the cleaner one. This also counts for eating.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phrases:&#039;&#039;&#039; A standard greeting in colonial arabic would be “assalam aleikum” which can be said in Ceti Basic or other languages as “Peace upon you”. A general reply would be “wa alaikum assalam” which translates to “And unto you peace”. These phrases are the equivalent of a “Hello” or “Good day” in other communities.&lt;br /&gt;
&lt;br /&gt;
A standard farewell in colonial arabic would be “ma asalama” which can be said in other languages as “peace be with you”, it is a standard farewell which is the equivalent of “good bye”.&lt;br /&gt;
&lt;br /&gt;
Other basic phrases&lt;br /&gt;
&lt;br /&gt;
“Shukran” - Thank you &lt;br /&gt;
&lt;br /&gt;
“Afwan” - You are welcome&lt;br /&gt;
&lt;br /&gt;
“Min Fadlek” - If you could please&lt;br /&gt;
&lt;br /&gt;
“Kaif Halek” - How are you?&lt;br /&gt;
&lt;br /&gt;
“Sabah Al-Khair” - Good morning&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cuisine==&lt;br /&gt;
&lt;br /&gt;
WIP&lt;/div&gt;</summary>
		<author><name>Sharp</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Republic_of_Elyra&amp;diff=7748</id>
		<title>Republic of Elyra</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Republic_of_Elyra&amp;diff=7748"/>
		<updated>2018-01-14T12:44:00Z</updated>

		<summary type="html">&lt;p&gt;Sharp: readded the anthem&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Elyran&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Elyra410x320.png&lt;br /&gt;
 |System = New Ankara&lt;br /&gt;
 |World  = Perispolis&lt;br /&gt;
 |Language = Elyran/Sol Common&lt;br /&gt;
 |Politic = The Serene Republic of Elyra&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[File:Elyra Flag.png|thumb|The emblem of the The Serene Republic of Elyra.]]&lt;br /&gt;
The Republic of Elyra, or its more official name, The Serene Republic of Elyra, was formed during a large scale colonization and emigration effort from south western asia and northern africa during the early years of space colonization from Pre-Alliance Earth. It is made up of multiple star systems. It&#039;s national motto is &amp;quot;For Greatness We Strive&amp;quot;. It&#039;s official language is Tau Ceti Basic, though several old-earth languages cling to life in small enclaves, such as arabic, persian, and farsi.&lt;br /&gt;
&lt;br /&gt;
=== Population ===&lt;br /&gt;
&lt;br /&gt;
The total population of Elyra is 1,553,343,800 based on the 2458 Census. This population is spread out over the nation&#039;s planets.&lt;br /&gt;
&lt;br /&gt;
===Perispolis===&lt;br /&gt;
The capital planet Perispolis, in the &#039;&#039;&#039;New Ankara&#039;&#039;&#039; star system, has roughly 1 billion residents. The planet was originally an arid planet with a modest atmosphere and stubborn native ecosystems already present. Original Alliance-funded terraforming efforts transformed the planet into an Earthlike planet within a decade, allowing the population to flourish before and after independence. Commercial and service sector jobs remain the highest employer, second to refineries processing phoron or other minerals transported to the planet&#039;s orbit.&lt;br /&gt;
&lt;br /&gt;
===Medina===&lt;br /&gt;
The second most inhabited planet with 250 million people, Medina resides in the &#039;&#039;&#039;Jedeed Isfahan&#039;&#039;&#039; system. The planet has a thin yet breathable atmosphere which makes prolonged physical effort difficult without respiratory gear. However the planet is incredibly rich with mineral wealth due to its active geological history. Settlements on the planet are built to compensate for the high frequency of earthquakes.&lt;br /&gt;
&lt;br /&gt;
===Bursa===&lt;br /&gt;
In the &#039;&#039;&#039;Cairo United&#039;&#039;&#039; star system Bursa carries 200 million people. The planet sits farther out from the star than usual and thus has a predominately frigid climate year-round. Paradoxically hydroponic farm companies remain the highest employer on the planet, second to the shipyards that circle the planet. Several Elyran Defense Force bases also dot the surface, taking advantage of the harsh winters for wilderness survival training.&lt;br /&gt;
&lt;br /&gt;
===Edirne===&lt;br /&gt;
Colonized after independence and sitting in the &#039;&#039;&#039;Serene Riyadh system&#039;&#039;&#039;, the dwarf planet of Edirne carries only 50 million people. With the lack of an atmosphere the vast majority of the population lives in the various biodomes that dot the surface or in the orbiting space stations. Most of the inhabitants work as space miners taking advantage of the systems high concentration of phoron wealth.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Parliamentary Democracy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executive:&#039;&#039;&#039; Prime Minister&lt;br /&gt;
*&#039;&#039;&#039;Current Prime Minister:&#039;&#039;&#039;&lt;br /&gt;
Rasheed Tatenda&lt;br /&gt;
* &#039;&#039;&#039;Minister of the Army&#039;&#039;&#039;&lt;br /&gt;
Tau Kwadwo&lt;br /&gt;
* &#039;&#039;&#039;Minister of the Navy&#039;&#039;&#039;&lt;br /&gt;
Daniyah Latifah&lt;br /&gt;
* &#039;&#039;&#039;Minister of Diplomatic Affairs&#039;&#039;&#039;&lt;br /&gt;
Andile Nabil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legislature:&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Upper House:&#039;&#039;&#039; High Parliament&lt;br /&gt;
** 550 Representatives; Two for every territory; unicameral legislature &lt;br /&gt;
&#039;&#039;&#039;Parties in Parliament&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Elyran Freedom Party - A liberal party supportive of Nanotrasen. Currently holds the majority of seats.&lt;br /&gt;
&lt;br /&gt;
The Serene Party - A conservative party against Nanotrasen.&lt;br /&gt;
&lt;br /&gt;
Liberal Reform Party - A far-left liberal party against NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
Al-Allah - A far-right conservative party with extreme relgious undertones. Currently a small minority in the Parliament.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Judicial:&#039;&#039;&#039; High Court of Tranqulity&lt;br /&gt;
* 8 Seats; Serve for life&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Anthem ==&lt;br /&gt;
Live my country, for the unity of our Elyra lives&lt;br /&gt;
&lt;br /&gt;
To glory and greatness we march&lt;br /&gt;
&lt;br /&gt;
For Elyra, we have sworn to live and work&lt;br /&gt;
&lt;br /&gt;
For Elyra, we sweat and toil&lt;br /&gt;
&lt;br /&gt;
For our Elyra, we await the call &lt;br /&gt;
&lt;br /&gt;
From our Elders to our Children, we await the call&lt;br /&gt;
&lt;br /&gt;
With haste we march, for Greatness&lt;br /&gt;
&lt;br /&gt;
Oh my Elyra, we sacrifice for you.&lt;br /&gt;
&lt;br /&gt;
With our blood and soul, we stand for you.&lt;br /&gt;
&lt;br /&gt;
Oh my Elyra, Oh my Elyra, we are yours forever.&lt;br /&gt;
&lt;br /&gt;
For greatness, we strive!&lt;br /&gt;
&lt;br /&gt;
Long live our Elyra.&lt;br /&gt;
&lt;br /&gt;
== [https://wiki.aurorastation.org/index.php?title=Elyra_Military Military] ==&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra being a sovereign entity in the frontier has made the creation of a martial force a necessary development. Being exposed to foreign and at times volatile entities has led to the formation of the Elyran Armed Forces, also referred to as the EAF. They would emphasize on speed and precision when conducting their operations, employing equipment providing the capability to strike fast or to retaliate swiftly to a plethora of threats to the Republics safety. The recent aggression by [https://forums.aurorastation.org/viewtopic.php?f=95&amp;amp;t=4541&amp;amp;start=20#p52337 &#039;&#039;&#039;the Hegemony&#039;&#039;&#039;] and [https://forums.aurorastation.org/viewtopic.php?f=95&amp;amp;t=4541&amp;amp;start=30#p67346 &#039;&#039;&#039;the Lii&#039;dra&#039;&#039;&#039;] has prompted extra funding to the defense program to improve their naval capabilities.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Medium, with growing economic stratification and disparity.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 56% Wasat&lt;br /&gt;
* 31% Kharijiin&lt;br /&gt;
* 11.3% Other (Humans of other heritage)&lt;br /&gt;
* 2% Alien (Skrell, Tajara, Dionea, Other)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wasat===&lt;br /&gt;
&lt;br /&gt;
The Wasat race makes up the largest portion of the population. &#039;&#039;&#039;They are descended from colonials from Arabia and Persia&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Skin Tone: 25 - 70 &lt;br /&gt;
&lt;br /&gt;
Average Male Height: 5&#039;6&amp;quot; - 6&#039;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 5&#039;4&amp;quot; - 5&#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Black to light brown hair&lt;br /&gt;
&lt;br /&gt;
Blue, green, brown eyes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kharijiin===&lt;br /&gt;
&lt;br /&gt;
The Kharijiin race makes up the second largest portion of the population. &#039;&#039;&#039;They are descended from colonials from North Africa&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Skin Tone: 60 - 120&lt;br /&gt;
&lt;br /&gt;
Average Male Height: 5&#039;4&amp;quot; - 5&#039;7&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 5&#039;1&amp;quot; - 5&#039;5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dark hair&lt;br /&gt;
&lt;br /&gt;
Various shades of brown eyes&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Republic of Elyra was formed during a large scale colonization and emigration effort from south western asia (Middle East) and northern africa during the early years of space colonization. Sitting on some of the largest petroleum reserves in the world, nations of Arabia and northern africa found uncommon cooperation between one another to push their own space programs. This economic and scientific partnership soon encompassed even the nations in west africa with little or no petroleum reserves, as it gave them a competitive edge to the West. This was a matter of necessity and survival, as it was clear that the powers of the West would not willingly share resources that they were raking in from their advances into the resource rich final frontier.&lt;br /&gt;
&lt;br /&gt;
So the loose coalition of nations formed their own faction within the Sol Alliance, but as with most of the nations of Earth developed the insatiable hunger for resources that began to exploit the colonists they had sent out. During the civil war with Earth, the colonies of Libya, Saudi Arabia, Iran, Jordan, Egypt, United Arab Emirates, and Kuwait all declared their independence, storming understaffed Sol Alliance garrisons and outposts and seizing the ships and equipment. These planets and systems formed together out of necessity, creating the Coalition of Elyra. This name was taken from the elyra moth, which had been introduced to planets within the Coalition and bred exponentially, making it an extremely common sight in the colonies, and one of their shared characteristics.&lt;br /&gt;
&lt;br /&gt;
== After the First Interstellar War ==&lt;br /&gt;
&lt;br /&gt;
Due to their distance, being farther out than most other factions, the Coalition was spared from most of the fighting. There were minor skirmishes, but for the most part the Coalition was left alone.&lt;br /&gt;
&lt;br /&gt;
This left the colonies time to develop and observe, with many of the highest ranking Coalition officials noting the tactics and outcomes resulting from the conflict raging between the Sol Alliance and independent systems. General Abd Al-Hamid was one of these men: he called for the Coalition to transform into a Republic, claiming that no matter how the war ended, the Coalition would have to walk its own path. There was resistance to this notion, mostly from the old guard of colonists who had been born on Earth or were influenced heavily by those that were. It took three years and two constitutions being dissolved, but on December 1st, 2399, the Republic of Elyra that exists to the present day ratified its constitution. The constitution was broad sweeping, forming the basis of the government and Elyran society. It adopted the Westminister system of government, with a unitary parliament and a Prime Minister being the head of government as well as head of state. Prime Minister Fadl Hasim was the first to be appointed by his party, the Liberal Reform Party. Voting was briefly made compulsary, but the extreme resentment this carried had the plan being abolished a decade after it was instituted. The consequences of this are higher levels of political apathy, a problem that has began to show signs of giving power to major hard-line factions with the Elyran government.&lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
Elyra today is a modern, progressive nation struggling with identity. It carries neo-Islamic undercurrents in society and this religion remains the dominant faith - Sunni&#039;s, Shia&#039;s, and other sects are mixed in society as well as the other major religions of humanity. This mix of faiths has generally lead to a society of tolerance - this translates only in the major, progressive cities where there is a large educated middle class. Outside these cities where social investment is lower, religious and ethnic tensions exist that periodically erupt into violence. Domestically, the Republic is stable, enjoying positive economic growth in part due to its liberal policies and generally favourable relations with other independent factions. However, this growth is fueling the higher classes moreso than the lower classes - there is a growing trend of economic disparity beginning to rise, with the largest cities reaping most of the benefits at the expense of smaller cities and towns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Frontier Militia, a very militaristic branch of [[Freedom]], operate within Elyra currently, forever training and attempting to improve battle strategies.&lt;br /&gt;
&lt;br /&gt;
== Bursa Memorial ==&lt;br /&gt;
&lt;br /&gt;
The Bursa Memorial was an initiative conducted in 2458 by the Elyran Parliament to house the names of the fallen and missing soldiers along with civilians of the Serene republic of Elyra during the Lii’dra aggression. The site of this is the location in which the hive ship landed. The site itself is separated into walls of different sizes also divided into different sections. Section A is reserved to the land forces, B for the planetside Air Force, C for the navy and D for non-combatants. Sections A-C have their walls separated by their unit or vessel they were stationed in while Section D reserved for non-combatants is separated by place of birth. Like many other memorials of the fallen, this place has an honor guard posted in respect and reverence to the martyrs that have laid down their lives in the name of their Republic.&lt;br /&gt;
&lt;br /&gt;
== Relations with Trans-Stellar Corporations ==&lt;br /&gt;
&lt;br /&gt;
Due to Elyra&#039;s location, they sit with some of the largest reserves of phoron in their area. Nanotrasen was quick to notice this, and for the better part of a decade has been fighting tooth and nail to press claims on the deposits. The smaller systems that had initially depended on phoron mining and refinement found themselves muscled out by Nanotrasen, leading to a rising unemployment level and growing discontent about Nanotrasen policies in Elyran space. The Liberal Reform Party has attempted to pass tough legislation punishing Nanotrasen, but the Progressive party, in a coalition with the Workers of Elyra party, block these bills. There are rumours that Nanotrasen has many members of these parties in its pockets, and there have been some whistleblowers warning that Nanotrasen is corrupting Elyran democratic processes.&lt;br /&gt;
&lt;br /&gt;
This has lead to sour relations with Nanotrasen, and Elyran military vessels repeatedly harass Nanotrasen shipping, attempting to either intimidate them or goad them into a confrontation to make it impossible to be politically viable to support Nanotrasen.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Sharp</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Elyra_Military&amp;diff=7747</id>
		<title>Elyra Military</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Elyra_Military&amp;diff=7747"/>
		<updated>2018-01-14T12:40:22Z</updated>

		<summary type="html">&lt;p&gt;Sharp: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Background== &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto: Victory to all or Death to the last&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra being a sovereign entity in the frontier has made the creation of a martial force a necessary development. Being exposed to foreign and at times volatile entities has led to the formation of the Elyran Armed Forces, also referred to as the EAF. They would emphasize on speed and precision when conducting their operations, employing equipment providing the capability to strike fast or to retaliate swiftly to a plethora of threats to the Republics safety. The recent aggression by [https://forums.aurorastation.org/viewtopic.php?f=95&amp;amp;t=4541&amp;amp;start=20#p52337 &#039;&#039;&#039;the Hegemony&#039;&#039;&#039;] and [https://forums.aurorastation.org/viewtopic.php?f=95&amp;amp;t=4541&amp;amp;start=30#p67346 &#039;&#039;&#039;the Lii&#039;dra&#039;&#039;&#039;] has prompted extra funding to the defense program to improve their naval capabilities.&lt;br /&gt;
&lt;br /&gt;
The EAF is a modest volunteer based military with the nations phoron exports permitting them to purchase and develop equipment to suit their needs, maintaining contracts with mega corporations. The Armed Forces also provides an optional National Service program lasting two years, in which the national servicemen goes through three phases, basic training, specialization training and field experience respectively. This permits the EAF to have an experienced active force and a large reservist force in the event of emergencies. Reservists are additionally called on a yearly basis to attend a refresher course in which the core basics and principles are instilled and trained into them once more.&lt;br /&gt;
&lt;br /&gt;
== Branches ==&lt;br /&gt;
&lt;br /&gt;
The EAF is divided into two main branches, the army and the navy. Each branch of the armed forces having their own independent airforce.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elyran Army&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;For Greatness, we standfast&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A land based force focusing on mechanized and motorized formations to permit them to swiftly react and adapt to situations as they unfold. Their main task is to garrison Elyran territory, able to mobilize at a moment&#039;s notice to meet any hostile threat with the ferocity and resolve of its uniformed men and women. A notable example of an Elyran Army formation would be the 2nd Busra Army Corp, also called “The Shield Corp” in [https://forums.aurorastation.org/viewtopic.php?f=95&amp;amp;t=4541&amp;amp;start=30#p67645 &#039;&#039;&#039;honor of their stand&#039;&#039;&#039;] against the Lii’dra assault. Holding back and containing the Lii’dra until the [https://forums.aurorastation.org/viewtopic.php?f=95&amp;amp;t=4541&amp;amp;start=30#p67736 &#039;&#039;&#039;intervention of the Federation Tup Commando&#039;&#039;&#039;], forcing the Lii’dra off the planet and into the depths of space.&lt;br /&gt;
&lt;br /&gt;
The Army much like other armies also boasts their own branch of the Special Forces, the Elyran Special Service, alternatively called the “ESS”. The ESS conducts special operations both at home and abroad. A notable example of their act is during Lii’dra aggression, where small formations were deployed to gather intelligence and conduct strikes with the aim of halting or at the very least slowing their advance. Their motto is &#039;&#039;&#039;“Day or night, we will be there.”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elyran Navy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Dutifully among the stars, for you.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first line of defense against all threats, their fleet is mostly composed of escort class ships tasked with anti-piracy and smuggling operations across Elyran space. The recent aggression by the Hegemony and the losses during the Lii’dra conflict has led an expansion program, contracting Nanotrasen to assist in construction efforts of further spacefaring vessels to ensure the security of Elyran space. &lt;br /&gt;
&lt;br /&gt;
The Navy is also responsible with manning a plethora of outposts throughout Elyran space and has their own form of ground forces, with a similar mindset as army, the Navy deploys their marines using a variety of strike crafts and transportation. Ensuring quick deployment and acquisition of mission objectives giving little respite to opposing forces. Their motto is &#039;&#039;&#039;“By our will and resolve”&#039;&#039;&#039; The Marines also have a special forces branch, called the Elyran Naval Special Service, with a focus on special operations in the void of space. The ENSS is notable for their joint operation with a Synthetic Liberation Cell, in which [https://forums.aurorastation.org/viewtopic.php?f=95&amp;amp;t=4541&amp;amp;start=40#p75476 &#039;&#039;&#039;President Dorn was rescued&#039;&#039;&#039;] and brought back to Elyra. Their motto is &#039;&#039;&#039;“With swift and precision, we acquire.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Sharp</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Republic_of_Elyra&amp;diff=7746</id>
		<title>Republic of Elyra</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Republic_of_Elyra&amp;diff=7746"/>
		<updated>2018-01-14T12:32:53Z</updated>

		<summary type="html">&lt;p&gt;Sharp: /* https://wiki.aurorastation.org/index.php?title=Elyra_Military Military */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Elyran&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Elyra410x320.png&lt;br /&gt;
 |System = New Ankara&lt;br /&gt;
 |World  = Perispolis&lt;br /&gt;
 |Language = Elyran/Sol Common&lt;br /&gt;
 |Politic = The Serene Republic of Elyra&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[File:Elyra Flag.png|thumb|The emblem of the The Serene Republic of Elyra.]]&lt;br /&gt;
The Republic of Elyra, or its more official name, The Serene Republic of Elyra, was formed during a large scale colonization and emigration effort from south western asia and northern africa during the early years of space colonization from Pre-Alliance Earth. It is made up of multiple star systems. It&#039;s national motto is &amp;quot;For Greatness We Strive&amp;quot;. It&#039;s official language is Tau Ceti Basic, though several old-earth languages cling to life in small enclaves, such as arabic, persian, and farsi.&lt;br /&gt;
&lt;br /&gt;
=== Population ===&lt;br /&gt;
&lt;br /&gt;
The total population of Elyra is 1,553,343,800 based on the 2458 Census. This population is spread out over the nation&#039;s planets.&lt;br /&gt;
&lt;br /&gt;
===Perispolis===&lt;br /&gt;
The capital planet Perispolis, in the &#039;&#039;&#039;New Ankara&#039;&#039;&#039; star system, has roughly 1 billion residents. The planet was originally an arid planet with a modest atmosphere and stubborn native ecosystems already present. Original Alliance-funded terraforming efforts transformed the planet into an Earthlike planet within a decade, allowing the population to flourish before and after independence. Commercial and service sector jobs remain the highest employer, second to refineries processing phoron or other minerals transported to the planet&#039;s orbit.&lt;br /&gt;
&lt;br /&gt;
===Medina===&lt;br /&gt;
The second most inhabited planet with 250 million people, Medina resides in the &#039;&#039;&#039;Jedeed Isfahan&#039;&#039;&#039; system. The planet has a thin yet breathable atmosphere which makes prolonged physical effort difficult without respiratory gear. However the planet is incredibly rich with mineral wealth due to its active geological history. Settlements on the planet are built to compensate for the high frequency of earthquakes.&lt;br /&gt;
&lt;br /&gt;
===Bursa===&lt;br /&gt;
In the &#039;&#039;&#039;Cairo United&#039;&#039;&#039; star system Bursa carries 200 million people. The planet sits farther out from the star than usual and thus has a predominately frigid climate year-round. Paradoxically hydroponic farm companies remain the highest employer on the planet, second to the shipyards that circle the planet. Several Elyran Defense Force bases also dot the surface, taking advantage of the harsh winters for wilderness survival training.&lt;br /&gt;
&lt;br /&gt;
===Edirne===&lt;br /&gt;
Colonized after independence and sitting in the &#039;&#039;&#039;Serene Riyadh system&#039;&#039;&#039;, the dwarf planet of Edirne carries only 50 million people. With the lack of an atmosphere the vast majority of the population lives in the various biodomes that dot the surface or in the orbiting space stations. Most of the inhabitants work as space miners taking advantage of the systems high concentration of phoron wealth.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Parliamentary Democracy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executive:&#039;&#039;&#039; Prime Minister&lt;br /&gt;
*&#039;&#039;&#039;Current Prime Minister:&#039;&#039;&#039;&lt;br /&gt;
Rasheed Tatenda&lt;br /&gt;
* &#039;&#039;&#039;Minister of the Army&#039;&#039;&#039;&lt;br /&gt;
Tau Kwadwo&lt;br /&gt;
* &#039;&#039;&#039;Minister of the Navy&#039;&#039;&#039;&lt;br /&gt;
Daniyah Latifah&lt;br /&gt;
* &#039;&#039;&#039;Minister of Diplomatic Affairs&#039;&#039;&#039;&lt;br /&gt;
Andile Nabil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legislature:&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Upper House:&#039;&#039;&#039; High Parliament&lt;br /&gt;
** 550 Representatives; Two for every territory; unicameral legislature &lt;br /&gt;
&#039;&#039;&#039;Parties in Parliament&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Elyran Freedom Party - A liberal party supportive of Nanotrasen. Currently holds the majority of seats.&lt;br /&gt;
&lt;br /&gt;
The Serene Party - A conservative party against Nanotrasen.&lt;br /&gt;
&lt;br /&gt;
Liberal Reform Party - A far-left liberal party against NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
Al-Allah - A far-right conservative party with extreme relgious undertones. Currently a small minority in the Parliament.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Judicial:&#039;&#039;&#039; High Court of Tranqulity&lt;br /&gt;
* 8 Seats; Serve for life&lt;br /&gt;
&lt;br /&gt;
== [https://wiki.aurorastation.org/index.php?title=Elyra_Military Military] ==&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra being a sovereign entity in the frontier has made the creation of a martial force a necessary development. Being exposed to foreign and at times volatile entities has led to the formation of the Elyran Armed Forces, also referred to as the EAF. They would emphasize on speed and precision when conducting their operations, employing equipment providing the capability to strike fast or to retaliate swiftly to a plethora of threats to the Republics safety. The recent aggression by [https://forums.aurorastation.org/viewtopic.php?f=95&amp;amp;t=4541&amp;amp;start=20#p52337 &#039;&#039;&#039;the Hegemony&#039;&#039;&#039;] and [https://forums.aurorastation.org/viewtopic.php?f=95&amp;amp;t=4541&amp;amp;start=30#p67346 &#039;&#039;&#039;the Lii&#039;dra&#039;&#039;&#039;] has prompted extra funding to the defense program to improve their naval capabilities.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Medium, with growing economic stratification and disparity.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 56% Wasat&lt;br /&gt;
* 31% Kharijiin&lt;br /&gt;
* 11.3% Other (Humans of other heritage)&lt;br /&gt;
* 2% Alien (Skrell, Tajara, Dionea, Other)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wasat===&lt;br /&gt;
&lt;br /&gt;
The Wasat race makes up the largest portion of the population. &#039;&#039;&#039;They are descended from colonials from Arabia and Persia&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Skin Tone: 25 - 70 &lt;br /&gt;
&lt;br /&gt;
Average Male Height: 5&#039;6&amp;quot; - 6&#039;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 5&#039;4&amp;quot; - 5&#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Black to light brown hair&lt;br /&gt;
&lt;br /&gt;
Blue, green, brown eyes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kharijiin===&lt;br /&gt;
&lt;br /&gt;
The Kharijiin race makes up the second largest portion of the population. &#039;&#039;&#039;They are descended from colonials from North Africa&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Skin Tone: 60 - 120&lt;br /&gt;
&lt;br /&gt;
Average Male Height: 5&#039;4&amp;quot; - 5&#039;7&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 5&#039;1&amp;quot; - 5&#039;5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dark hair&lt;br /&gt;
&lt;br /&gt;
Various shades of brown eyes&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Republic of Elyra was formed during a large scale colonization and emigration effort from south western asia (Middle East) and northern africa during the early years of space colonization. Sitting on some of the largest petroleum reserves in the world, nations of Arabia and northern africa found uncommon cooperation between one another to push their own space programs. This economic and scientific partnership soon encompassed even the nations in west africa with little or no petroleum reserves, as it gave them a competitive edge to the West. This was a matter of necessity and survival, as it was clear that the powers of the West would not willingly share resources that they were raking in from their advances into the resource rich final frontier.&lt;br /&gt;
&lt;br /&gt;
So the loose coalition of nations formed their own faction within the Sol Alliance, but as with most of the nations of Earth developed the insatiable hunger for resources that began to exploit the colonists they had sent out. During the civil war with Earth, the colonies of Libya, Saudi Arabia, Iran, Jordan, Egypt, United Arab Emirates, and Kuwait all declared their independence, storming understaffed Sol Alliance garrisons and outposts and seizing the ships and equipment. These planets and systems formed together out of necessity, creating the Coalition of Elyra. This name was taken from the elyra moth, which had been introduced to planets within the Coalition and bred exponentially, making it an extremely common sight in the colonies, and one of their shared characteristics.&lt;br /&gt;
&lt;br /&gt;
== After the First Interstellar War ==&lt;br /&gt;
&lt;br /&gt;
Due to their distance, being farther out than most other factions, the Coalition was spared from most of the fighting. There were minor skirmishes, but for the most part the Coalition was left alone.&lt;br /&gt;
&lt;br /&gt;
This left the colonies time to develop and observe, with many of the highest ranking Coalition officials noting the tactics and outcomes resulting from the conflict raging between the Sol Alliance and independent systems. General Abd Al-Hamid was one of these men: he called for the Coalition to transform into a Republic, claiming that no matter how the war ended, the Coalition would have to walk its own path. There was resistance to this notion, mostly from the old guard of colonists who had been born on Earth or were influenced heavily by those that were. It took three years and two constitutions being dissolved, but on December 1st, 2399, the Republic of Elyra that exists to the present day ratified its constitution. The constitution was broad sweeping, forming the basis of the government and Elyran society. It adopted the Westminister system of government, with a unitary parliament and a Prime Minister being the head of government as well as head of state. Prime Minister Fadl Hasim was the first to be appointed by his party, the Liberal Reform Party. Voting was briefly made compulsary, but the extreme resentment this carried had the plan being abolished a decade after it was instituted. The consequences of this are higher levels of political apathy, a problem that has began to show signs of giving power to major hard-line factions with the Elyran government.&lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
Elyra today is a modern, progressive nation struggling with identity. It carries neo-Islamic undercurrents in society and this religion remains the dominant faith - Sunni&#039;s, Shia&#039;s, and other sects are mixed in society as well as the other major religions of humanity. This mix of faiths has generally lead to a society of tolerance - this translates only in the major, progressive cities where there is a large educated middle class. Outside these cities where social investment is lower, religious and ethnic tensions exist that periodically erupt into violence. Domestically, the Republic is stable, enjoying positive economic growth in part due to its liberal policies and generally favourable relations with other independent factions. However, this growth is fueling the higher classes moreso than the lower classes - there is a growing trend of economic disparity beginning to rise, with the largest cities reaping most of the benefits at the expense of smaller cities and towns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Frontier Militia, a very militaristic branch of [[Freedom]], operate within Elyra currently, forever training and attempting to improve battle strategies.&lt;br /&gt;
&lt;br /&gt;
== Bursa Memorial ==&lt;br /&gt;
&lt;br /&gt;
The Bursa Memorial was an initiative conducted in 2458 by the Elyran Parliament to house the names of the fallen and missing soldiers along with civilians of the Serene republic of Elyra during the Lii’dra aggression. The site of this is the location in which the hive ship landed. The site itself is separated into walls of different sizes also divided into different sections. Section A is reserved to the land forces, B for the planetside Air Force, C for the navy and D for non-combatants. Sections A-C have their walls separated by their unit or vessel they were stationed in while Section D reserved for non-combatants is separated by place of birth. Like many other memorials of the fallen, this place has an honor guard posted in respect and reverence to the martyrs that have laid down their lives in the name of their Republic.&lt;br /&gt;
&lt;br /&gt;
== Relations with Trans-Stellar Corporations ==&lt;br /&gt;
&lt;br /&gt;
Due to Elyra&#039;s location, they sit with some of the largest reserves of phoron in their area. Nanotrasen was quick to notice this, and for the better part of a decade has been fighting tooth and nail to press claims on the deposits. The smaller systems that had initially depended on phoron mining and refinement found themselves muscled out by Nanotrasen, leading to a rising unemployment level and growing discontent about Nanotrasen policies in Elyran space. The Liberal Reform Party has attempted to pass tough legislation punishing Nanotrasen, but the Progressive party, in a coalition with the Workers of Elyra party, block these bills. There are rumours that Nanotrasen has many members of these parties in its pockets, and there have been some whistleblowers warning that Nanotrasen is corrupting Elyran democratic processes.&lt;br /&gt;
&lt;br /&gt;
This has lead to sour relations with Nanotrasen, and Elyran military vessels repeatedly harass Nanotrasen shipping, attempting to either intimidate them or goad them into a confrontation to make it impossible to be politically viable to support Nanotrasen.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Sharp</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Republic_of_Elyra&amp;diff=7745</id>
		<title>Republic of Elyra</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Republic_of_Elyra&amp;diff=7745"/>
		<updated>2018-01-14T12:31:55Z</updated>

		<summary type="html">&lt;p&gt;Sharp: /* Military */ Changed the description.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Elyran&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Elyra410x320.png&lt;br /&gt;
 |System = New Ankara&lt;br /&gt;
 |World  = Perispolis&lt;br /&gt;
 |Language = Elyran/Sol Common&lt;br /&gt;
 |Politic = The Serene Republic of Elyra&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[File:Elyra Flag.png|thumb|The emblem of the The Serene Republic of Elyra.]]&lt;br /&gt;
The Republic of Elyra, or its more official name, The Serene Republic of Elyra, was formed during a large scale colonization and emigration effort from south western asia and northern africa during the early years of space colonization from Pre-Alliance Earth. It is made up of multiple star systems. It&#039;s national motto is &amp;quot;For Greatness We Strive&amp;quot;. It&#039;s official language is Tau Ceti Basic, though several old-earth languages cling to life in small enclaves, such as arabic, persian, and farsi.&lt;br /&gt;
&lt;br /&gt;
=== Population ===&lt;br /&gt;
&lt;br /&gt;
The total population of Elyra is 1,553,343,800 based on the 2458 Census. This population is spread out over the nation&#039;s planets.&lt;br /&gt;
&lt;br /&gt;
===Perispolis===&lt;br /&gt;
The capital planet Perispolis, in the &#039;&#039;&#039;New Ankara&#039;&#039;&#039; star system, has roughly 1 billion residents. The planet was originally an arid planet with a modest atmosphere and stubborn native ecosystems already present. Original Alliance-funded terraforming efforts transformed the planet into an Earthlike planet within a decade, allowing the population to flourish before and after independence. Commercial and service sector jobs remain the highest employer, second to refineries processing phoron or other minerals transported to the planet&#039;s orbit.&lt;br /&gt;
&lt;br /&gt;
===Medina===&lt;br /&gt;
The second most inhabited planet with 250 million people, Medina resides in the &#039;&#039;&#039;Jedeed Isfahan&#039;&#039;&#039; system. The planet has a thin yet breathable atmosphere which makes prolonged physical effort difficult without respiratory gear. However the planet is incredibly rich with mineral wealth due to its active geological history. Settlements on the planet are built to compensate for the high frequency of earthquakes.&lt;br /&gt;
&lt;br /&gt;
===Bursa===&lt;br /&gt;
In the &#039;&#039;&#039;Cairo United&#039;&#039;&#039; star system Bursa carries 200 million people. The planet sits farther out from the star than usual and thus has a predominately frigid climate year-round. Paradoxically hydroponic farm companies remain the highest employer on the planet, second to the shipyards that circle the planet. Several Elyran Defense Force bases also dot the surface, taking advantage of the harsh winters for wilderness survival training.&lt;br /&gt;
&lt;br /&gt;
===Edirne===&lt;br /&gt;
Colonized after independence and sitting in the &#039;&#039;&#039;Serene Riyadh system&#039;&#039;&#039;, the dwarf planet of Edirne carries only 50 million people. With the lack of an atmosphere the vast majority of the population lives in the various biodomes that dot the surface or in the orbiting space stations. Most of the inhabitants work as space miners taking advantage of the systems high concentration of phoron wealth.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Type:&#039;&#039;&#039; Parliamentary Democracy&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executive:&#039;&#039;&#039; Prime Minister&lt;br /&gt;
*&#039;&#039;&#039;Current Prime Minister:&#039;&#039;&#039;&lt;br /&gt;
Rasheed Tatenda&lt;br /&gt;
* &#039;&#039;&#039;Minister of the Army&#039;&#039;&#039;&lt;br /&gt;
Tau Kwadwo&lt;br /&gt;
* &#039;&#039;&#039;Minister of the Navy&#039;&#039;&#039;&lt;br /&gt;
Daniyah Latifah&lt;br /&gt;
* &#039;&#039;&#039;Minister of Diplomatic Affairs&#039;&#039;&#039;&lt;br /&gt;
Andile Nabil&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legislature:&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Upper House:&#039;&#039;&#039; High Parliament&lt;br /&gt;
** 550 Representatives; Two for every territory; unicameral legislature &lt;br /&gt;
&#039;&#039;&#039;Parties in Parliament&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Elyran Freedom Party - A liberal party supportive of Nanotrasen. Currently holds the majority of seats.&lt;br /&gt;
&lt;br /&gt;
The Serene Party - A conservative party against Nanotrasen.&lt;br /&gt;
&lt;br /&gt;
Liberal Reform Party - A far-left liberal party against NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
Al-Allah - A far-right conservative party with extreme relgious undertones. Currently a small minority in the Parliament.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Judicial:&#039;&#039;&#039; High Court of Tranqulity&lt;br /&gt;
* 8 Seats; Serve for life&lt;br /&gt;
&lt;br /&gt;
== [[https://wiki.aurorastation.org/index.php?title=Elyra_Military Military]] ==&lt;br /&gt;
&lt;br /&gt;
The Serene Republic of Elyra being a sovereign entity in the frontier has made the creation of martial forces a necessary development. Being exposed to foreign and at times volatile entities has led to the Elyran Armed Forces, or in short, the EAF in being formed. They would emphasize on speed and precision when conducting their operations, employing equipment providing the capability to strike fast or to retaliate swiftly to a plethora of threats to the Republics safety. The recent aggression by the Hegemony has prompted extra funding to the defense program to improve their naval capabilities.&lt;br /&gt;
&lt;br /&gt;
== Economics ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Currency:&#039;&#039;&#039; Colonial Dollar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepts Union of Sol Credit:&#039;&#039;&#039; Yes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Standard of Living:&#039;&#039;&#039; Medium, with growing economic stratification and disparity.&lt;br /&gt;
&lt;br /&gt;
== Societal ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethnic Groups:&#039;&#039;&#039;&lt;br /&gt;
* 56% Wasat&lt;br /&gt;
* 31% Kharijiin&lt;br /&gt;
* 11.3% Other (Humans of other heritage)&lt;br /&gt;
* 2% Alien (Skrell, Tajara, Dionea, Other)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Religion:&#039;&#039;&#039; Secular; Religious Freedom; Variety of Religions&lt;br /&gt;
&lt;br /&gt;
== Sub Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wasat===&lt;br /&gt;
&lt;br /&gt;
The Wasat race makes up the largest portion of the population. &#039;&#039;&#039;They are descended from colonials from Arabia and Persia&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Skin Tone: 25 - 70 &lt;br /&gt;
&lt;br /&gt;
Average Male Height: 5&#039;6&amp;quot; - 6&#039;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 5&#039;4&amp;quot; - 5&#039;9&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Black to light brown hair&lt;br /&gt;
&lt;br /&gt;
Blue, green, brown eyes&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Kharijiin===&lt;br /&gt;
&lt;br /&gt;
The Kharijiin race makes up the second largest portion of the population. &#039;&#039;&#039;They are descended from colonials from North Africa&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Skin Tone: 60 - 120&lt;br /&gt;
&lt;br /&gt;
Average Male Height: 5&#039;4&amp;quot; - 5&#039;7&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Average Female Height: 5&#039;1&amp;quot; - 5&#039;5&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Dark hair&lt;br /&gt;
&lt;br /&gt;
Various shades of brown eyes&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
The Republic of Elyra was formed during a large scale colonization and emigration effort from south western asia (Middle East) and northern africa during the early years of space colonization. Sitting on some of the largest petroleum reserves in the world, nations of Arabia and northern africa found uncommon cooperation between one another to push their own space programs. This economic and scientific partnership soon encompassed even the nations in west africa with little or no petroleum reserves, as it gave them a competitive edge to the West. This was a matter of necessity and survival, as it was clear that the powers of the West would not willingly share resources that they were raking in from their advances into the resource rich final frontier.&lt;br /&gt;
&lt;br /&gt;
So the loose coalition of nations formed their own faction within the Sol Alliance, but as with most of the nations of Earth developed the insatiable hunger for resources that began to exploit the colonists they had sent out. During the civil war with Earth, the colonies of Libya, Saudi Arabia, Iran, Jordan, Egypt, United Arab Emirates, and Kuwait all declared their independence, storming understaffed Sol Alliance garrisons and outposts and seizing the ships and equipment. These planets and systems formed together out of necessity, creating the Coalition of Elyra. This name was taken from the elyra moth, which had been introduced to planets within the Coalition and bred exponentially, making it an extremely common sight in the colonies, and one of their shared characteristics.&lt;br /&gt;
&lt;br /&gt;
== After the First Interstellar War ==&lt;br /&gt;
&lt;br /&gt;
Due to their distance, being farther out than most other factions, the Coalition was spared from most of the fighting. There were minor skirmishes, but for the most part the Coalition was left alone.&lt;br /&gt;
&lt;br /&gt;
This left the colonies time to develop and observe, with many of the highest ranking Coalition officials noting the tactics and outcomes resulting from the conflict raging between the Sol Alliance and independent systems. General Abd Al-Hamid was one of these men: he called for the Coalition to transform into a Republic, claiming that no matter how the war ended, the Coalition would have to walk its own path. There was resistance to this notion, mostly from the old guard of colonists who had been born on Earth or were influenced heavily by those that were. It took three years and two constitutions being dissolved, but on December 1st, 2399, the Republic of Elyra that exists to the present day ratified its constitution. The constitution was broad sweeping, forming the basis of the government and Elyran society. It adopted the Westminister system of government, with a unitary parliament and a Prime Minister being the head of government as well as head of state. Prime Minister Fadl Hasim was the first to be appointed by his party, the Liberal Reform Party. Voting was briefly made compulsary, but the extreme resentment this carried had the plan being abolished a decade after it was instituted. The consequences of this are higher levels of political apathy, a problem that has began to show signs of giving power to major hard-line factions with the Elyran government.&lt;br /&gt;
&lt;br /&gt;
== Current Times ==&lt;br /&gt;
&lt;br /&gt;
Elyra today is a modern, progressive nation struggling with identity. It carries neo-Islamic undercurrents in society and this religion remains the dominant faith - Sunni&#039;s, Shia&#039;s, and other sects are mixed in society as well as the other major religions of humanity. This mix of faiths has generally lead to a society of tolerance - this translates only in the major, progressive cities where there is a large educated middle class. Outside these cities where social investment is lower, religious and ethnic tensions exist that periodically erupt into violence. Domestically, the Republic is stable, enjoying positive economic growth in part due to its liberal policies and generally favourable relations with other independent factions. However, this growth is fueling the higher classes moreso than the lower classes - there is a growing trend of economic disparity beginning to rise, with the largest cities reaping most of the benefits at the expense of smaller cities and towns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Frontier Militia, a very militaristic branch of [[Freedom]], operate within Elyra currently, forever training and attempting to improve battle strategies.&lt;br /&gt;
&lt;br /&gt;
== Bursa Memorial ==&lt;br /&gt;
&lt;br /&gt;
The Bursa Memorial was an initiative conducted in 2458 by the Elyran Parliament to house the names of the fallen and missing soldiers along with civilians of the Serene republic of Elyra during the Lii’dra aggression. The site of this is the location in which the hive ship landed. The site itself is separated into walls of different sizes also divided into different sections. Section A is reserved to the land forces, B for the planetside Air Force, C for the navy and D for non-combatants. Sections A-C have their walls separated by their unit or vessel they were stationed in while Section D reserved for non-combatants is separated by place of birth. Like many other memorials of the fallen, this place has an honor guard posted in respect and reverence to the martyrs that have laid down their lives in the name of their Republic.&lt;br /&gt;
&lt;br /&gt;
== Relations with Trans-Stellar Corporations ==&lt;br /&gt;
&lt;br /&gt;
Due to Elyra&#039;s location, they sit with some of the largest reserves of phoron in their area. Nanotrasen was quick to notice this, and for the better part of a decade has been fighting tooth and nail to press claims on the deposits. The smaller systems that had initially depended on phoron mining and refinement found themselves muscled out by Nanotrasen, leading to a rising unemployment level and growing discontent about Nanotrasen policies in Elyran space. The Liberal Reform Party has attempted to pass tough legislation punishing Nanotrasen, but the Progressive party, in a coalition with the Workers of Elyra party, block these bills. There are rumours that Nanotrasen has many members of these parties in its pockets, and there have been some whistleblowers warning that Nanotrasen is corrupting Elyran democratic processes.&lt;br /&gt;
&lt;br /&gt;
This has lead to sour relations with Nanotrasen, and Elyran military vessels repeatedly harass Nanotrasen shipping, attempting to either intimidate them or goad them into a confrontation to make it impossible to be politically viable to support Nanotrasen.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Sharp</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Elyra_Military&amp;diff=7744</id>
		<title>Elyra Military</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Elyra_Military&amp;diff=7744"/>
		<updated>2018-01-14T12:30:59Z</updated>

		<summary type="html">&lt;p&gt;Sharp: Created page with &amp;quot;= Elyran Armed Forces =   &amp;#039;&amp;#039;&amp;#039;Motto: Victory to all or Death to the last&amp;#039;&amp;#039;&amp;#039;  ==Background==  The Serene Republic of Elyra being a sovereign entity in the frontier has made the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Elyran Armed Forces = &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto: Victory to all or Death to the last&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Background== &lt;br /&gt;
The Serene Republic of Elyra being a sovereign entity in the frontier has made the creation of a martial force a necessary development. Being exposed to foreign and at times volatile entities has led to the formation of the Elyran Armed Forces, also referred to as the EAF. They would emphasize on speed and precision when conducting their operations, employing equipment providing the capability to strike fast or to retaliate swiftly to a plethora of threats to the Republics safety. The recent aggression by [https://forums.aurorastation.org/viewtopic.php?f=95&amp;amp;t=4541&amp;amp;start=20#p52337 &#039;&#039;&#039;the Hegemony&#039;&#039;&#039;] and [https://forums.aurorastation.org/viewtopic.php?f=95&amp;amp;t=4541&amp;amp;start=30#p67346 &#039;&#039;&#039;the Lii&#039;dra&#039;&#039;&#039;] has prompted extra funding to the defense program to improve their naval capabilities.&lt;br /&gt;
&lt;br /&gt;
The EAF is a modest volunteer based military with the nations phoron exports permitting them to purchase and develop equipment to suit their needs, maintaining contracts with mega corporations. The Armed Forces also provides an optional National Service program lasting two years, in which the national servicemen goes through three phases, basic training, specialization training and field experience respectively. This permits the EAF to have an experienced active force and a large reservist force in the event of emergencies. Reservists are additionally called on a yearly basis to attend a refresher course in which the core basics and principles are instilled and trained into them once more.&lt;br /&gt;
&lt;br /&gt;
== Branches ==&lt;br /&gt;
&lt;br /&gt;
The EAF is divided into two main branches, the army and the navy. Each branch of the armed forces having their own independent airforce.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elyran Army&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;For Greatness, we standfast&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A land based force focusing on mechanized and motorized formations to permit them to swiftly react and adapt to situations as they unfold. Their main task is to garrison Elyran territory, able to mobilize at a moment&#039;s notice to meet any hostile threat with the ferocity and resolve of its uniformed men and women. A notable example of an Elyran Army formation would be the 2nd Busra Army Corp, also called “The Shield Corp” in [https://forums.aurorastation.org/viewtopic.php?f=95&amp;amp;t=4541&amp;amp;start=30#p67645 &#039;&#039;&#039;honor of their stand&#039;&#039;&#039;] against the Lii’dra assault. Holding back and containing the Lii’dra until the [https://forums.aurorastation.org/viewtopic.php?f=95&amp;amp;t=4541&amp;amp;start=30#p67736 &#039;&#039;&#039;intervention of the Federation Tup Commando&#039;&#039;&#039;], forcing the Lii’dra off the planet and into the depths of space.&lt;br /&gt;
&lt;br /&gt;
The Army much like other armies also boasts their own branch of the Special Forces, the Elyran Special Service, alternatively called the “ESS”. The ESS conducts special operations both at home and abroad. A notable example of their act is during Lii’dra aggression, where small formations were deployed to gather intelligence and conduct strikes with the aim of halting or at the very least slowing their advance. Their motto is &#039;&#039;&#039;“Day or night, we will be there.”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elyran Navy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Dutifully among the stars, for you.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first line of defense against all threats, their fleet is mostly composed of escort class ships tasked with anti-piracy and smuggling operations across Elyran space. The recent aggression by the Hegemony and the losses during the Lii’dra conflict has led an expansion program, contracting Nanotrasen to assist in construction efforts of further spacefaring vessels to ensure the security of Elyran space. &lt;br /&gt;
&lt;br /&gt;
The Navy is also responsible with manning a plethora of outposts throughout Elyran space and has their own form of ground forces, with a similar mindset as army, the Navy deploys their marines using a variety of strike crafts and transportation. Ensuring quick deployment and acquisition of mission objectives giving little respite to opposing forces. Their motto is &#039;&#039;&#039;“By our will and resolve”&#039;&#039;&#039; The Marines also have a special forces branch, called the Elyran Naval Special Service, with a focus on special operations in the void of space. The ENSS is notable for their joint operation with a Synthetic Liberation Cell, in which [https://forums.aurorastation.org/viewtopic.php?f=95&amp;amp;t=4541&amp;amp;start=40#p75476 &#039;&#039;&#039;President Dorn was rescued&#039;&#039;&#039;] and brought back to Elyra. Their motto is &#039;&#039;&#039;“With swift and precision, we acquire.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Sharp</name></author>
	</entry>
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