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		<id>https://wiki.aurorastation.org/index.php?title=Scarabs&amp;diff=16556</id>
		<title>Scarabs</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Scarabs&amp;diff=16556"/>
		<updated>2020-09-16T23:22:04Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[File:Scarab_logo.png|The unique emblem of the Scarabs, owing its insectoid design to their reliance of such in history. |thumb]]&lt;br /&gt;
&lt;br /&gt;
The largest representation of [[Offworlder Humans|offworlders]], the Scarabs perfectly embody the nomadic characterization most of the zero-G-bound Humans have founded over the years. They are a clever bunch, numbering in the millions yet supporting themselves by utilizing advanced compact hydroponics and insect farming to survive and compete in the modern world. &lt;br /&gt;
&lt;br /&gt;
Originating from African Confederation colonists in the early 2200’s, their remarkable history demonstrates the true flexibility and resolve of Humanity. These pioneers, in their early years, banded together with those of other nations launching numerous vessels at similar times for the collective goal of colonizing the depths of space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Although they’re united, Scarabs still stick to naming their children after the colony ship they inhabit.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Scarabs adopt many of the often seen traits of other Offworlders, with a deep conversationalist attitude ingrained in all Scarabs out of necessity. The Scarabs have known centuries of scarcity, and it affects their culture and mindset very heavily. Greed, laziness and wastefulness are considered the most condemnable misdeeds and most vile insults, whereas selflessness, resourcefulness and hard work are the most praisable virtues. &lt;br /&gt;
&lt;br /&gt;
====Tujmansaal====&lt;br /&gt;
Tujmansaal is a very common spiritual concept that most Scarabs can deeply connect with. Roughly translated as “blissful times”, it represents a state in which a person can easily satisfy any of their own needs. Such a state is a very common life goal for most - simply living the rest of one’s life fed, safe and comfortable. Although one could see this as egotistical, needs of a Scarab often include being among friends and family, and seeing them happy - meaning that tujmansaal is not achievable unless all of your loved ones achieve it together with you.&lt;br /&gt;
&lt;br /&gt;
====Aiseheer====&lt;br /&gt;
Aiseheer is a relationship concept used often among Scarabs, roughly translated to “brothers in need”, and meaning people working towards a common goal despite all of their differences and disagreements. A single member involved in this kind of relationship is called an aiseh (plural aiseh). After the goal in question has been achieved, the aiseh may strengthen their bond and become close, or go separate ways once more. Skrell often find this similar to their concept of qu’pluux, but with the difference of aiseheer potentially involving many people, or entire groups.&lt;br /&gt;
&lt;br /&gt;
====Superstition and Conservation====&lt;br /&gt;
A very strong element of Scarab culture is superstition. Almost any Scarab is superstitious to at least some degree. Different omens, big and small, ominous and promising, vary from ship to ship, but are present everywhere. A few are universal. For example, the corpses of fellow crew must always be spaced - no space or resources should be wasted to preserve it, but neither may it be recycled or used in any form, as resorting to using fellow crew members’ dead bodies means that bad times have come, and it’s likely that it’s going to only get worse from there…&lt;br /&gt;
&lt;br /&gt;
Asking for more food than you were initially given at a meal, even when available, is a bad omen commonly associated with egoism and narcissism. Instead, uneaten food and leftovers must always be preserved and used as an ingredient in the next meal that is going to be made. On station, this would mean that food left after transfer should be stored safely in a refrigerator or a heater.&lt;br /&gt;
&lt;br /&gt;
Scarab engineering and maintenance crew members would often carry a spare wrench on themselves, which is a common good luck charm. However, having to give it away to someone else may spell disaster for both people in question.&lt;br /&gt;
&lt;br /&gt;
Meal times are strictly and sparingly scheduled for the entire ship, and are quiet times of appreciation for the work going into producing the food. Speaking up is strictly prohibited, and making eye contact is considered to be a bad omen - instead, this is a time to recall and reflect. Afterwards, a break is to be had, as a relatively recent custom. During this break time, ships may often dock to each other, exchanging news, resources, and oral tradition. &lt;br /&gt;
&lt;br /&gt;
====Fiction====&lt;br /&gt;
Fictional literature is almost non-existent due to consoles and paper being used extremely sparingly. Instead, verbal arts are almost exclusively oral, with stories, myths and legends being shared among departments or families after meal times, or passed by from ship to ship when docking. &lt;br /&gt;
&lt;br /&gt;
Most common are two genres. Shiwuniket is the older one - grim and dark stories that serve as some kind of warning or precaution. Themes of death, collapse and mysterious omens are all very common. Nitaniket, more recent and less popular, is comprised of stories of overcoming and triumph, where the main characters are savvy and clever individuals who are able to make the most of the limited resources they have, using them in creative ways to deal with danger or challenges thrown their way.&lt;br /&gt;
&lt;br /&gt;
====Shaitan====&lt;br /&gt;
A common character in Scarab folklore is Shaitan, the Adversary - a malevolent spirit which is said to be the personification of all evil. Although exact details differ from ship to ship, it commonly takes the form of a mysterious and elusive traveler with their eyes brightly shining, who then convinces someone to lead the entire ship to ruin. The exact details of how this is done may differ, but generally, the victim captures the light of the traveler’s eyes, becoming blinded with their own reflection and giving in to madness, now only obsessed with their own well-being, and eventually bringing the ship to a collapse. &lt;br /&gt;
&lt;br /&gt;
====Ceremonial weaponry====&lt;br /&gt;
Weapons and weapon-making are almost glorified in Scarab societies, often considered extremely prized possessions. An almost universal marriage rite is presenting a beautiful, ornate knife or dagger to the significant other, who will then return it with the handle going forward if the offer is accepted, and the blade going forward if it is denied. Some ships use a decorated gun instead of a knife, but the process is generally the same, going without much fanfare. When dealing with non-Scarabs, a Scarab would often ask to sit down at a table, and then lay their weapons on it. This ceremonial disarming is not only done to take caution, but also to look at how well-made the weaponry of the other person is. &lt;br /&gt;
&lt;br /&gt;
Scarabs value a good weapon and displays of power, but nothing is more wasteful than ending the life of a worker. Thus, many Scarabs enjoy bouts with fellow crew, but, taking extreme care to not hurt anyone (since it would prevent them from working for some time), don’t use their weapons in these fights, and take care not to hit the opponent too hard. As an alternative, intellectual games such as chess and checkers are often played to display intellectual prowess.&lt;br /&gt;
&lt;br /&gt;
====Family and Education====&lt;br /&gt;
Family is less nuclear/core to the Scarab way of life. A Scarab&#039;s ship is their family, and blood is less important than crew. Everyone in the crew has some level of responsibility to the welfare of children, but the nearer relationship to the child&#039;s parents, the greater the obligation.&lt;br /&gt;
Independence is encouraged early on, Scarabs avoiding children being a burden to the crew. Weak, dependent children can jeopardize a vessel by demanding excessive time and attention while contributing little. They are taught very early about wastefulness, recycling, the value of hard labor, and avoiding the long gaze of Shaitan. This is a communal effort, the values of their societies deemed too important for only two people to teach. Mistakes and even injuries are simply viewed as hands-on learning, such as the lesson that one can never pay too much close attention in space. Deeper learning, such as Engineering or other tasks are based on apprentice-ships; teaching done through work-based learning rather than extensive study of textbooks. However, reading is drilled in as much as writing, to read warning signs and instructional documents on crucial systems.&lt;br /&gt;
After these values are instilled, and the child has completed their apprenticeship, they are treated with adulthood. The readiness to go out on their own is marked by the gift of a scarf by their immediate family, usually made of spidersilk.&lt;br /&gt;
&lt;br /&gt;
====The Released====&lt;br /&gt;
But, of course, not all Scarabs manage to comply with this lifestyle. Anyone of any age can either lose their tight grip on Scarab values, or never pick them up well enough in the first place. While before &#039;first contact&#039; these people were simply airlocked, in modern cases, young or old, the crewmember in question is &#039;&#039;&#039;Released&#039;&#039;&#039;. This punishment is treated with much gravitas, only being applied to those that have grievously offended the necessities meant to be learned. Those that are released are exiled from their home vessels and the fleet entirely, unshackled from their responsibilities towards the Scarabs. They are given a week&#039;s worth of food and water, their clothing, and a weapon; typically small trinkets as well from those they were close with, then sent to the nearest place with a spaceport. They are stripped of their ability to hold any surname besides &#039;&#039;&#039;Sadar&#039;&#039;&#039;, translating to &#039;released.&#039; This is semi-voluntary, some Scarabs even willfully choosing to become Sadar to go out on their own without the worries of their previous life. If one is to come back to the ship, they may be allowed back inside, but this is not guaranteed. Naturally, if one refuses this exile, they would be treated as a trespasser on their vessel and dealt with accordingly.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Scarab origins date back to the departure of what would become the Core Fleets in 2205, massive residential and combat Warp vessels built on the fastest drives of the time. Utilizing only the most cutting edge agricultural and scientific technology, the African Confederation started the Children of Earth’s Pioneering Fleet. This would be known as the CEF, promising millions a new home some three-hundred light years away in a newly purchased territory. Within, multiple barren planets which could see simple terraforming to accommodate the burden of life. The destination, known as Trappist to the public, would soon find itself plastered on commercial advertising globally spanning Earth. Quickly did Trappist become a grand figure to hopeful pioneers, and roughly 250,000 people set out in the CEF with some three million others in trailing fleets.&lt;br /&gt;
&lt;br /&gt;
Charmed by the promises of the great unknown, the CEF propped itself up as being a “new hope for a galactic Humanity,” then only paralleled by the likes of the Martian terraforming projects. While Zeng-Hu Pharmaceuticals pioneered the terraforming of the inner solar system, Einstein Engines promised a safe home far away with little of the difficulty seen changing Mars’ environment. The three million soon doubled, then quadrupled as, over the course of thirty-five years leading to 2240. The CEF took on newer, faster vessels as Warp technology advanced and more joined the Core Fleets. The overwhelming majority of these ships would be powered by the efforts of Einstein Engines, having been assured to be without fault. &lt;br /&gt;
&lt;br /&gt;
The struggle that would then come was apparent immediately, as in 2243, the vessels had in accordance with Einstein Engines’ energy-saving solution, unified their sensor data into one singular ship’s computer. In essence, the Fleet’s travel from then on rested on the shoulders of a singular ship, a capital vessel known as the Mansa. Around this vessel, the entire fleet no matter how fast or slow must have followed. This spelled disaster, as one simple malfunction had placed the fleet in uncontrolled Warp for months - beginning the Lost Years, a time of great strife for the Core Fleets. Now sent wildly off course and out of position, there was no feasible way to resume the original mission.&lt;br /&gt;
&lt;br /&gt;
In the Lost Years, all contact with the outside world - and any hope of return to Earth - was lost. Those responsible for the malfunction were killed, and the fleets dissolved into uncontrolled chaos for some nondescript period of time, for exactly how long, none can tell. From the chaos, a simple man being the great-grandson of a mere bookkeeper arose on board the Mansa. His name was Apollo Kagwa, and from a relative bastion of peace amidst the fleet, he studied greatly into literature and media of old. With a wealth of knowledge at his disposal and a vision for the fleet’s survival, he gathered like-minded individuals and overtook the command hierarchy of the Mansa in a bloody war for unification - one that would become known as the Holy War, the Jihad that secured the survival of the Scarabs.&lt;br /&gt;
During these times their religion shifted and changed, turning into what is now known as Stutuism. Preaching that scarcity is the greatest enemy, that peace and strength is achieved through unity and domination. Not only physical, but also mental and spiritual. It also established who should do what and that each man and woman has their life course set for them, even if they might not know it. They worship a single god and consider every living human an extension of said deity, saying that scarcity and evil exists only to make children into adults, and unwise into the wise. He preached of Earth and its many bounties, and the people listened, knowing well what they could gain from going back to their old human lifestyles. Eventually, after many phases, Kagwa had conquered the Core Fleets as a whole with legendary strength and boundless wit.&lt;br /&gt;
&lt;br /&gt;
The Tian Kehan (an honorary title, vaguely Khan of Heaven) named Iraiya, the fourth successor of Kagwa is the current “leader” of the unified Scarabs. Today from their throne on the new capital ship King’s Omen, they seek out to unify Humanity - at least those like her own - under a single banner no matter the costs. Among Scarabs, she is known as the Queen in Blue. Scarabs represent an alien form of Man left to itself for nearly two hundred years, different and distanced from all societal progression that influenced their hand otherwise. In 2438, Scarabs made their grand return to the Coalition territories, and through trade upgraded their entire home fleet with bluespace technology. Now, the fleet is a combination of the inefficient past and sleek present. Much of this was obtained through the Techno-Conglomerate, who they maintain excellent relations with.&lt;br /&gt;
&lt;br /&gt;
=The Fleet=&lt;br /&gt;
The Scarab’s home fleet consists of nearly 630 permanent resident vessels with more than 20,000 individuals on board each. A nondescript number of smaller vessels exist, many of which are not permanent residents and simply move with the fleet for safety or business. Here are a few examples of vessels seen in the group.&lt;br /&gt;
&lt;br /&gt;
===Mayfly===&lt;br /&gt;
[[File:Mayfly.png|thumb|300px|The Scarab vessel &amp;quot;Mayfly&amp;quot; exiting bluespace at high velocity, its hull shimmering as it enters real space.]]&lt;br /&gt;
A ship originated from the Falklands. Colonists from this ship stick to the colors of blue, white and red. They’re primarily caucasian, this ship is known for some of the best engineers and sailors.&lt;br /&gt;
&lt;br /&gt;
An oddity in design, the Mayfly was a failed prototype purchased by Einstein Engines a year after its construction in 2201. The vessel itself was meant to be a garbage swoop originally, mopping Earth’s orbit of its dangerous hyper-accelerated debris. Competitors from Einstein were one step ahead however, and upon purchasing the vessel, it was converted into a heavy-duty freighter. At 1105 meters in width, the vessel resembles a very long, sideways stick with engines strapped on and cargo departments dangling from beneath. Now, almost 50,000 people call it home.&lt;br /&gt;
&lt;br /&gt;
===Impukane===&lt;br /&gt;
A Central African originating ship, the Impukane is known for its cooking and strong security force. The Scarabs from these ships would prefer colors like green, orange and red. People from these ships are primarily Central African.&lt;br /&gt;
&lt;br /&gt;
A largely untouched warp battleship at nearly 730 meters long, the Impukane is one of the largest vessels in the Scarab home fleet. Its intimidating, spikey mass may look dangerous at first glance, but the ship has over time become nothing more than a garrison for much of the official defense force the Scarabs may have. It routinely deploys assistance to fellow vessels for a myriad of reasons and holds a substantial prison wing that contains almost the entirety of the fleet’s own criminals. Its population has plummeted in recent years, now around 65,000.&lt;br /&gt;
&lt;br /&gt;
===Fa’Ta-Bs===&lt;br /&gt;
(Faladay Tadhhab Bsre) is a ship contributed by the Levant. They’re known for their excellent medical practitioners. Their official colors are white, blue and black. People from this ship are usually of Arabic or Jewish descent.&lt;br /&gt;
&lt;br /&gt;
Built with parts sent to space from the largest coil gun ever created, the Fa’Ta-Bs is a marvel of engineering from the 2200’s. The ship itself is relatively small in terms of the fleet, with a population of 11,300, but it also carries the fleet’s foremost medical supplies and response equipment. There are few children if at all kept on board the ship itself, with those on board explicitly being workers for the fleet. &lt;br /&gt;
&lt;br /&gt;
===Su-Yeongseon===&lt;br /&gt;
The Su-Yeongseon is a vessel with roots from eastern Asian, namely Korean descent who had branched off from an international effort to colonize the Antarctic in the early 2200’s. They are well known for their atmospheric manipulation and engineering prowess.&lt;br /&gt;
&lt;br /&gt;
From the newly-founded city designated Sierra Peak, the world’s largest Antarctic colony sprouted an effort to redirect the incredibly advanced environment control and habitation techniques into space. This was seen as a massive success to the Scarabs later down the line, with many of the tricks seen in surviving the harsh tundras now being used to preserve lives on board Scarab vessels. The forefront of this advanced study is the Su-Yeongseon, a large warp cruiser, built in 2197 and now retrofitted for bluespace travel that originally departed with the fleet for defensive purposes. Over time it was converted into an engineering warehouse, with many of its drone bays and missile silos now serving as hangars and storage compartments. The ship itself was built to hold 22,000 people at maximum, but over time has grown to have a population of 42,000 or more with space to spare thanks to modification.&lt;br /&gt;
[[File:San khol.png|The San-Khöl in low orbit of some nondescript Frontier world.|thumb]]&lt;br /&gt;
===San-Khöl===&lt;br /&gt;
(Sansryn Khölög) is a Mongolian originating ship. Colonists from this ship primarily enjoy the colors of red, blue, and yellow. They are known for their gardeners, hydroponicists, and scientists. People from this ship are usually of Mongolian or Chinese descent.&lt;br /&gt;
Built over the course of five years in Ulaanbaatar, the 1100 meter long San-Khöl is an impressive hydroponics vessel. Although capable of holding roughly 25,000 passengers, most of the available space on-board is dedicated to storage of water, food processing, and most importantly the eight hydroponics domes installed onto the ship’s exterior. These are used for fruits, vegetables, and most importantly insects. Three varieties of insect are the most raised here, the Hakhma, a massive beetle the size of a small car. These are utilized for their feed to meat ratio and friendly disposition. Secondly, the Süüs, a variety of honeypot ant that are soda-can sized. These are typically fed cactus juice, which the ant processes into an edible, reportedly tasty and highly nutritious juice, often seen hanging from a Scarab’s belt. Lastly various species of spider, used for their high-strength silk. The ninth dome is entirely devoid of such hydroponics, being used primarily for theatre and entertainment.&lt;br /&gt;
&lt;br /&gt;
===Bilröst, Jörmungandr and Jötunheimr===&lt;br /&gt;
[[File:Bilrost.png|The Bilrost and its sister ship the Jormungandr hidden on the very edge of a small gas cloud.|thumb]]&lt;br /&gt;
[[File:Bilrostemblem.png|The emblem of the Bilrost and the Jormungandr.|thumb]]&lt;br /&gt;
The CCV Bilröst and Jörmungandr are two ships contributed by the former Scandinavian Coalition. This group was formed around the year 2015 in response to the collapse of the European Union. The countries of Denmark, Norway, and Sweden hastily turned to each other for stability, reforming a modern version of the Scandinavian Monetary Union. Eventually the Bilröst was constructed in the year 2129, and the Jötunheimr in 2130. However, the plan was malformed. Certain aspects of the ship were under-engineered, certain systems were lacking in redundancies and backups, and an overall lack of strategy regarding reaching the promised land the Confederation had purchased. The addition of the escort ship, Jörmungandr, only complicated affairs, and not long after their launch, the Scandinavian Coalition was in the red.&lt;br /&gt;
&lt;br /&gt;
With so much of the Coalition’s focus on the new space faring vessels, its people fell to the wayside. Citizens of the Coalition faced food shortages, lack of available healthcare, and an increasing difficulty in finding good work. Times were dark, and with such unpleasant circumstances, there was one thing humans historically turned to - religion.&lt;br /&gt;
&lt;br /&gt;
And it was thus that the people of the Coalition started to look to their old ways.&lt;br /&gt;
&lt;br /&gt;
The people of the Coalition filled themselves with forgotten gods and culture, and it was thanks to this that they gained the strength that they needed to see themselves through adversity. They persevered, worked with what they had, and created the means aboard their new ships to end hunger and heal the sick - and it was in this way that they grew in purpose.&lt;br /&gt;
&lt;br /&gt;
==Bilröst==&lt;br /&gt;
The CRV Bilröst (Bifröst) was the first ship constructed by the Scandinavian coalition. Named after the burning rainbow bridge connecting Midgard and Asgard, the most important activities performed aboard the Bilröst are of the scientific variety, as well as medical work being split between here and the Jörmungandr. Here, important research is performed to enhance the Offworlder quality of living; musculoskeletal and immune system supplements, different types of bracing equipment, and even the first ESS prototype have undergone development here. Lastly, branching off chemical-based tomfoolery in the early days, the Bilröst is known across the flotilla for their excellent skills in making various confectionery products, especially candy and chewing gum.&lt;br /&gt;
&lt;br /&gt;
==Jörmungandr==&lt;br /&gt;
The CEV Jörmungandr is a satellite of sorts that accompanies the Bilröst. Named after the Midgard Serpent surrounding the Earth, it is significantly smaller in size, and is only used for non-civilian purposes. The main function of Jörmungandr is to handle and observe security scans to protect the main vessel. Access to the Jörmungandr is normally restricted to capable operators. Typically personnel here are either of an investigative nature, the temporary holding of criminals, or the maintenance and operation of various drones and robots, combat or otherwise. The Jörmungandr also keeps a small retinue of medical staff freely available to all Scarabs.&lt;br /&gt;
&lt;br /&gt;
==Jötunheimr==&lt;br /&gt;
&lt;br /&gt;
The CCV Jötunheimr (Jotunheim) was the last ship constructed by the Scandinavian coalition, and the largest of the three, the ‘center of life’ for them, and holds the highest population; owing to possessing the most residential space. Named after the ancestral homeland of the Jötnar, typical work aboard the Jötunheimr is the everyday logistics, mineral recovery, salvage, beekeeping, hydroponics and service/cooking that keeps the flotilla going. The Jötunheimr partakes in trading and exports such goods as minerals, confectionery products, equipment made on the Bilröst, and so on. Due to the harsh work aboard this vessel, the residents tend to be the fittest both spiritually and physically, the vessel boasting both elaborate fitness complexes, and places for group gatherings and rituals. While the passion the Scarabs here have for their work is praiseworthy, the feasts are legendary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Scarabs&amp;diff=16555</id>
		<title>Scarabs</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Scarabs&amp;diff=16555"/>
		<updated>2020-09-16T22:44:00Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: Adds Scarab exiles.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[File:Scarab_logo.png|The unique emblem of the Scarabs, owing its insectoid design to their reliance of such in history. |thumb]]&lt;br /&gt;
&lt;br /&gt;
The largest representation of [[Offworlder Humans|offworlders]], the Scarabs perfectly embody the nomadic characterization most of the zero-G-bound Humans have founded over the years. They are a clever bunch, numbering in the millions yet supporting themselves by utilizing advanced compact hydroponics and insect farming to survive and compete in the modern world. &lt;br /&gt;
&lt;br /&gt;
Originating from African Confederation colonists in the early 2200’s, their remarkable history demonstrates the true flexibility and resolve of Humanity. These pioneers, in their early years, banded together with those of other nations launching numerous vessels at similar times for the collective goal of colonizing the depths of space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Although they’re united, Scarabs still stick to naming their children after the colony ship they inhabit.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Scarabs adopt many of the often seen traits of other Offworlders, with a deep conversationalist attitude ingrained in all Scarabs out of necessity. The Scarabs have known centuries of scarcity, and it affects their culture and mindset very heavily. Greed, laziness and wastefulness are considered the most condemnable misdeeds and most vile insults, whereas selflessness, resourcefulness and hard work are the most praisable virtues. &lt;br /&gt;
&lt;br /&gt;
====Tujmansaal====&lt;br /&gt;
Tujmansaal is a very common spiritual concept that most Scarabs can deeply connect with. Roughly translated as “blissful times”, it represents a state in which a person can easily satisfy any of their own needs. Such a state is a very common life goal for most - simply living the rest of one’s life fed, safe and comfortable. Although one could see this as egotistical, needs of a Scarab often include being among friends and family, and seeing them happy - meaning that tujmansaal is not achievable unless all of your loved ones achieve it together with you.&lt;br /&gt;
&lt;br /&gt;
====Aiseheer====&lt;br /&gt;
Aiseheer is a relationship concept used often among Scarabs, roughly translated to “brothers in need”, and meaning people working towards a common goal despite all of their differences and disagreements. A single member involved in this kind of relationship is called an aiseh (plural aiseh). After the goal in question has been achieved, the aiseh may strengthen their bond and become close, or go separate ways once more. Skrell often find this similar to their concept of qu’pluux, but with the difference of aiseheer potentially involving many people, or entire groups.&lt;br /&gt;
&lt;br /&gt;
====Superstition and Conservation====&lt;br /&gt;
A very strong element of Scarab culture is superstition. Almost any Scarab is superstitious to at least some degree. Different omens, big and small, ominous and promising, vary from ship to ship, but are present everywhere. A few are universal. For example, the corpses of fellow crew must always be spaced - no space or resources should be wasted to preserve it, but neither may it be recycled or used in any form, as resorting to using fellow crew members’ dead bodies means that bad times have come, and it’s likely that it’s going to only get worse from there…&lt;br /&gt;
&lt;br /&gt;
Asking for more food than you were initially given at a meal, even when available, is a bad omen commonly associated with egoism and narcissism. Instead, uneaten food and leftovers must always be preserved and used as an ingredient in the next meal that is going to be made. On station, this would mean that food left after transfer should be stored safely in a refrigerator or a heater.&lt;br /&gt;
&lt;br /&gt;
Scarab engineering and maintenance crew members would often carry a spare wrench on themselves, which is a common good luck charm. However, having to give it away to someone else may spell disaster for both people in question.&lt;br /&gt;
&lt;br /&gt;
Meal times are strictly and sparingly scheduled for the entire ship, and are quiet times of appreciation for the work going into producing the food. Speaking up is strictly prohibited, and making eye contact is considered to be a bad omen - instead, this is a time to recall and reflect. Afterwards, a break is to be had, as a relatively recent custom. During this break time, ships may often dock to each other, exchanging news, resources, and oral tradition. &lt;br /&gt;
&lt;br /&gt;
====Fiction====&lt;br /&gt;
Fictional literature is almost non-existent due to consoles and paper being used extremely sparingly. Instead, verbal arts are almost exclusively oral, with stories, myths and legends being shared among departments or families after meal times, or passed by from ship to ship when docking. &lt;br /&gt;
&lt;br /&gt;
Most common are two genres. Shiwuniket is the older one - grim and dark stories that serve as some kind of warning or precaution. Themes of death, collapse and mysterious omens are all very common. Nitaniket, more recent and less popular, is comprised of stories of overcoming and triumph, where the main characters are savvy and clever individuals who are able to make the most of the limited resources they have, using them in creative ways to deal with danger or challenges thrown their way.&lt;br /&gt;
&lt;br /&gt;
====Shaitan====&lt;br /&gt;
A common character in Scarab folklore is Shaitan, the Adversary - a malevolent spirit which is said to be the personification of all evil. Although exact details differ from ship to ship, it commonly takes the form of a mysterious and elusive traveler with their eyes brightly shining, who then convinces someone to lead the entire ship to ruin. The exact details of how this is done may differ, but generally, the victim captures the light of the traveler’s eyes, becoming blinded with their own reflection and giving in to madness, now only obsessed with their own well-being, and eventually bringing the ship to a collapse. &lt;br /&gt;
&lt;br /&gt;
====Ceremonial weaponry====&lt;br /&gt;
Weapons and weapon-making are almost glorified in Scarab societies, often considered extremely prized possessions. An almost universal marriage rite is presenting a beautiful, ornate knife or dagger to the significant other, who will then return it with the handle going forward if the offer is accepted, and the blade going forward if it is denied. Some ships use a decorated gun instead of a knife, but the process is generally the same, going without much fanfare. When dealing with non-Scarabs, a Scarab would often ask to sit down at a table, and then lay their weapons on it. This ceremonial disarming is not only done to take caution, but also to look at how well-made the weaponry of the other person is. &lt;br /&gt;
&lt;br /&gt;
Scarabs value a good weapon and displays of power, but nothing is more wasteful than ending the life of a worker. Thus, many Scarabs enjoy bouts with fellow crew, but, taking extreme care to not hurt anyone (since it would prevent them from working for some time), don’t use their weapons in these fights, and take care not to hit the opponent too hard. As an alternative, intellectual games such as chess and checkers are often played to display intellectual prowess.&lt;br /&gt;
&lt;br /&gt;
====Family and Education====&lt;br /&gt;
Family is less nuclear/core to the Scarab way of life. A Scarab&#039;s ship is their family, and blood is less important than crew. Everyone in the crew has some level of responsibility to the welfare of children, but the nearer relationship to the child&#039;s parents, the greater the obligation.&lt;br /&gt;
Independence is encouraged early on, Scarabs avoiding children being a burden to the crew. Weak, dependent children can jeopardize a vessel by demanding excessive time and attention while contributing little. They are taught very early about wastefulness, recycling, the value of hard labor, and avoiding the long gaze of Shaitan. This is a communal effort, the values of their societies deemed too important for only two people to teach. Mistakes and even injuries are simply viewed as hands-on learning, such as the lesson that one can never pay too much close attention in space. Deeper learning, such as Engineering or other tasks are based on apprentice-ships; teaching done through work-based learning rather than extensive study of textbooks. However, reading is drilled in as much as writing, to read warning signs and instructional documents on crucial systems.&lt;br /&gt;
After these values are instilled, and the child has completed their apprenticeship, they are treated with adulthood. The readiness to go out on their own is marked by the gift of a scarf by their immediate family, usually made of spidersilk.&lt;br /&gt;
&lt;br /&gt;
====The Released====&lt;br /&gt;
But, of course, not all Scarabs manage to comply with this lifestyle. Anyone of any age can either lose their tight grip on Scarab values, or never pick them up well enough in the first place. While before &#039;first contact&#039; these people were simply airlocked, in modern cases, young or old, the crewmember in question is &#039;&#039;&#039;Released&#039;&#039;&#039;. This punishment is treated with much gravitas, only being applied to those that have grievously offended the necessities meant to be learned. Those that are released are exiled from their home vessels and the fleet entirely, unshackled from their responsibilities towards the Scarabs. They are given a week&#039;s worth of food and water, their clothing, and a knife; typically small trinkets as well from those they were close with, then sent to the nearest place with a spaceport. They are stripped of their ability to hold any surname besides &#039;&#039;&#039;Sadar&#039;&#039;&#039;, translating to &#039;released.&#039; This is semi-voluntary, some Scarabs even willfully choosing to become Sadar to go out on their own without the worries of their previous life. If one is to come back to the ship, they may be allowed back inside, but this is not guaranteed. Naturally, if one refuses this exile, they would be treated as a trespasser on their vessel and dealt with accordingly.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Scarab origins date back to the departure of what would become the Core Fleets in 2205, massive residential and combat Warp vessels built on the fastest drives of the time. Utilizing only the most cutting edge agricultural and scientific technology, the African Confederation started the Children of Earth’s Pioneering Fleet. This would be known as the CEF, promising millions a new home some three-hundred light years away in a newly purchased territory. Within, multiple barren planets which could see simple terraforming to accommodate the burden of life. The destination, known as Trappist to the public, would soon find itself plastered on commercial advertising globally spanning Earth. Quickly did Trappist become a grand figure to hopeful pioneers, and roughly 250,000 people set out in the CEF with some three million others in trailing fleets.&lt;br /&gt;
&lt;br /&gt;
Charmed by the promises of the great unknown, the CEF propped itself up as being a “new hope for a galactic Humanity,” then only paralleled by the likes of the Martian terraforming projects. While Zeng-Hu Pharmaceuticals pioneered the terraforming of the inner solar system, Einstein Engines promised a safe home far away with little of the difficulty seen changing Mars’ environment. The three million soon doubled, then quadrupled as, over the course of thirty-five years leading to 2240. The CEF took on newer, faster vessels as Warp technology advanced and more joined the Core Fleets. The overwhelming majority of these ships would be powered by the efforts of Einstein Engines, having been assured to be without fault. &lt;br /&gt;
&lt;br /&gt;
The struggle that would then come was apparent immediately, as in 2243, the vessels had in accordance with Einstein Engines’ energy-saving solution, unified their sensor data into one singular ship’s computer. In essence, the Fleet’s travel from then on rested on the shoulders of a singular ship, a capital vessel known as the Mansa. Around this vessel, the entire fleet no matter how fast or slow must have followed. This spelled disaster, as one simple malfunction had placed the fleet in uncontrolled Warp for months - beginning the Lost Years, a time of great strife for the Core Fleets. Now sent wildly off course and out of position, there was no feasible way to resume the original mission.&lt;br /&gt;
&lt;br /&gt;
In the Lost Years, all contact with the outside world - and any hope of return to Earth - was lost. Those responsible for the malfunction were killed, and the fleets dissolved into uncontrolled chaos for some nondescript period of time, for exactly how long, none can tell. From the chaos, a simple man being the great-grandson of a mere bookkeeper arose on board the Mansa. His name was Apollo Kagwa, and from a relative bastion of peace amidst the fleet, he studied greatly into literature and media of old. With a wealth of knowledge at his disposal and a vision for the fleet’s survival, he gathered like-minded individuals and overtook the command hierarchy of the Mansa in a bloody war for unification - one that would become known as the Holy War, the Jihad that secured the survival of the Scarabs.&lt;br /&gt;
During these times their religion shifted and changed, turning into what is now known as Stutuism. Preaching that scarcity is the greatest enemy, that peace and strength is achieved through unity and domination. Not only physical, but also mental and spiritual. It also established who should do what and that each man and woman has their life course set for them, even if they might not know it. They worship a single god and consider every living human an extension of said deity, saying that scarcity and evil exists only to make children into adults, and unwise into the wise. He preached of Earth and its many bounties, and the people listened, knowing well what they could gain from going back to their old human lifestyles. Eventually, after many phases, Kagwa had conquered the Core Fleets as a whole with legendary strength and boundless wit.&lt;br /&gt;
&lt;br /&gt;
The Tian Kehan (an honorary title, vaguely Khan of Heaven) named Iraiya, the fourth successor of Kagwa is the current “leader” of the unified Scarabs. Today from their throne on the new capital ship King’s Omen, they seek out to unify Humanity - at least those like her own - under a single banner no matter the costs. Among Scarabs, she is known as the Queen in Blue. Scarabs represent an alien form of Man left to itself for nearly two hundred years, different and distanced from all societal progression that influenced their hand otherwise. In 2438, Scarabs made their grand return to the Coalition territories, and through trade upgraded their entire home fleet with bluespace technology. Now, the fleet is a combination of the inefficient past and sleek present. Much of this was obtained through the Techno-Conglomerate, who they maintain excellent relations with.&lt;br /&gt;
&lt;br /&gt;
=The Fleet=&lt;br /&gt;
The Scarab’s home fleet consists of nearly 630 permanent resident vessels with more than 20,000 individuals on board each. A nondescript number of smaller vessels exist, many of which are not permanent residents and simply move with the fleet for safety or business. Here are a few examples of vessels seen in the group.&lt;br /&gt;
&lt;br /&gt;
===Mayfly===&lt;br /&gt;
[[File:Mayfly.png|thumb|300px|The Scarab vessel &amp;quot;Mayfly&amp;quot; exiting bluespace at high velocity, its hull shimmering as it enters real space.]]&lt;br /&gt;
A ship originated from the Falklands. Colonists from this ship stick to the colors of blue, white and red. They’re primarily caucasian, this ship is known for some of the best engineers and sailors.&lt;br /&gt;
&lt;br /&gt;
An oddity in design, the Mayfly was a failed prototype purchased by Einstein Engines a year after its construction in 2201. The vessel itself was meant to be a garbage swoop originally, mopping Earth’s orbit of its dangerous hyper-accelerated debris. Competitors from Einstein were one step ahead however, and upon purchasing the vessel, it was converted into a heavy-duty freighter. At 1105 meters in width, the vessel resembles a very long, sideways stick with engines strapped on and cargo departments dangling from beneath. Now, almost 50,000 people call it home.&lt;br /&gt;
&lt;br /&gt;
===Impukane===&lt;br /&gt;
A Central African originating ship, the Impukane is known for its cooking and strong security force. The Scarabs from these ships would prefer colors like green, orange and red. People from these ships are primarily Central African.&lt;br /&gt;
&lt;br /&gt;
A largely untouched warp battleship at nearly 730 meters long, the Impukane is one of the largest vessels in the Scarab home fleet. Its intimidating, spikey mass may look dangerous at first glance, but the ship has over time become nothing more than a garrison for much of the official defense force the Scarabs may have. It routinely deploys assistance to fellow vessels for a myriad of reasons and holds a substantial prison wing that contains almost the entirety of the fleet’s own criminals. Its population has plummeted in recent years, now around 65,000.&lt;br /&gt;
&lt;br /&gt;
===Fa’Ta-Bs===&lt;br /&gt;
(Faladay Tadhhab Bsre) is a ship contributed by the Levant. They’re known for their excellent medical practitioners. Their official colors are white, blue and black. People from this ship are usually of Arabic or Jewish descent.&lt;br /&gt;
&lt;br /&gt;
Built with parts sent to space from the largest coil gun ever created, the Fa’Ta-Bs is a marvel of engineering from the 2200’s. The ship itself is relatively small in terms of the fleet, with a population of 11,300, but it also carries the fleet’s foremost medical supplies and response equipment. There are few children if at all kept on board the ship itself, with those on board explicitly being workers for the fleet. &lt;br /&gt;
&lt;br /&gt;
===Su-Yeongseon===&lt;br /&gt;
The Su-Yeongseon is a vessel with roots from eastern Asian, namely Korean descent who had branched off from an international effort to colonize the Antarctic in the early 2200’s. They are well known for their atmospheric manipulation and engineering prowess.&lt;br /&gt;
&lt;br /&gt;
From the newly-founded city designated Sierra Peak, the world’s largest Antarctic colony sprouted an effort to redirect the incredibly advanced environment control and habitation techniques into space. This was seen as a massive success to the Scarabs later down the line, with many of the tricks seen in surviving the harsh tundras now being used to preserve lives on board Scarab vessels. The forefront of this advanced study is the Su-Yeongseon, a large warp cruiser, built in 2197 and now retrofitted for bluespace travel that originally departed with the fleet for defensive purposes. Over time it was converted into an engineering warehouse, with many of its drone bays and missile silos now serving as hangars and storage compartments. The ship itself was built to hold 22,000 people at maximum, but over time has grown to have a population of 42,000 or more with space to spare thanks to modification.&lt;br /&gt;
[[File:San khol.png|The San-Khöl in low orbit of some nondescript Frontier world.|thumb]]&lt;br /&gt;
===San-Khöl===&lt;br /&gt;
(Sansryn Khölög) is a Mongolian originating ship. Colonists from this ship primarily enjoy the colors of red, blue, and yellow. They are known for their gardeners, hydroponicists, and scientists. People from this ship are usually of Mongolian or Chinese descent.&lt;br /&gt;
Built over the course of five years in Ulaanbaatar, the 1100 meter long San-Khöl is an impressive hydroponics vessel. Although capable of holding roughly 25,000 passengers, most of the available space on-board is dedicated to storage of water, food processing, and most importantly the eight hydroponics domes installed onto the ship’s exterior. These are used for fruits, vegetables, and most importantly insects. Three varieties of insect are the most raised here, the Hakhma, a massive beetle the size of a small car. These are utilized for their feed to meat ratio and friendly disposition. Secondly, the Süüs, a variety of honeypot ant that are soda-can sized. These are typically fed cactus juice, which the ant processes into an edible, reportedly tasty and highly nutritious juice, often seen hanging from a Scarab’s belt. Lastly various species of spider, used for their high-strength silk. The ninth dome is entirely devoid of such hydroponics, being used primarily for theatre and entertainment.&lt;br /&gt;
&lt;br /&gt;
===Bilröst, Jörmungandr and Jötunheimr===&lt;br /&gt;
[[File:Bilrost.png|The Bilrost and its sister ship the Jormungandr hidden on the very edge of a small gas cloud.|thumb]]&lt;br /&gt;
[[File:Bilrostemblem.png|The emblem of the Bilrost and the Jormungandr.|thumb]]&lt;br /&gt;
The CCV Bilröst and Jörmungandr are two ships contributed by the former Scandinavian Coalition. This group was formed around the year 2015 in response to the collapse of the European Union. The countries of Denmark, Norway, and Sweden hastily turned to each other for stability, reforming a modern version of the Scandinavian Monetary Union. Eventually the Bilröst was constructed in the year 2129, and the Jötunheimr in 2130. However, the plan was malformed. Certain aspects of the ship were under-engineered, certain systems were lacking in redundancies and backups, and an overall lack of strategy regarding reaching the promised land the Confederation had purchased. The addition of the escort ship, Jörmungandr, only complicated affairs, and not long after their launch, the Scandinavian Coalition was in the red.&lt;br /&gt;
&lt;br /&gt;
With so much of the Coalition’s focus on the new space faring vessels, its people fell to the wayside. Citizens of the Coalition faced food shortages, lack of available healthcare, and an increasing difficulty in finding good work. Times were dark, and with such unpleasant circumstances, there was one thing humans historically turned to - religion.&lt;br /&gt;
&lt;br /&gt;
And it was thus that the people of the Coalition started to look to their old ways.&lt;br /&gt;
&lt;br /&gt;
The people of the Coalition filled themselves with forgotten gods and culture, and it was thanks to this that they gained the strength that they needed to see themselves through adversity. They persevered, worked with what they had, and created the means aboard their new ships to end hunger and heal the sick - and it was in this way that they grew in purpose.&lt;br /&gt;
&lt;br /&gt;
==Bilröst==&lt;br /&gt;
The CRV Bilröst (Bifröst) was the first ship constructed by the Scandinavian coalition. Named after the burning rainbow bridge connecting Midgard and Asgard, the most important activities performed aboard the Bilröst are of the scientific variety, as well as medical work being split between here and the Jörmungandr. Here, important research is performed to enhance the Offworlder quality of living; musculoskeletal and immune system supplements, different types of bracing equipment, and even the first ESS prototype have undergone development here. Lastly, branching off chemical-based tomfoolery in the early days, the Bilröst is known across the flotilla for their excellent skills in making various confectionery products, especially candy and chewing gum.&lt;br /&gt;
&lt;br /&gt;
==Jörmungandr==&lt;br /&gt;
The CEV Jörmungandr is a satellite of sorts that accompanies the Bilröst. Named after the Midgard Serpent surrounding the Earth, it is significantly smaller in size, and is only used for non-civilian purposes. The main function of Jörmungandr is to handle and observe security scans to protect the main vessel. Access to the Jörmungandr is normally restricted to capable operators. Typically personnel here are either of an investigative nature, the temporary holding of criminals, or the maintenance and operation of various drones and robots, combat or otherwise. The Jörmungandr also keeps a small retinue of medical staff freely available to all Scarabs.&lt;br /&gt;
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==Jötunheimr==&lt;br /&gt;
&lt;br /&gt;
The CCV Jötunheimr (Jotunheim) was the last ship constructed by the Scandinavian coalition, and the largest of the three, the ‘center of life’ for them, and holds the highest population; owing to possessing the most residential space. Named after the ancestral homeland of the Jötnar, typical work aboard the Jötunheimr is the everyday logistics, mineral recovery, salvage, beekeeping, hydroponics and service/cooking that keeps the flotilla going. The Jötunheimr partakes in trading and exports such goods as minerals, confectionery products, equipment made on the Bilröst, and so on. Due to the harsh work aboard this vessel, the residents tend to be the fittest both spiritually and physically, the vessel boasting both elaborate fitness complexes, and places for group gatherings and rituals. While the passion the Scarabs here have for their work is praiseworthy, the feasts are legendary.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Scarabs&amp;diff=16409</id>
		<title>Scarabs</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Scarabs&amp;diff=16409"/>
		<updated>2020-09-04T04:06:26Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[File:Scarab_logo.png|The unique emblem of the Scarabs, owing its insectoid design to their reliance of such in history. |thumb]]&lt;br /&gt;
&lt;br /&gt;
The largest representation of [[Offworlder Humans|offworlders]], the Scarabs perfectly embody the nomadic characterization most of the zero-G-bound Humans have founded over the years. They are a clever bunch, numbering in the millions yet supporting themselves by utilizing advanced compact hydroponics and insect farming to survive and compete in the modern world. &lt;br /&gt;
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Originating from African Confederation colonists in the early 2200’s, their remarkable history demonstrates the true flexibility and resolve of Humanity. These pioneers, in their early years, banded together with those of other nations launching numerous vessels at similar times for the collective goal of colonizing the depths of space.&lt;br /&gt;
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&#039;&#039;&#039;Although they’re united, Scarabs still stick to naming their children after the colony ship they inhabit.&#039;&#039;&#039;&lt;br /&gt;
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==Culture==&lt;br /&gt;
Scarabs adopt many of the often seen traits of other Offworlders, with a deep conversationalist attitude ingrained in all Scarabs out of necessity. The Scarabs have known centuries of scarcity, and it affects their culture and mindset very heavily. Greed, laziness and wastefulness are considered the most condemnable misdeeds and most vile insults, whereas selflessness, resourcefulness and hard work are the most praisable virtues. &lt;br /&gt;
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====Tujmansaal====&lt;br /&gt;
Tujmansaal is a very common spiritual concept that most Scarabs can deeply connect with. Roughly translated as “blissful times”, it represents a state in which a person can easily satisfy any of their own needs. Such a state is a very common life goal for most - simply living the rest of one’s life fed, safe and comfortable. Although one could see this as egotistical, needs of a Scarab often include being among friends and family, and seeing them happy - meaning that tujmansaal is not achievable unless all of your loved ones achieve it together with you.&lt;br /&gt;
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====Aiseheer====&lt;br /&gt;
Aiseheer is a relationship concept used often among Scarabs, roughly translated to “brothers in need”, and meaning people working towards a common goal despite all of their differences and disagreements. A single member involved in this kind of relationship is called an aiseh (plural aiseh). After the goal in question has been achieved, the aiseh may strengthen their bond and become close, or go separate ways once more. Skrell often find this similar to their concept of qu’pluux, but with the difference of aiseheer potentially involving many people, or entire groups.&lt;br /&gt;
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====Superstition and Conservation====&lt;br /&gt;
A very strong element of Scarab culture is superstition. Almost any Scarab is superstitious to at least some degree. Different omens, big and small, ominous and promising, vary from ship to ship, but are present everywhere. A few are universal. For example, the corpses of fellow crew must always be spaced - no space or resources should be wasted to preserve it, but neither may it be recycled or used in any form, as resorting to using fellow crew members’ dead bodies means that bad times have come, and it’s likely that it’s going to only get worse from there…&lt;br /&gt;
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Asking for more food than you were initially given at a meal, even when available, is a bad omen commonly associated with egoism and narcissism. Instead, uneaten food and leftovers must always be preserved and used as an ingredient in the next meal that is going to be made. On station, this would mean that food left after transfer should be stored safely in a refrigerator or a heater.&lt;br /&gt;
&lt;br /&gt;
Scarab engineering and maintenance crew members would often carry a spare wrench on themselves, which is a common good luck charm. However, having to give it away to someone else may spell disaster for both people in question.&lt;br /&gt;
&lt;br /&gt;
Meal times are strictly and sparingly scheduled for the entire ship, and are quiet times of appreciation for the work going into producing the food. Speaking up is strictly prohibited, and making eye contact is considered to be a bad omen - instead, this is a time to recall and reflect. Afterwards, a break is to be had, as a relatively recent custom. During this break time, ships may often dock to each other, exchanging news, resources, and oral tradition. &lt;br /&gt;
&lt;br /&gt;
====Fiction====&lt;br /&gt;
Fictional literature is almost non-existent due to consoles and paper being used extremely sparingly. Instead, verbal arts are almost exclusively oral, with stories, myths and legends being shared among departments or families after meal times, or passed by from ship to ship when docking. &lt;br /&gt;
&lt;br /&gt;
Most common are two genres. Shiwuniket is the older one - grim and dark stories that serve as some kind of warning or precaution. Themes of death, collapse and mysterious omens are all very common. Nitaniket, more recent and less popular, is comprised of stories of overcoming and triumph, where the main characters are savvy and clever individuals who are able to make the most of the limited resources they have, using them in creative ways to deal with danger or challenges thrown their way.&lt;br /&gt;
&lt;br /&gt;
====Shaitan====&lt;br /&gt;
A common character in Scarab folklore is Shaitan, the Adversary - a malevolent spirit which is said to be the personification of all evil. Although exact details differ from ship to ship, it commonly takes the form of a mysterious and elusive traveler with their eyes brightly shining, who then convinces someone to lead the entire ship to ruin. The exact details of how this is done may differ, but generally, the victim captures the light of the traveler’s eyes, becoming blinded with their own reflection and giving in to madness, now only obsessed with their own well-being, and eventually bringing the ship to a collapse. &lt;br /&gt;
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====Ceremonial weaponry====&lt;br /&gt;
Weapons and weapon-making are almost glorified in Scarab societies, often considered extremely prized possessions. An almost universal marriage rite is presenting a beautiful, ornate knife or dagger to the significant other, who will then return it with the handle going forward if the offer is accepted, and the blade going forward if it is denied. Some ships use a decorated gun instead of a knife, but the process is generally the same, going without much fanfare. When dealing with non-Scarabs, a Scarab would often ask to sit down at a table, and then lay their weapons on it. This ceremonial disarming is not only done to take caution, but also to look at how well-made the weaponry of the other person is. &lt;br /&gt;
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Scarabs value a good weapon and displays of power, but nothing is more wasteful than ending the life of a worker. Thus, many Scarabs enjoy bouts with fellow crew, but, taking extreme care to not hurt anyone (since it would prevent them from working for some time), don’t use their weapons in these fights, and take care not to hit the opponent too hard. As an alternative, intellectual games such as chess and checkers are often played to display intellectual prowess.&lt;br /&gt;
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====Family and Education====&lt;br /&gt;
Family is less nuclear/core to the Scarab way of life. A Scarab&#039;s ship is their family, and blood is less important than crew. Everyone in the crew has some level of responsibility to the welfare of children, but the nearer relationship to the child&#039;s parents, the greater the obligation.&lt;br /&gt;
Independence is encouraged early on, Scarabs avoiding children being a burden to the crew. Weak, dependent children can jeopardize a vessel by demanding excessive time and attention while contributing little. They are taught very early about wastefulness, recycling, the value of hard labor, and avoiding the long gaze of Shaitan. This is a communal effort, the values of their societies deemed too important for only two people to teach. Mistakes and even injuries are simply viewed as hands-on learning, such as the lesson that one can never pay too much close attention in space. Deeper learning, such as Engineering or other tasks are based on apprentice-ships; teaching done through work-based learning rather than extensive study of textbooks. However, reading is drilled in as much as writing, to read warning signs and instructional documents on crucial systems.&lt;br /&gt;
After these values are instilled, and the child has completed their apprenticeship, they are treated with adulthood. The readiness to go out on their own is marked by the gift of a scarf by their immediate family, usually made of spidersilk.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Scarab origins date back to the departure of what would become the Core Fleets in 2205, massive residential and combat Warp vessels built on the fastest drives of the time. Utilizing only the most cutting edge agricultural and scientific technology, the African Confederation started the Children of Earth’s Pioneering Fleet. This would be known as the CEF, promising millions a new home some three-hundred light years away in a newly purchased territory. Within, multiple barren planets which could see simple terraforming to accommodate the burden of life. The destination, known as Trappist to the public, would soon find itself plastered on commercial advertising globally spanning Earth. Quickly did Trappist become a grand figure to hopeful pioneers, and roughly 250,000 people set out in the CEF with some three million others in trailing fleets.&lt;br /&gt;
&lt;br /&gt;
Charmed by the promises of the great unknown, the CEF propped itself up as being a “new hope for a galactic Humanity,” then only paralleled by the likes of the Martian terraforming projects. While Zeng-Hu Pharmaceuticals pioneered the terraforming of the inner solar system, Einstein Engines promised a safe home far away with little of the difficulty seen changing Mars’ environment. The three million soon doubled, then quadrupled as, over the course of thirty-five years leading to 2240. The CEF took on newer, faster vessels as Warp technology advanced and more joined the Core Fleets. The overwhelming majority of these ships would be powered by the efforts of Einstein Engines, having been assured to be without fault. &lt;br /&gt;
&lt;br /&gt;
The struggle that would then come was apparent immediately, as in 2243, the vessels had in accordance with Einstein Engines’ energy-saving solution, unified their sensor data into one singular ship’s computer. In essence, the Fleet’s travel from then on rested on the shoulders of a singular ship, a capital vessel known as the Mansa. Around this vessel, the entire fleet no matter how fast or slow must have followed. This spelled disaster, as one simple malfunction had placed the fleet in uncontrolled Warp for months - beginning the Lost Years, a time of great strife for the Core Fleets. Now sent wildly off course and out of position, there was no feasible way to resume the original mission.&lt;br /&gt;
&lt;br /&gt;
In the Lost Years, all contact with the outside world - and any hope of return to Earth - was lost. Those responsible for the malfunction were killed, and the fleets dissolved into uncontrolled chaos for some nondescript period of time, for exactly how long, none can tell. From the chaos, a simple man being the great-grandson of a mere bookkeeper arose on board the Mansa. His name was Apollo Kagwa, and from a relative bastion of peace amidst the fleet, he studied greatly into literature and media of old. With a wealth of knowledge at his disposal and a vision for the fleet’s survival, he gathered like-minded individuals and overtook the command hierarchy of the Mansa in a bloody war for unification - one that would become known as the Holy War, the Jihad that secured the survival of the Scarabs.&lt;br /&gt;
During these times their religion shifted and changed, turning into what is now known as Stutuism. Preaching that scarcity is the greatest enemy, that peace and strength is achieved through unity and domination. Not only physical, but also mental and spiritual. It also established who should do what and that each man and woman has their life course set for them, even if they might not know it. They worship a single god and consider every living human an extension of said deity, saying that scarcity and evil exists only to make children into adults, and unwise into the wise. He preached of Earth and its many bounties, and the people listened, knowing well what they could gain from going back to their old human lifestyles. Eventually, after many phases, Kagwa had conquered the Core Fleets as a whole with legendary strength and boundless wit.&lt;br /&gt;
&lt;br /&gt;
The Tian Kehan (an honorary title, vaguely Khan of Heaven) named Iraiya, the fourth successor of Kagwa is the current “leader” of the unified Scarabs. Today from their throne on the new capital ship King’s Omen, they seek out to unify Humanity - at least those like her own - under a single banner no matter the costs. Among Scarabs, she is known as the Queen in Blue. Scarabs represent an alien form of Man left to itself for nearly two hundred years, different and distanced from all societal progression that influenced their hand otherwise. In 2438, Scarabs made their grand return to the Coalition territories, and through trade upgraded their entire home fleet with bluespace technology. Now, the fleet is a combination of the inefficient past and sleek present. Much of this was obtained through the Techno-Conglomerate, who they maintain excellent relations with.&lt;br /&gt;
&lt;br /&gt;
=The Fleet=&lt;br /&gt;
The Scarab’s home fleet consists of nearly 630 permanent resident vessels with more than 20,000 individuals on board each. A nondescript number of smaller vessels exist, many of which are not permanent residents and simply move with the fleet for safety or business. Here are a few examples of vessels seen in the group.&lt;br /&gt;
&lt;br /&gt;
===Mayfly===&lt;br /&gt;
[[File:Mayfly.png|thumb|300px|The Scarab vessel &amp;quot;Mayfly&amp;quot; exiting bluespace at high velocity, its hull shimmering as it enters real space.]]&lt;br /&gt;
A ship originated from the Falklands. Colonists from this ship stick to the colors of blue, white and red. They’re primarily caucasian, this ship is known for some of the best engineers and sailors.&lt;br /&gt;
&lt;br /&gt;
An oddity in design, the Mayfly was a failed prototype purchased by Einstein Engines a year after its construction in 2201. The vessel itself was meant to be a garbage swoop originally, mopping Earth’s orbit of its dangerous hyper-accelerated debris. Competitors from Einstein were one step ahead however, and upon purchasing the vessel, it was converted into a heavy-duty freighter. At 1105 meters in width, the vessel resembles a very long, sideways stick with engines strapped on and cargo departments dangling from beneath. Now, almost 50,000 people call it home.&lt;br /&gt;
&lt;br /&gt;
===Impukane===&lt;br /&gt;
A Central African originating ship, the Impukane is known for its cooking and strong security force. The Scarabs from these ships would prefer colors like green, orange and red. People from these ships are primarily Central African.&lt;br /&gt;
&lt;br /&gt;
A largely untouched warp battleship at nearly 730 meters long, the Impukane is one of the largest vessels in the Scarab home fleet. Its intimidating, spikey mass may look dangerous at first glance, but the ship has over time become nothing more than a garrison for much of the official defense force the Scarabs may have. It routinely deploys assistance to fellow vessels for a myriad of reasons and holds a substantial prison wing that contains almost the entirety of the fleet’s own criminals. Its population has plummeted in recent years, now around 65,000.&lt;br /&gt;
&lt;br /&gt;
===Fa’Ta-Bs===&lt;br /&gt;
(Faladay Tadhhab Bsre) is a ship contributed by the Levant. They’re known for their excellent medical practitioners. Their official colors are white, blue and black. People from this ship are usually of Arabic or Jewish descent.&lt;br /&gt;
&lt;br /&gt;
Built with parts sent to space from the largest coil gun ever created, the Fa’Ta-Bs is a marvel of engineering from the 2200’s. The ship itself is relatively small in terms of the fleet, with a population of 11,300, but it also carries the fleet’s foremost medical supplies and response equipment. There are few children if at all kept on board the ship itself, with those on board explicitly being workers for the fleet. &lt;br /&gt;
&lt;br /&gt;
===Su-Yeongseon===&lt;br /&gt;
The Su-Yeongseon is a vessel with roots from eastern Asian, namely Korean descent who had branched off from an international effort to colonize the Antarctic in the early 2200’s. They are well known for their atmospheric manipulation and engineering prowess.&lt;br /&gt;
&lt;br /&gt;
From the newly-founded city designated Sierra Peak, the world’s largest Antarctic colony sprouted an effort to redirect the incredibly advanced environment control and habitation techniques into space. This was seen as a massive success to the Scarabs later down the line, with many of the tricks seen in surviving the harsh tundras now being used to preserve lives on board Scarab vessels. The forefront of this advanced study is the Su-Yeongseon, a large warp cruiser, built in 2197 and now retrofitted for bluespace travel that originally departed with the fleet for defensive purposes. Over time it was converted into an engineering warehouse, with many of its drone bays and missile silos now serving as hangars and storage compartments. The ship itself was built to hold 22,000 people at maximum, but over time has grown to have a population of 42,000 or more with space to spare thanks to modification.&lt;br /&gt;
[[File:San khol.png|The San-Khöl in low orbit of some nondescript Frontier world.|thumb]]&lt;br /&gt;
===San-Khöl===&lt;br /&gt;
(Sansryn Khölög) is a Mongolian originating ship. Colonists from this ship primarily enjoy the colors of red, blue, and yellow. They are known for their gardeners, hydroponicists, and scientists. People from this ship are usually of Mongolian or Chinese descent.&lt;br /&gt;
Built over the course of five years in Ulaanbaatar, the 1100 meter long San-Khöl is an impressive hydroponics vessel. Although capable of holding roughly 25,000 passengers, most of the available space on-board is dedicated to storage of water, food processing, and most importantly the eight hydroponics domes installed onto the ship’s exterior. These are used for fruits, vegetables, and most importantly insects. Three varieties of insect are the most raised here, the Hakhma, a massive beetle the size of a small car. These are utilized for their feed to meat ratio and friendly disposition. Secondly, the Süüs, a variety of honeypot ant that are soda-can sized. These are typically fed cactus juice, which the ant processes into an edible, reportedly tasty and highly nutritious juice, often seen hanging from a Scarab’s belt. Lastly various species of spider, used for their high-strength silk. The ninth dome is entirely devoid of such hydroponics, being used primarily for theatre and entertainment.&lt;br /&gt;
&lt;br /&gt;
===Bilröst, Jörmungandr and Jötunheimr===&lt;br /&gt;
[[File:Bilrost.png|The Bilrost and its sister ship the Jormungandr hidden on the very edge of a small gas cloud.|thumb]]&lt;br /&gt;
[[File:Bilrostemblem.png|The emblem of the Bilrost and the Jormungandr.|thumb]]&lt;br /&gt;
The CCV Bilröst and Jörmungandr are two ships contributed by the former Scandinavian Coalition. This group was formed around the year 2015 in response to the collapse of the European Union. The countries of Denmark, Norway, and Sweden hastily turned to each other for stability, reforming a modern version of the Scandinavian Monetary Union. Eventually the Bilröst was constructed in the year 2129, and the Jötunheimr in 2130. However, the plan was malformed. Certain aspects of the ship were under-engineered, certain systems were lacking in redundancies and backups, and an overall lack of strategy regarding reaching the promised land the Confederation had purchased. The addition of the escort ship, Jörmungandr, only complicated affairs, and not long after their launch, the Scandinavian Coalition was in the red.&lt;br /&gt;
&lt;br /&gt;
With so much of the Coalition’s focus on the new space faring vessels, its people fell to the wayside. Citizens of the Coalition faced food shortages, lack of available healthcare, and an increasing difficulty in finding good work. Times were dark, and with such unpleasant circumstances, there was one thing humans historically turned to - religion.&lt;br /&gt;
&lt;br /&gt;
And it was thus that the people of the Coalition started to look to their old ways.&lt;br /&gt;
&lt;br /&gt;
The people of the Coalition filled themselves with forgotten gods and culture, and it was thanks to this that they gained the strength that they needed to see themselves through adversity. They persevered, worked with what they had, and created the means aboard their new ships to end hunger and heal the sick - and it was in this way that they grew in purpose.&lt;br /&gt;
&lt;br /&gt;
==Bilröst==&lt;br /&gt;
The CRV Bilröst (Bifröst) was the first ship constructed by the Scandinavian coalition. Named after the burning rainbow bridge connecting Midgard and Asgard, the most important activities performed aboard the Bilröst are of the scientific variety, as well as medical work being split between here and the Jörmungandr. Here, important research is performed to enhance the Offworlder quality of living; musculoskeletal and immune system supplements, different types of bracing equipment, and even the first ESS prototype have undergone development here. Lastly, branching off chemical-based tomfoolery in the early days, the Bilröst is known across the flotilla for their excellent skills in making various confectionery products, especially candy and chewing gum.&lt;br /&gt;
&lt;br /&gt;
==Jörmungandr==&lt;br /&gt;
The CEV Jörmungandr is a satellite of sorts that accompanies the Bilröst. Named after the Midgard Serpent surrounding the Earth, it is significantly smaller in size, and is only used for non-civilian purposes. The main function of Jörmungandr is to handle and observe security scans to protect the main vessel. Access to the Jörmungandr is normally restricted to capable operators. Typically personnel here are either of an investigative nature, the temporary holding of criminals, or the maintenance and operation of various drones and robots, combat or otherwise. The Jörmungandr also keeps a small retinue of medical staff freely available to all Scarabs.&lt;br /&gt;
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==Jötunheimr==&lt;br /&gt;
&lt;br /&gt;
The CCV Jötunheimr (Jotunheim) was the last ship constructed by the Scandinavian coalition, and the largest of the three, the ‘center of life’ for them, and holds the highest population; owing to possessing the most residential space. Named after the ancestral homeland of the Jötnar, typical work aboard the Jötunheimr is the everyday logistics, mineral recovery, salvage, beekeeping, hydroponics and service/cooking that keeps the flotilla going. The Jötunheimr partakes in trading and exports such goods as minerals, confectionery products, equipment made on the Bilröst, and so on. Due to the harsh work aboard this vessel, the residents tend to be the fittest both spiritually and physically, the vessel boasting both elaborate fitness complexes, and places for group gatherings and rituals. While the passion the Scarabs here have for their work is praiseworthy, the feasts are legendary.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Scarabs&amp;diff=16408</id>
		<title>Scarabs</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Scarabs&amp;diff=16408"/>
		<updated>2020-09-04T03:58:45Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[File:Scarab_logo.png|The unique emblem of the Scarabs, owing its insectoid design to their reliance of such in history. |thumb]]&lt;br /&gt;
&lt;br /&gt;
The largest representation of [[Offworlder Humans|offworlders]], the Scarabs perfectly embody the nomadic characterization most of the zero-G-bound Humans have founded over the years. They are a clever bunch, numbering in the millions yet supporting themselves by utilizing advanced compact hydroponics and insect farming to survive and compete in the modern world. &lt;br /&gt;
&lt;br /&gt;
Originating from African Confederation colonists in the early 2200’s, their remarkable history demonstrates the true flexibility and resolve of Humanity. These pioneers, in their early years, banded together with those of other nations launching numerous vessels at similar times for the collective goal of colonizing the depths of space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Although they’re united, Scarabs still stick to naming their children after the colony ship they inhabit.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Scarabs adopt many of the often seen traits of other Offworlders, with a deep conversationalist attitude ingrained in all Scarabs out of necessity. The Scarabs have known centuries of scarcity, and it affects their culture and mindset very heavily. Greed, laziness and wastefulness are considered the most condemnable misdeeds and most vile insults, whereas selflessness, resourcefulness and hard work are the most praisable virtues. &lt;br /&gt;
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====Tujmansaal====&lt;br /&gt;
Tujmansaal is a very common spiritual concept that most Scarabs can deeply connect with. Roughly translated as “blissful times”, it represents a state in which a person can easily satisfy any of their own needs. Such a state is a very common life goal for most - simply living the rest of one’s life fed, safe and comfortable. Although one could see this as egotistical, needs of a Scarab often include being among friends and family, and seeing them happy - meaning that tujmansaal is not achievable unless all of your loved ones achieve it together with you.&lt;br /&gt;
&lt;br /&gt;
====Aiseheer====&lt;br /&gt;
Aiseheer is a relationship concept used often among Scarabs, roughly translated to “brothers in need”, and meaning people working towards a common goal despite all of their differences and disagreements. A single member involved in this kind of relationship is called an aiseh (plural aiseh). After the goal in question has been achieved, the aiseh may strengthen their bond and become close, or go separate ways once more. Skrell often find this similar to their concept of qu’pluux, but with the difference of aiseheer potentially involving many people, or entire groups.&lt;br /&gt;
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====Superstition and Conservation====&lt;br /&gt;
A very strong element of Scarab culture is superstition. Almost any Scarab is superstitious to at least some degree. Different omens, big and small, ominous and promising, vary from ship to ship, but are present everywhere. A few are universal. For example, the corpses of fellow crew must always be spaced - no space or resources should be wasted to preserve it, but neither may it be recycled or used in any form, as resorting to using fellow crew members’ dead bodies means that bad times have come, and it’s likely that it’s going to only get worse from there…&lt;br /&gt;
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Asking for more food than you were initially given at a meal, even when available, is a bad omen commonly associated with egoism and narcissism. Instead, uneaten food and leftovers must always be preserved and used as an ingredient in the next meal that is going to be made. On station, this would mean that food left after transfer should be stored safely in a refrigerator or a heater.&lt;br /&gt;
&lt;br /&gt;
Scarab engineering and maintenance crew members would often carry a spare wrench on themselves, which is a common good luck charm. However, having to give it away to someone else may spell disaster for both people in question.&lt;br /&gt;
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Meal times are strictly and sparingly scheduled for the entire ship, and are quiet times of appreciation for the work going into producing the food. Speaking up is strictly prohibited, and making eye contact is considered to be a bad omen - instead, this is a time to recall and reflect. Afterwards, a break is to be had, as a relatively recent custom. During this break time, ships may often dock to each other, exchanging news, resources, and oral tradition. &lt;br /&gt;
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====Fiction====&lt;br /&gt;
Fictional literature is almost non-existent due to consoles and paper being used extremely sparingly. Instead, verbal arts are almost exclusively oral, with stories, myths and legends being shared among departments or families after meal times, or passed by from ship to ship when docking. &lt;br /&gt;
&lt;br /&gt;
Most common are two genres. Shiwuniket is the older one - grim and dark stories that serve as some kind of warning or precaution. Themes of death, collapse and mysterious omens are all very common. Nitaniket, more recent and less popular, is comprised of stories of overcoming and triumph, where the main characters are savvy and clever individuals who are able to make the most of the limited resources they have, using them in creative ways to deal with danger or challenges thrown their way.&lt;br /&gt;
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====Shaitan====&lt;br /&gt;
A common character in Scarab folklore is Shaitan, the Adversary - a malevolent spirit which is said to be the personification of all evil. Although exact details differ from ship to ship, it commonly takes the form of a mysterious and elusive traveler with their eyes brightly shining, who then convinces someone to lead the entire ship to ruin. The exact details of how this is done may differ, but generally, the victim captures the light of the traveler’s eyes, becoming blinded with their own reflection and giving in to madness, now only obsessed with their own well-being, and eventually bringing the ship to a collapse. &lt;br /&gt;
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====Ceremonial weaponry====&lt;br /&gt;
Weapons and weapon-making are almost glorified in Scarab societies, often considered extremely prized possessions. An almost universal marriage rite is presenting a beautiful, ornate knife or dagger to the significant other, who will then return it with the handle going forward if the offer is accepted, and the blade going forward if it is denied. Some ships use a decorated gun instead of a knife, but the process is generally the same, going without much fanfare. When dealing with non-Scarabs, a Scarab would often ask to sit down at a table, and then lay their weapons on it. This ceremonial disarming is not only done to take caution, but also to look at how well-made the weaponry of the other person is. &lt;br /&gt;
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Scarabs value a good weapon and displays of power, but nothing is more wasteful than ending the life of a worker. Thus, many Scarabs enjoy bouts with fellow crew, but, taking extreme care to not hurt anyone (since it would prevent them from working for some time), don’t use their weapons in these fights, and take care not to hit the opponent too hard. As an alternative, intellectual games such as chess and checkers are often played to display intellectual prowess.&lt;br /&gt;
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====Family and Education====&lt;br /&gt;
Family is less nuclear/core to the Scarab way of life. A Scarab&#039;s ship is their family, and blood is less important than crew. Everyone in the crew has some level of responsibility to the welfare of children, but the nearer relationship to the child&#039;s parents, the greater the obligation.&lt;br /&gt;
Independence is encouraged early on, Scarabs avoiding children being a burden to the crew. Weak, dependent children can jeopardize a vessel by demanding excessive time and attention while contributing little. They are taught very early about wastefulness, recycling, the value of hard labor, and avoiding the long gaze of Shaitan. This is a communal effort, the values of their societies deemed too important for only two people to teach. Mistakes and even injuries are simply viewed as hands-on learning, such as the lesson that one can never pay too much close attention in space. Deeper learning, such as Engineering or other tasks are based on apprentice-ships; teaching done through work-based learning rather than extensive study of textbooks. However, reading is drilled in as much as writing, to read warning signs and instructional documents on crucial systems.&lt;br /&gt;
After these values are instilled, and the child is old enough to work safely work, they are treated with adulthood. The readiness to go out on their own is marked by the gift of a scarf by their immediate family, usually made of spidersilk.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Scarab origins date back to the departure of what would become the Core Fleets in 2205, massive residential and combat Warp vessels built on the fastest drives of the time. Utilizing only the most cutting edge agricultural and scientific technology, the African Confederation started the Children of Earth’s Pioneering Fleet. This would be known as the CEF, promising millions a new home some three-hundred light years away in a newly purchased territory. Within, multiple barren planets which could see simple terraforming to accommodate the burden of life. The destination, known as Trappist to the public, would soon find itself plastered on commercial advertising globally spanning Earth. Quickly did Trappist become a grand figure to hopeful pioneers, and roughly 250,000 people set out in the CEF with some three million others in trailing fleets.&lt;br /&gt;
&lt;br /&gt;
Charmed by the promises of the great unknown, the CEF propped itself up as being a “new hope for a galactic Humanity,” then only paralleled by the likes of the Martian terraforming projects. While Zeng-Hu Pharmaceuticals pioneered the terraforming of the inner solar system, Einstein Engines promised a safe home far away with little of the difficulty seen changing Mars’ environment. The three million soon doubled, then quadrupled as, over the course of thirty-five years leading to 2240. The CEF took on newer, faster vessels as Warp technology advanced and more joined the Core Fleets. The overwhelming majority of these ships would be powered by the efforts of Einstein Engines, having been assured to be without fault. &lt;br /&gt;
&lt;br /&gt;
The struggle that would then come was apparent immediately, as in 2243, the vessels had in accordance with Einstein Engines’ energy-saving solution, unified their sensor data into one singular ship’s computer. In essence, the Fleet’s travel from then on rested on the shoulders of a singular ship, a capital vessel known as the Mansa. Around this vessel, the entire fleet no matter how fast or slow must have followed. This spelled disaster, as one simple malfunction had placed the fleet in uncontrolled Warp for months - beginning the Lost Years, a time of great strife for the Core Fleets. Now sent wildly off course and out of position, there was no feasible way to resume the original mission.&lt;br /&gt;
&lt;br /&gt;
In the Lost Years, all contact with the outside world - and any hope of return to Earth - was lost. Those responsible for the malfunction were killed, and the fleets dissolved into uncontrolled chaos for some nondescript period of time, for exactly how long, none can tell. From the chaos, a simple man being the great-grandson of a mere bookkeeper arose on board the Mansa. His name was Apollo Kagwa, and from a relative bastion of peace amidst the fleet, he studied greatly into literature and media of old. With a wealth of knowledge at his disposal and a vision for the fleet’s survival, he gathered like-minded individuals and overtook the command hierarchy of the Mansa in a bloody war for unification - one that would become known as the Holy War, the Jihad that secured the survival of the Scarabs.&lt;br /&gt;
During these times their religion shifted and changed, turning into what is now known as Stutuism. Preaching that scarcity is the greatest enemy, that peace and strength is achieved through unity and domination. Not only physical, but also mental and spiritual. It also established who should do what and that each man and woman has their life course set for them, even if they might not know it. They worship a single god and consider every living human an extension of said deity, saying that scarcity and evil exists only to make children into adults, and unwise into the wise. He preached of Earth and its many bounties, and the people listened, knowing well what they could gain from going back to their old human lifestyles. Eventually, after many phases, Kagwa had conquered the Core Fleets as a whole with legendary strength and boundless wit.&lt;br /&gt;
&lt;br /&gt;
The Tian Kehan (an honorary title, vaguely Khan of Heaven) named Iraiya, the fourth successor of Kagwa is the current “leader” of the unified Scarabs. Today from their throne on the new capital ship King’s Omen, they seek out to unify Humanity - at least those like her own - under a single banner no matter the costs. Among Scarabs, she is known as the Queen in Blue. Scarabs represent an alien form of Man left to itself for nearly two hundred years, different and distanced from all societal progression that influenced their hand otherwise. In 2438, Scarabs made their grand return to the Coalition territories, and through trade upgraded their entire home fleet with bluespace technology. Now, the fleet is a combination of the inefficient past and sleek present. Much of this was obtained through the Techno-Conglomerate, who they maintain excellent relations with.&lt;br /&gt;
&lt;br /&gt;
=The Fleet=&lt;br /&gt;
The Scarab’s home fleet consists of nearly 630 permanent resident vessels with more than 20,000 individuals on board each. A nondescript number of smaller vessels exist, many of which are not permanent residents and simply move with the fleet for safety or business. Here are a few examples of vessels seen in the group.&lt;br /&gt;
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===Mayfly===&lt;br /&gt;
[[File:Mayfly.png|thumb|300px|The Scarab vessel &amp;quot;Mayfly&amp;quot; exiting bluespace at high velocity, its hull shimmering as it enters real space.]]&lt;br /&gt;
A ship originated from the Falklands. Colonists from this ship stick to the colors of blue, white and red. They’re primarily caucasian, this ship is known for some of the best engineers and sailors.&lt;br /&gt;
&lt;br /&gt;
An oddity in design, the Mayfly was a failed prototype purchased by Einstein Engines a year after its construction in 2201. The vessel itself was meant to be a garbage swoop originally, mopping Earth’s orbit of its dangerous hyper-accelerated debris. Competitors from Einstein were one step ahead however, and upon purchasing the vessel, it was converted into a heavy-duty freighter. At 1105 meters in width, the vessel resembles a very long, sideways stick with engines strapped on and cargo departments dangling from beneath. Now, almost 50,000 people call it home.&lt;br /&gt;
&lt;br /&gt;
===Impukane===&lt;br /&gt;
A Central African originating ship, the Impukane is known for its cooking and strong security force. The Scarabs from these ships would prefer colors like green, orange and red. People from these ships are primarily Central African.&lt;br /&gt;
&lt;br /&gt;
A largely untouched warp battleship at nearly 730 meters long, the Impukane is one of the largest vessels in the Scarab home fleet. Its intimidating, spikey mass may look dangerous at first glance, but the ship has over time become nothing more than a garrison for much of the official defense force the Scarabs may have. It routinely deploys assistance to fellow vessels for a myriad of reasons and holds a substantial prison wing that contains almost the entirety of the fleet’s own criminals. Its population has plummeted in recent years, now around 65,000.&lt;br /&gt;
&lt;br /&gt;
===Fa’Ta-Bs===&lt;br /&gt;
(Faladay Tadhhab Bsre) is a ship contributed by the Levant. They’re known for their excellent medical practitioners. Their official colors are white, blue and black. People from this ship are usually of Arabic or Jewish descent.&lt;br /&gt;
&lt;br /&gt;
Built with parts sent to space from the largest coil gun ever created, the Fa’Ta-Bs is a marvel of engineering from the 2200’s. The ship itself is relatively small in terms of the fleet, with a population of 11,300, but it also carries the fleet’s foremost medical supplies and response equipment. There are few children if at all kept on board the ship itself, with those on board explicitly being workers for the fleet. &lt;br /&gt;
&lt;br /&gt;
===Su-Yeongseon===&lt;br /&gt;
The Su-Yeongseon is a vessel with roots from eastern Asian, namely Korean descent who had branched off from an international effort to colonize the Antarctic in the early 2200’s. They are well known for their atmospheric manipulation and engineering prowess.&lt;br /&gt;
&lt;br /&gt;
From the newly-founded city designated Sierra Peak, the world’s largest Antarctic colony sprouted an effort to redirect the incredibly advanced environment control and habitation techniques into space. This was seen as a massive success to the Scarabs later down the line, with many of the tricks seen in surviving the harsh tundras now being used to preserve lives on board Scarab vessels. The forefront of this advanced study is the Su-Yeongseon, a large warp cruiser, built in 2197 and now retrofitted for bluespace travel that originally departed with the fleet for defensive purposes. Over time it was converted into an engineering warehouse, with many of its drone bays and missile silos now serving as hangars and storage compartments. The ship itself was built to hold 22,000 people at maximum, but over time has grown to have a population of 42,000 or more with space to spare thanks to modification.&lt;br /&gt;
[[File:San khol.png|The San-Khöl in low orbit of some nondescript Frontier world.|thumb]]&lt;br /&gt;
===San-Khöl===&lt;br /&gt;
(Sansryn Khölög) is a Mongolian originating ship. Colonists from this ship primarily enjoy the colors of red, blue, and yellow. They are known for their gardeners, hydroponicists, and scientists. People from this ship are usually of Mongolian or Chinese descent.&lt;br /&gt;
Built over the course of five years in Ulaanbaatar, the 1100 meter long San-Khöl is an impressive hydroponics vessel. Although capable of holding roughly 25,000 passengers, most of the available space on-board is dedicated to storage of water, food processing, and most importantly the eight hydroponics domes installed onto the ship’s exterior. These are used for fruits, vegetables, and most importantly insects. Three varieties of insect are the most raised here, the Hakhma, a massive beetle the size of a small car. These are utilized for their feed to meat ratio and friendly disposition. Secondly, the Süüs, a variety of honeypot ant that are soda-can sized. These are typically fed cactus juice, which the ant processes into an edible, reportedly tasty and highly nutritious juice, often seen hanging from a Scarab’s belt. Lastly various species of spider, used for their high-strength silk. The ninth dome is entirely devoid of such hydroponics, being used primarily for theatre and entertainment.&lt;br /&gt;
&lt;br /&gt;
===Bilröst, Jörmungandr and Jötunheimr===&lt;br /&gt;
[[File:Bilrost.png|The Bilrost and its sister ship the Jormungandr hidden on the very edge of a small gas cloud.|thumb]]&lt;br /&gt;
[[File:Bilrostemblem.png|The emblem of the Bilrost and the Jormungandr.|thumb]]&lt;br /&gt;
The CCV Bilröst and Jörmungandr are two ships contributed by the former Scandinavian Coalition. This group was formed around the year 2015 in response to the collapse of the European Union. The countries of Denmark, Norway, and Sweden hastily turned to each other for stability, reforming a modern version of the Scandinavian Monetary Union. Eventually the Bilröst was constructed in the year 2129, and the Jötunheimr in 2130. However, the plan was malformed. Certain aspects of the ship were under-engineered, certain systems were lacking in redundancies and backups, and an overall lack of strategy regarding reaching the promised land the Confederation had purchased. The addition of the escort ship, Jörmungandr, only complicated affairs, and not long after their launch, the Scandinavian Coalition was in the red.&lt;br /&gt;
&lt;br /&gt;
With so much of the Coalition’s focus on the new space faring vessels, its people fell to the wayside. Citizens of the Coalition faced food shortages, lack of available healthcare, and an increasing difficulty in finding good work. Times were dark, and with such unpleasant circumstances, there was one thing humans historically turned to - religion.&lt;br /&gt;
&lt;br /&gt;
And it was thus that the people of the Coalition started to look to their old ways.&lt;br /&gt;
&lt;br /&gt;
The people of the Coalition filled themselves with forgotten gods and culture, and it was thanks to this that they gained the strength that they needed to see themselves through adversity. They persevered, worked with what they had, and created the means aboard their new ships to end hunger and heal the sick - and it was in this way that they grew in purpose.&lt;br /&gt;
&lt;br /&gt;
==Bilröst==&lt;br /&gt;
The CRV Bilröst (Bifröst) was the first ship constructed by the Scandinavian coalition. Named after the burning rainbow bridge connecting Midgard and Asgard, the most important activities performed aboard the Bilröst are of the scientific variety, as well as medical work being split between here and the Jörmungandr. Here, important research is performed to enhance the Offworlder quality of living; musculoskeletal and immune system supplements, different types of bracing equipment, and even the first ESS prototype have undergone development here. Lastly, branching off chemical-based tomfoolery in the early days, the Bilröst is known across the flotilla for their excellent skills in making various confectionery products, especially candy and chewing gum.&lt;br /&gt;
&lt;br /&gt;
==Jörmungandr==&lt;br /&gt;
The CEV Jörmungandr is a satellite of sorts that accompanies the Bilröst. Named after the Midgard Serpent surrounding the Earth, it is significantly smaller in size, and is only used for non-civilian purposes. The main function of Jörmungandr is to handle and observe security scans to protect the main vessel. Access to the Jörmungandr is normally restricted to capable operators. Typically personnel here are either of an investigative nature, the temporary holding of criminals, or the maintenance and operation of various drones and robots, combat or otherwise. The Jörmungandr also keeps a small retinue of medical staff freely available to all Scarabs.&lt;br /&gt;
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==Jötunheimr==&lt;br /&gt;
&lt;br /&gt;
The CCV Jötunheimr (Jotunheim) was the last ship constructed by the Scandinavian coalition, and the largest of the three, the ‘center of life’ for them, and holds the highest population; owing to possessing the most residential space. Named after the ancestral homeland of the Jötnar, typical work aboard the Jötunheimr is the everyday logistics, mineral recovery, salvage, beekeeping, hydroponics and service/cooking that keeps the flotilla going. The Jötunheimr partakes in trading and exports such goods as minerals, confectionery products, equipment made on the Bilröst, and so on. Due to the harsh work aboard this vessel, the residents tend to be the fittest both spiritually and physically, the vessel boasting both elaborate fitness complexes, and places for group gatherings and rituals. While the passion the Scarabs here have for their work is praiseworthy, the feasts are legendary.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Scarabs&amp;diff=16407</id>
		<title>Scarabs</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Scarabs&amp;diff=16407"/>
		<updated>2020-09-04T03:58:29Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: Family &amp;amp; education update.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[File:Scarab_logo.png|The unique emblem of the Scarabs, owing its insectoid design to their reliance of such in history. |thumb]]&lt;br /&gt;
&lt;br /&gt;
The largest representation of [[Offworlder Humans|offworlders]], the Scarabs perfectly embody the nomadic characterization most of the zero-G-bound Humans have founded over the years. They are a clever bunch, numbering in the millions yet supporting themselves by utilizing advanced compact hydroponics and insect farming to survive and compete in the modern world. &lt;br /&gt;
&lt;br /&gt;
Originating from African Confederation colonists in the early 2200’s, their remarkable history demonstrates the true flexibility and resolve of Humanity. These pioneers, in their early years, banded together with those of other nations launching numerous vessels at similar times for the collective goal of colonizing the depths of space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Although they’re united, Scarabs still stick to naming their children after the colony ship they inhabit.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Scarabs adopt many of the often seen traits of other Offworlders, with a deep conversationalist attitude ingrained in all Scarabs out of necessity. The Scarabs have known centuries of scarcity, and it affects their culture and mindset very heavily. Greed, laziness and wastefulness are considered the most condemnable misdeeds and most vile insults, whereas selflessness, resourcefulness and hard work are the most praisable virtues. &lt;br /&gt;
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====Tujmansaal====&lt;br /&gt;
Tujmansaal is a very common spiritual concept that most Scarabs can deeply connect with. Roughly translated as “blissful times”, it represents a state in which a person can easily satisfy any of their own needs. Such a state is a very common life goal for most - simply living the rest of one’s life fed, safe and comfortable. Although one could see this as egotistical, needs of a Scarab often include being among friends and family, and seeing them happy - meaning that tujmansaal is not achievable unless all of your loved ones achieve it together with you.&lt;br /&gt;
&lt;br /&gt;
====Aiseheer====&lt;br /&gt;
Aiseheer is a relationship concept used often among Scarabs, roughly translated to “brothers in need”, and meaning people working towards a common goal despite all of their differences and disagreements. A single member involved in this kind of relationship is called an aiseh (plural aiseh). After the goal in question has been achieved, the aiseh may strengthen their bond and become close, or go separate ways once more. Skrell often find this similar to their concept of qu’pluux, but with the difference of aiseheer potentially involving many people, or entire groups.&lt;br /&gt;
&lt;br /&gt;
====Superstition and Conservation====&lt;br /&gt;
A very strong element of Scarab culture is superstition. Almost any Scarab is superstitious to at least some degree. Different omens, big and small, ominous and promising, vary from ship to ship, but are present everywhere. A few are universal. For example, the corpses of fellow crew must always be spaced - no space or resources should be wasted to preserve it, but neither may it be recycled or used in any form, as resorting to using fellow crew members’ dead bodies means that bad times have come, and it’s likely that it’s going to only get worse from there…&lt;br /&gt;
&lt;br /&gt;
Asking for more food than you were initially given at a meal, even when available, is a bad omen commonly associated with egoism and narcissism. Instead, uneaten food and leftovers must always be preserved and used as an ingredient in the next meal that is going to be made. On station, this would mean that food left after transfer should be stored safely in a refrigerator or a heater.&lt;br /&gt;
&lt;br /&gt;
Scarab engineering and maintenance crew members would often carry a spare wrench on themselves, which is a common good luck charm. However, having to give it away to someone else may spell disaster for both people in question.&lt;br /&gt;
&lt;br /&gt;
Meal times are strictly and sparingly scheduled for the entire ship, and are quiet times of appreciation for the work going into producing the food. Speaking up is strictly prohibited, and making eye contact is considered to be a bad omen - instead, this is a time to recall and reflect. Afterwards, a break is to be had, as a relatively recent custom. During this break time, ships may often dock to each other, exchanging news, resources, and oral tradition. &lt;br /&gt;
&lt;br /&gt;
====Fiction====&lt;br /&gt;
Fictional literature is almost non-existent due to consoles and paper being used extremely sparingly. Instead, verbal arts are almost exclusively oral, with stories, myths and legends being shared among departments or families after meal times, or passed by from ship to ship when docking. &lt;br /&gt;
&lt;br /&gt;
Most common are two genres. Shiwuniket is the older one - grim and dark stories that serve as some kind of warning or precaution. Themes of death, collapse and mysterious omens are all very common. Nitaniket, more recent and less popular, is comprised of stories of overcoming and triumph, where the main characters are savvy and clever individuals who are able to make the most of the limited resources they have, using them in creative ways to deal with danger or challenges thrown their way.&lt;br /&gt;
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====Shaitan====&lt;br /&gt;
A common character in Scarab folklore is Shaitan, the Adversary - a malevolent spirit which is said to be the personification of all evil. Although exact details differ from ship to ship, it commonly takes the form of a mysterious and elusive traveler with their eyes brightly shining, who then convinces someone to lead the entire ship to ruin. The exact details of how this is done may differ, but generally, the victim captures the light of the traveler’s eyes, becoming blinded with their own reflection and giving in to madness, now only obsessed with their own well-being, and eventually bringing the ship to a collapse. &lt;br /&gt;
&lt;br /&gt;
====Ceremonial weaponry====&lt;br /&gt;
Weapons and weapon-making are almost glorified in Scarab societies, often considered extremely prized possessions. An almost universal marriage rite is presenting a beautiful, ornate knife or dagger to the significant other, who will then return it with the handle going forward if the offer is accepted, and the blade going forward if it is denied. Some ships use a decorated gun instead of a knife, but the process is generally the same, going without much fanfare. When dealing with non-Scarabs, a Scarab would often ask to sit down at a table, and then lay their weapons on it. This ceremonial disarming is not only done to take caution, but also to look at how well-made the weaponry of the other person is. &lt;br /&gt;
&lt;br /&gt;
Scarabs value a good weapon and displays of power, but nothing is more wasteful than ending the life of a worker. Thus, many Scarabs enjoy bouts with fellow crew, but, taking extreme care to not hurt anyone (since it would prevent them from working for some time), don’t use their weapons in these fights, and take care not to hit the opponent too hard. As an alternative, intellectual games such as chess and checkers are often played to display intellectual prowess.&lt;br /&gt;
&lt;br /&gt;
====Family &amp;amp; Education====&lt;br /&gt;
Family is less nuclear/core to the Scarab way of life. A Scarab&#039;s ship is their family, and blood is less important than crew. Everyone in the crew has some level of responsibility to the welfare of children, but the nearer relationship to the child&#039;s parents, the greater the obligation.&lt;br /&gt;
Independence is encouraged early on, Scarabs avoiding children being a burden to the crew. Weak, dependent children can jeopardize a vessel by demanding excessive time and attention while contributing little. They are taught very early about wastefulness, recycling, the value of hard labor, and avoiding the long gaze of Shaitan. This is a communal effort, the values of their societies deemed too important for only two people to teach. Mistakes and even injuries are simply viewed as hands-on learning, such as the lesson that one can never pay too much close attention in space. Deeper learning, such as Engineering or other tasks are based on apprentice-ships; teaching done through work-based learning rather than extensive study of textbooks. However, reading is drilled in as much as writing, to read warning signs and instructional documents on crucial systems.&lt;br /&gt;
After these values are instilled, and the child is old enough to work safely work, they are treated with adulthood. The readiness to go out on their own is marked by the gift of a scarf by their immediate family, usually made of spidersilk.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Scarab origins date back to the departure of what would become the Core Fleets in 2205, massive residential and combat Warp vessels built on the fastest drives of the time. Utilizing only the most cutting edge agricultural and scientific technology, the African Confederation started the Children of Earth’s Pioneering Fleet. This would be known as the CEF, promising millions a new home some three-hundred light years away in a newly purchased territory. Within, multiple barren planets which could see simple terraforming to accommodate the burden of life. The destination, known as Trappist to the public, would soon find itself plastered on commercial advertising globally spanning Earth. Quickly did Trappist become a grand figure to hopeful pioneers, and roughly 250,000 people set out in the CEF with some three million others in trailing fleets.&lt;br /&gt;
&lt;br /&gt;
Charmed by the promises of the great unknown, the CEF propped itself up as being a “new hope for a galactic Humanity,” then only paralleled by the likes of the Martian terraforming projects. While Zeng-Hu Pharmaceuticals pioneered the terraforming of the inner solar system, Einstein Engines promised a safe home far away with little of the difficulty seen changing Mars’ environment. The three million soon doubled, then quadrupled as, over the course of thirty-five years leading to 2240. The CEF took on newer, faster vessels as Warp technology advanced and more joined the Core Fleets. The overwhelming majority of these ships would be powered by the efforts of Einstein Engines, having been assured to be without fault. &lt;br /&gt;
&lt;br /&gt;
The struggle that would then come was apparent immediately, as in 2243, the vessels had in accordance with Einstein Engines’ energy-saving solution, unified their sensor data into one singular ship’s computer. In essence, the Fleet’s travel from then on rested on the shoulders of a singular ship, a capital vessel known as the Mansa. Around this vessel, the entire fleet no matter how fast or slow must have followed. This spelled disaster, as one simple malfunction had placed the fleet in uncontrolled Warp for months - beginning the Lost Years, a time of great strife for the Core Fleets. Now sent wildly off course and out of position, there was no feasible way to resume the original mission.&lt;br /&gt;
&lt;br /&gt;
In the Lost Years, all contact with the outside world - and any hope of return to Earth - was lost. Those responsible for the malfunction were killed, and the fleets dissolved into uncontrolled chaos for some nondescript period of time, for exactly how long, none can tell. From the chaos, a simple man being the great-grandson of a mere bookkeeper arose on board the Mansa. His name was Apollo Kagwa, and from a relative bastion of peace amidst the fleet, he studied greatly into literature and media of old. With a wealth of knowledge at his disposal and a vision for the fleet’s survival, he gathered like-minded individuals and overtook the command hierarchy of the Mansa in a bloody war for unification - one that would become known as the Holy War, the Jihad that secured the survival of the Scarabs.&lt;br /&gt;
During these times their religion shifted and changed, turning into what is now known as Stutuism. Preaching that scarcity is the greatest enemy, that peace and strength is achieved through unity and domination. Not only physical, but also mental and spiritual. It also established who should do what and that each man and woman has their life course set for them, even if they might not know it. They worship a single god and consider every living human an extension of said deity, saying that scarcity and evil exists only to make children into adults, and unwise into the wise. He preached of Earth and its many bounties, and the people listened, knowing well what they could gain from going back to their old human lifestyles. Eventually, after many phases, Kagwa had conquered the Core Fleets as a whole with legendary strength and boundless wit.&lt;br /&gt;
&lt;br /&gt;
The Tian Kehan (an honorary title, vaguely Khan of Heaven) named Iraiya, the fourth successor of Kagwa is the current “leader” of the unified Scarabs. Today from their throne on the new capital ship King’s Omen, they seek out to unify Humanity - at least those like her own - under a single banner no matter the costs. Among Scarabs, she is known as the Queen in Blue. Scarabs represent an alien form of Man left to itself for nearly two hundred years, different and distanced from all societal progression that influenced their hand otherwise. In 2438, Scarabs made their grand return to the Coalition territories, and through trade upgraded their entire home fleet with bluespace technology. Now, the fleet is a combination of the inefficient past and sleek present. Much of this was obtained through the Techno-Conglomerate, who they maintain excellent relations with.&lt;br /&gt;
&lt;br /&gt;
=The Fleet=&lt;br /&gt;
The Scarab’s home fleet consists of nearly 630 permanent resident vessels with more than 20,000 individuals on board each. A nondescript number of smaller vessels exist, many of which are not permanent residents and simply move with the fleet for safety or business. Here are a few examples of vessels seen in the group.&lt;br /&gt;
&lt;br /&gt;
===Mayfly===&lt;br /&gt;
[[File:Mayfly.png|thumb|300px|The Scarab vessel &amp;quot;Mayfly&amp;quot; exiting bluespace at high velocity, its hull shimmering as it enters real space.]]&lt;br /&gt;
A ship originated from the Falklands. Colonists from this ship stick to the colors of blue, white and red. They’re primarily caucasian, this ship is known for some of the best engineers and sailors.&lt;br /&gt;
&lt;br /&gt;
An oddity in design, the Mayfly was a failed prototype purchased by Einstein Engines a year after its construction in 2201. The vessel itself was meant to be a garbage swoop originally, mopping Earth’s orbit of its dangerous hyper-accelerated debris. Competitors from Einstein were one step ahead however, and upon purchasing the vessel, it was converted into a heavy-duty freighter. At 1105 meters in width, the vessel resembles a very long, sideways stick with engines strapped on and cargo departments dangling from beneath. Now, almost 50,000 people call it home.&lt;br /&gt;
&lt;br /&gt;
===Impukane===&lt;br /&gt;
A Central African originating ship, the Impukane is known for its cooking and strong security force. The Scarabs from these ships would prefer colors like green, orange and red. People from these ships are primarily Central African.&lt;br /&gt;
&lt;br /&gt;
A largely untouched warp battleship at nearly 730 meters long, the Impukane is one of the largest vessels in the Scarab home fleet. Its intimidating, spikey mass may look dangerous at first glance, but the ship has over time become nothing more than a garrison for much of the official defense force the Scarabs may have. It routinely deploys assistance to fellow vessels for a myriad of reasons and holds a substantial prison wing that contains almost the entirety of the fleet’s own criminals. Its population has plummeted in recent years, now around 65,000.&lt;br /&gt;
&lt;br /&gt;
===Fa’Ta-Bs===&lt;br /&gt;
(Faladay Tadhhab Bsre) is a ship contributed by the Levant. They’re known for their excellent medical practitioners. Their official colors are white, blue and black. People from this ship are usually of Arabic or Jewish descent.&lt;br /&gt;
&lt;br /&gt;
Built with parts sent to space from the largest coil gun ever created, the Fa’Ta-Bs is a marvel of engineering from the 2200’s. The ship itself is relatively small in terms of the fleet, with a population of 11,300, but it also carries the fleet’s foremost medical supplies and response equipment. There are few children if at all kept on board the ship itself, with those on board explicitly being workers for the fleet. &lt;br /&gt;
&lt;br /&gt;
===Su-Yeongseon===&lt;br /&gt;
The Su-Yeongseon is a vessel with roots from eastern Asian, namely Korean descent who had branched off from an international effort to colonize the Antarctic in the early 2200’s. They are well known for their atmospheric manipulation and engineering prowess.&lt;br /&gt;
&lt;br /&gt;
From the newly-founded city designated Sierra Peak, the world’s largest Antarctic colony sprouted an effort to redirect the incredibly advanced environment control and habitation techniques into space. This was seen as a massive success to the Scarabs later down the line, with many of the tricks seen in surviving the harsh tundras now being used to preserve lives on board Scarab vessels. The forefront of this advanced study is the Su-Yeongseon, a large warp cruiser, built in 2197 and now retrofitted for bluespace travel that originally departed with the fleet for defensive purposes. Over time it was converted into an engineering warehouse, with many of its drone bays and missile silos now serving as hangars and storage compartments. The ship itself was built to hold 22,000 people at maximum, but over time has grown to have a population of 42,000 or more with space to spare thanks to modification.&lt;br /&gt;
[[File:San khol.png|The San-Khöl in low orbit of some nondescript Frontier world.|thumb]]&lt;br /&gt;
===San-Khöl===&lt;br /&gt;
(Sansryn Khölög) is a Mongolian originating ship. Colonists from this ship primarily enjoy the colors of red, blue, and yellow. They are known for their gardeners, hydroponicists, and scientists. People from this ship are usually of Mongolian or Chinese descent.&lt;br /&gt;
Built over the course of five years in Ulaanbaatar, the 1100 meter long San-Khöl is an impressive hydroponics vessel. Although capable of holding roughly 25,000 passengers, most of the available space on-board is dedicated to storage of water, food processing, and most importantly the eight hydroponics domes installed onto the ship’s exterior. These are used for fruits, vegetables, and most importantly insects. Three varieties of insect are the most raised here, the Hakhma, a massive beetle the size of a small car. These are utilized for their feed to meat ratio and friendly disposition. Secondly, the Süüs, a variety of honeypot ant that are soda-can sized. These are typically fed cactus juice, which the ant processes into an edible, reportedly tasty and highly nutritious juice, often seen hanging from a Scarab’s belt. Lastly various species of spider, used for their high-strength silk. The ninth dome is entirely devoid of such hydroponics, being used primarily for theatre and entertainment.&lt;br /&gt;
&lt;br /&gt;
===Bilröst, Jörmungandr and Jötunheimr===&lt;br /&gt;
[[File:Bilrost.png|The Bilrost and its sister ship the Jormungandr hidden on the very edge of a small gas cloud.|thumb]]&lt;br /&gt;
[[File:Bilrostemblem.png|The emblem of the Bilrost and the Jormungandr.|thumb]]&lt;br /&gt;
The CCV Bilröst and Jörmungandr are two ships contributed by the former Scandinavian Coalition. This group was formed around the year 2015 in response to the collapse of the European Union. The countries of Denmark, Norway, and Sweden hastily turned to each other for stability, reforming a modern version of the Scandinavian Monetary Union. Eventually the Bilröst was constructed in the year 2129, and the Jötunheimr in 2130. However, the plan was malformed. Certain aspects of the ship were under-engineered, certain systems were lacking in redundancies and backups, and an overall lack of strategy regarding reaching the promised land the Confederation had purchased. The addition of the escort ship, Jörmungandr, only complicated affairs, and not long after their launch, the Scandinavian Coalition was in the red.&lt;br /&gt;
&lt;br /&gt;
With so much of the Coalition’s focus on the new space faring vessels, its people fell to the wayside. Citizens of the Coalition faced food shortages, lack of available healthcare, and an increasing difficulty in finding good work. Times were dark, and with such unpleasant circumstances, there was one thing humans historically turned to - religion.&lt;br /&gt;
&lt;br /&gt;
And it was thus that the people of the Coalition started to look to their old ways.&lt;br /&gt;
&lt;br /&gt;
The people of the Coalition filled themselves with forgotten gods and culture, and it was thanks to this that they gained the strength that they needed to see themselves through adversity. They persevered, worked with what they had, and created the means aboard their new ships to end hunger and heal the sick - and it was in this way that they grew in purpose.&lt;br /&gt;
&lt;br /&gt;
==Bilröst==&lt;br /&gt;
The CRV Bilröst (Bifröst) was the first ship constructed by the Scandinavian coalition. Named after the burning rainbow bridge connecting Midgard and Asgard, the most important activities performed aboard the Bilröst are of the scientific variety, as well as medical work being split between here and the Jörmungandr. Here, important research is performed to enhance the Offworlder quality of living; musculoskeletal and immune system supplements, different types of bracing equipment, and even the first ESS prototype have undergone development here. Lastly, branching off chemical-based tomfoolery in the early days, the Bilröst is known across the flotilla for their excellent skills in making various confectionery products, especially candy and chewing gum.&lt;br /&gt;
&lt;br /&gt;
==Jörmungandr==&lt;br /&gt;
The CEV Jörmungandr is a satellite of sorts that accompanies the Bilröst. Named after the Midgard Serpent surrounding the Earth, it is significantly smaller in size, and is only used for non-civilian purposes. The main function of Jörmungandr is to handle and observe security scans to protect the main vessel. Access to the Jörmungandr is normally restricted to capable operators. Typically personnel here are either of an investigative nature, the temporary holding of criminals, or the maintenance and operation of various drones and robots, combat or otherwise. The Jörmungandr also keeps a small retinue of medical staff freely available to all Scarabs.&lt;br /&gt;
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==Jötunheimr==&lt;br /&gt;
&lt;br /&gt;
The CCV Jötunheimr (Jotunheim) was the last ship constructed by the Scandinavian coalition, and the largest of the three, the ‘center of life’ for them, and holds the highest population; owing to possessing the most residential space. Named after the ancestral homeland of the Jötnar, typical work aboard the Jötunheimr is the everyday logistics, mineral recovery, salvage, beekeeping, hydroponics and service/cooking that keeps the flotilla going. The Jötunheimr partakes in trading and exports such goods as minerals, confectionery products, equipment made on the Bilröst, and so on. Due to the harsh work aboard this vessel, the residents tend to be the fittest both spiritually and physically, the vessel boasting both elaborate fitness complexes, and places for group gatherings and rituals. While the passion the Scarabs here have for their work is praiseworthy, the feasts are legendary.&lt;br /&gt;
&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=16215</id>
		<title>Skrell</title>
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		<updated>2020-08-20T02:34:14Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: Psionics legality&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian (Nral&#039;Malic), Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
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Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
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==Heads of Staff==&lt;br /&gt;
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Skrell can be the following heads of staff:&lt;br /&gt;
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* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
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== Mechanics ==&lt;br /&gt;
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*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&lt;br /&gt;
*Skrell have their own language that can be used by typing ,k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &lt;br /&gt;
*Skrell have large heads with protruding head tails and due to this they cannot wear normal hardsuit helmets but instead need to wear Skrell hardsuit helmets (found in EVA). Their head tails also make it uncomfortable to wear normal headwear such as hats so most Skrell opt out of that. However, Skrell can wear normal hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious.&lt;br /&gt;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&lt;br /&gt;
*The Federation has been allied with human states for longer than any other alien government has; as such, many of the most valued specialists in human space are Skrell. They are suitable for any role on station, but they&#039;re most commonly seen in white collar roles, and older Skrell typically possess a multitude of qualifications. However, Skrell do not lightly dip into jobs, instead fully committing themselves to mastering a field of education before moving onto another. This involves the Skrell in question typically spending quite a while working in the field, gaining experience; after all, degrees are only half of it. After quite a bit of work, the Skrell may move onto another field entirely.&lt;br /&gt;
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== Biology ==&lt;br /&gt;
[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Jargon gestures.]]&lt;br /&gt;
Physically Skrell have an average height ranging from &#039;&#039;&#039;4’5” to 5’5”.&#039;&#039;&#039; Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Typically if these gums are not used to &#039;chew&#039;, Skrell otherwise swallow their foods whole, or grind them into a softer form, some carrying around mortars and pestles. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, typically hanging down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles grow throughout their whole life at various speeds, with the oldest Skrell typically having very long headtails - and being the least likely to modify their length at spas with headtail-treatments. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system.&lt;br /&gt;
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Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
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Skrell, dissimilar to other sophonts in the Orion Spur, do not possess two distinct biological sexes. They are synchronous hermaphrodites, possessing the ability to both lay and fertilize eggs. Due to this, Skrell have neither secondary sexual characteristics/dimorphism, or any mental concept of gender. There is no social concern for gender, which Federation Skrell typically view as another label other races have they do not understand. Some younger Skrell may &#039;identify&#039; with a certain gender, adopting different pronouns or attempting to conform (often poorly) to various alien notions of gendered clothing, but they most often do not really feel it; their psychology not supporting it. Some view it as a more trendy thing similar to uses of a Zodiac sign. Skrell unfamiliar with galactic customs can confuse the sexes of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”. This has led to the adaptation of a newer personal pronoun to areas like Tau Ceti Basic as a loanword from Nral&#039;malic, taking the form of vi/xil/xilself. This form is actually a heavily simplified version of the Nral&#039;malic word, the original widely regarded by Skrell and the aliens that use it as too much to expect non-Skrell to remember.&lt;br /&gt;
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Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation allows them to increase their lifespan to an impressive 300 to 500 years.&lt;br /&gt;
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Due to the lingering effects of Glorsh&#039;s attempts to genetically manipulate Skrell, a sizable percentage of Skrell are completely sterile. Thanks to the intense research efforts of Skrellian doctors and scientists, modern Federation specialists have the capability to at least partially reverse these effects in half of all Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only about a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have 8 eggs hatch at a time. Without treatments, effected eggs remain inert, not developing.&lt;br /&gt;
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===Physical Appearance===&lt;br /&gt;
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Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
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Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. Skrell skin notably contains glands which secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
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Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
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===Ethnicities===&lt;br /&gt;
While the &amp;quot;common&amp;quot; Skrell in Tau Ceti space is thought of to conform to a basic physical archetype, there are in reality many differing &#039;types&#039; or &#039;ethnicities&#039; of Skrell which are categorized based on both physical attributes, as well as point of origin on the homeworld. These ethnicities of Skrell have emerged much as those of humankind have, based on localized groups adapting to their native territory and intermarrying with their own to reinforce the prevalence of certain traits, traits not exclusive to either archetype.&lt;br /&gt;
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There are specific populations of Skrell which are considered to be of the Axiori archetype, in that they have traits which are typically associated with those who found in the more oceanic regions of the planet. Typical traits include a thinner mucus on the body, darker skin colors, more prominent webbing on the hands and feet, and generally taller builds. Not all &#039;&#039;&#039;Axiori&#039;&#039;&#039; Skrell have these traits, but it is more common to see in someone with a genetic relationship to this population. Axiori are also more prone to &#039;&#039;&#039;Volvuunt Qixqalau&#039;&#039;&#039;.&lt;br /&gt;
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Likewise there are also &#039;&#039;&#039;Xiialt&#039;&#039;&#039; archetype Skrell, who are known to be on the other side of this spectrum of traits. Their adaptations are more consistent with the dryer regions of their homeworld. Thicker and more gelatinous mucous, lighter colored skin, more superficial webbing on the hands and feet, and generally shorter builds, are traits that are commonly associated with Xiialt Skrell. &lt;br /&gt;
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The differences between these ethnicities of Skrell are not so severe that a mixture of them would be considered &amp;quot;biracial&amp;quot;. All Skrell fall somewhere on the spectrum from &amp;quot;sticky or slimy&amp;quot;, &amp;quot;light or dark&amp;quot;, &amp;quot;webbed or not&amp;quot;. Complications resulting from Glorsh&#039;s actions and the Genophage have led to even further blurring of the lines between ethnicities. However, those who have strong genetic lineages of a certain ethnicity will likely display the associated physical traits.&lt;br /&gt;
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===Disorders===&lt;br /&gt;
[[File:skrellburger.png|thumb|alt=|A Skrell with beakmouth consumes a delicious burger. While downsides are heavy, those with the disorder do not complain about their ability to easier chew foods.]]&lt;br /&gt;
There is a disorder named &#039;&#039;&#039;Volvuunt Qixqalau,&#039;&#039;&#039; which in a dead Skrellian language translates to &amp;quot;everted gills&amp;quot;, which can affect Skrell. While Skrell gills are typically internal and protected by mucuous membranes, those with disorder have their gill structures everted and exposed to the air, limply hanging on the neck below the jawline. Skrell with Volvuunt Qixqalau are born with it, and it cannot be developed over time.&lt;br /&gt;
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Skrell affected by Volvuunt Qixqalau can suffer relatively little with the disorder, and the external gills can even be more effective underwater due to the increased surface area. However, due to the very delicate nature of the gills, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - some Skrell have such trouble with the gills that they are corrected by surgery, which is a lengthy and risky procedure due to the rarity of the disorder, and the sensitivity and delicate nature of the area, but technological advances and skilled surgeons make it incredibly possible. Some with this disorder choose to use an adaptive apparatus, a water-filled collar that keeps them both hydrated and safe.&lt;br /&gt;
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Research as to how the mutation occurs been mostly inconclusive, showing that it can only be caused by inherited genetics. Censuses show that the prevalence of this mutation has increased since the Synthetic Singularity due to the genetic manipulation, and Skrell affected by Volvuunt Qixqalau make up 20% of the Federation&#039;s population.&lt;br /&gt;
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Another disorder is &#039;&#039;&#039;Beakmouth,&#039;&#039;&#039; a genetic disorder and birth defect that is somewhat uncommonly found in Skrell. It manifests at birth as the formation of interlocking chitinous plates in the mouth, similar to a squid&#039;s beak. These plates are sharp enough to cut, and those afflicted with untreated beakmouth often find themselves accidentally biting and wounding the insides of their cheeks, as well as their lips and tongue. The plates are solid pieces which interlock, unlike human teeth which are separate structures.&lt;br /&gt;
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Beakmouth causes a strong speech impediment in those afflicted with it as well, leading the pronunciation of all sounds to have a &amp;quot;squishy&amp;quot; quality, leading them to be hard to understand even in their own language; communication in Tau Ceti Basic is almost impossible. As a result, those with untreated beakmouth tend to prefer telepathic communication, which makes them reluctant to mingle with the rest of galactic society. This leads outsiders to believe beakmouth is a relatively rare condition; on the contrary it is somewhat prevalent in certain ethnicities, however most sufferers of this genetic condition have it corrected in infancy, or else rarely leave their home system. &lt;br /&gt;
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The treatment for beakmouth is simply the surgical removal of these chitinous plates; they can be safely removed from the jaw without permanent debilitation, and those who have the procedure done in infancy typically grow up to bear little evidence of the affliction. When performed in adulthood, this procedure is much more invasive with risks of complication, and so those who grow up without having it corrected tend to refrain from surgical intervention later in life. Adult sufferers of beakmouth tend to prefer to have these plates ground down to a manageable level.&lt;br /&gt;
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===Psychology===&lt;br /&gt;
Skrell psychology and their mindset are set far apart from humans; this primarily concerns their wiring towards long-term thinking, cyclical brain expansion, and high emotional variability and sensitivity.&lt;br /&gt;
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One of the mechanisms behind this longer timeframe is that Skrell brain-matter undergoes cyclical expansions over decades, a ‘mental version’ of human growth spurts. These cycles are marked by the individual suddenly feeling much more competent and capable of learning; these expansions typically coming in a predictable timeframe. Showing signs of reaching these milestones can lead to acknowledgement by elder Skrell as a peer, rather than a subordinate. These cycles go on for a Skrell’s entire lifespan, though they often experience ‘plateaus’, stall periods that are typically around twenty five to fifty years in length between intellectual spurts. Coping with these plateaus are a cornerstone of Skrell psychology, much like human athletes. One part of these growth spurts is not only the increase of intellectual processing capacity, but also an increase in memory. With memory not being scarce and valuable, some Skrell might waste it on the very minor things, including slights. A healthy use would be remembering the scent of a flower a Skrell was given seventy years ago, unhealthy uses can be remembering the exact words a superior said to them, that they might say the same to their superior’s grandchild when the child is denied a spot on an escape pod. &lt;br /&gt;
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This can make Skrell excellent plotters and planners. Many young Skrell in the Federation trying to make their way have to contend with elder Skrell from previous Eras with outdated social mores and startling things to say about centuries-old events; weaving intricate plots over centuries of time only for insignificantly small gains and to carry out deep-set grudges. Social games and near-backstabbing that their subordinates would never understand, but still find themselves playing into. Quid-pro-quo ‘tag, you’re it’ games that have significant consequences over the lives of everyday people. One day, jealousy and contempt between two Lu&#039;Poxii might lead to a scientific, medical, or cultural advances being suppressed or even banned because one stole another&#039;s&#039; research two centuries ago. Though, sometimes these might turn out positive; one may have a huge research grant suddenly dropped on their super-niche and passion-based research project because someone old and influential owed a family member.&lt;br /&gt;
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As a whole, Skrell generally have difficulty with viewing events that take place over short timeframes like mere “months” or “years” with the same importance that shorter-lived races do. Consequences lasting less than a decade are felt far less. They are higher tolerance for momentary ‘human’ worries; such as temporary social rejection, or having to wait for things to come to fruition. On the other hand, Skrell have a lower tolerance for actual long-term worries. Existential threats, trauma, social alienation and paranoia, etcetera. This also applies to their entertainment; Skrellian television programs can typically have forty seasons of content, movies are rarely less than at least eight hours long. Some more traditional music can be equally long, older stuff containing nearly-day-long symphonies made of subtle, droning aquatic noises only detectable over a long expanse of time.&lt;br /&gt;
Their longer timeframe also gives them a higher resilience to accumulating stress, but relieving stress is notoriously complicated. Normally, every once in a decade or few, Skrell go to ‘therapy camps’, a year or two spent at an analog of a rehab facility in relative isolation to process their feelings, confronting decades of pent-up experiences. Alternatively, some go on their own to the ‘wilderness’, sometimes uninhabited exoplanets, perhaps even doing activities such as disintegrating rocks with energy weapons. They typically come out of the experiences almost frighteningly ‘zen’, a paragon of calmness and sanity at least until they build it up again. While this is something unquestioned in Jargon society, Skrell typically not wanting to set someone off by asking why they’re taking a gap year, it is difficult for Skrell that have emigrated to human society. Megacorporations are typically not found automatically granting Skrellian employees a year-long leave, so they can end up overdue and a bit ‘twitchy.’ &lt;br /&gt;
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==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
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There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50.  It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other.  Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records.  Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
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Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species have been tested, but results have shown that unaugmented members of other species can suffer effects from long-term, prolonged exposure to active telepathy. Cooperation between Jargon and the Sol Alliance has resulted in laws against harmful usage of psychic powers. While sending only &#039;verbal information&#039; is legal, sending anything other than that such as imagery is illegal if explicit consent has not been granted. Nonconsensual usage of mind reading is also entirely illegal, falling under privacy laws; search warrants do not extend to cover mind reading.&lt;br /&gt;
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===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters ‘deep’ sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Dream, or Srom&#039;&#039;&#039;. Here, their thoughts connect to others on a deeper level than the Wake can allow, transmitting emotions and memories. This psychic space is much like a &#039;&#039;&#039;human lucid dream&#039;&#039;&#039;, but on a much wider scale.&lt;br /&gt;
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The size of any given Srom &#039;&#039;&#039;dreambubble&#039;&#039;&#039; is dependent on the amount of psychics recently occupying a location. A small number will generally keep their dreams to themselves, perhaps picking up only scarce traces from one another. Smaller dreambubbles can widely vary in appearance, generally the strongest memory or lucid concept dreamt up. Larger dreambubbles, such as on &#039;&#039;&#039;Homeworld&#039;&#039;&#039;, resemble the environment they’re built around.&lt;br /&gt;
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Psychic individuals can lucidly alter and adjust things in Srom based on skill, effort, and power. Typically, the most common move is to alter one&#039;s dream body; some claim the process is easier if one sleeps wearing a costume. Overuse of lucid dreaming causing various levels of unpleasant physiological and psychological effects. It takes a keen mind to perfectly replicate how a dreamed up object would realistically act. Lastly, &#039;&#039;&#039;stress&#039;&#039;&#039; can cause objects to spontaneously apparate in the Srom or change it.&lt;br /&gt;
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Curiously enough, the &#039;&#039;&#039;&#039;ghosts&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;memories&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;echoes&#039;&#039;&#039;&#039; of particularly psionically-attuned individuals can remain in dreambubbles after their waking body’s death - with some effort. These typically act somewhat esoterically. These thought projections are ephemeral, never lasting very long.&lt;br /&gt;
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It is &#039;&#039;&#039;difficult&#039;&#039;&#039; to &#039;&#039;&#039;keep ones lips sealed in the Dream&#039;&#039;&#039;, with inhibitions that often keep ones thoughts to themselves easily melting away. However, it is also much easier to create and &#039;&#039;&#039;brainstorm&#039;&#039;&#039; in Srom. This often extends to the waking world, the body mumbling recent excerpts from their dreamspeech. Ways to hide from the &#039;&#039;&#039;dreamclutter&#039;&#039;&#039; of a dreambubble are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that &#039;&#039;&#039;aluminum&#039;&#039;&#039; (typically headpieces, blankets, or plated walls) blocks off sections of a Dreambubble entirely. &lt;br /&gt;
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Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in &#039;&#039;&#039;light sleep or awake entirely&#039;&#039;&#039;. This means most who hold secrets have the telltale sign of being constantly tired, however you can train yourself to enter a &#039;&#039;&#039;meditative trance&#039;&#039;&#039;, keeping the mind active while the body rests. Scientists frequently isolate themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with each other in private.&lt;br /&gt;
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Some Skrell fall into the categories of an &#039;&#039;&#039;oversleeper or an undersleeper&#039;&#039;&#039;. Some find themselves &#039;&#039;&#039;addicted&#039;&#039;&#039; to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oversleepers are seen as &#039;&#039;&#039;reclusive&#039;&#039;&#039; and sometimes lackadaisical individuals, and undersleepers are seen as holders of &#039;&#039;&#039;deep and potentially dangerous secrets.&#039;&#039;&#039; &lt;br /&gt;
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It is known that Skrell only need to sleep for &#039;&#039;&#039;minutes at a time&#039;&#039;&#039;, being able to lapse in and out of consciousness almost on-command. However, they are able to remain asleep for &#039;&#039;&#039;incredibly long periods&#039;&#039;&#039;, even weeks or months at a time. Many take sixty-second naps throughout their day to remain refreshed.&lt;br /&gt;
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Due to the sometimes &#039;&#039;&#039;chaotic nature&#039;&#039;&#039; of thousands on thousands of individuals sharing a space that more than just a few can alter, there is a dedicated division of the &#039;&#039;&#039;Federation law enforcement&#039;&#039;&#039; just for the Srom. Called &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, translating to &#039;&#039;&#039;Dream Enforcement&#039;&#039;&#039;, their roles are to ensure that major planetary dreambubbles are safe from wild lucidity. Agents are recruited from Skrell with &#039;&#039;&#039;very high psychic potential&#039;&#039;&#039;. The Dream Enforcement are also in charge of ensuring no illegal or anti-Federation activities are being dreamt, particularly the &#039;&#039;&#039;malicious use of Nlom-capable devices.&#039;&#039;&#039; &lt;br /&gt;
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These Nlom devices are often two-way interfaces within a dreambubble, and dreamers can learn to interact with them to operate machinery in the waking world. With the right setup, a scientist can continue his work into his sleep. One example of practical application is an interface between a bluespace navigation drive and &#039;&#039;&#039;three Skrell pilots&#039;&#039;&#039;, who will plot bluespace trajectories at the same speed, or faster than an AI from human space. It&#039;s very difficult to concentrate in the Dream, which means you require a large amount of training and practice to operate Nlom interfaces while in it.&lt;br /&gt;
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===Telepathy===&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befriend 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;
An important social norm in Jargon; seemingly hardwired in Skrell, is that one must never enter anothers’ bedroom without explicit permission. This is followed nearly everywhere; primarily for the reason that while Skrell do not require much sleep at all, they are extremely picky about their resting conditions. They might want their hibernation fluid in a liquid-based bed chilled to exactly thirty five degrees fahrenheit, or want no fluid at all and prefer a localized gravity generator set exactly to 1.62 m/s. Interrupting a Skrell while they are sleeping is one of the most grievous offenses in Jargon culture, and in fiction the invasion of someones’ inviolable cozy sanctuary against their will is a way for Skrell storytellers to establish that someone has more than a few screws loose. Though, of course, it is nowhere near unheard of for some Skrell to sleep in the same room or even in the same bed, providing their tastes align. Naturally, humans do not understand this; some merely thinking that Skrell are highly opposed to not knocking first. Some Skrell in liquid-based sleeping solutions, can feel a compulsion to carry water from their home environment (typically from where they hatched) and sleep in it. This is often attributed to an old biological holdover, like matching the pH content. However, Skrell view it as simply ‘something you do.’&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 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;
One thing that can heavily affect a Skrell’s mindset and emotions are tidal cycles, their psychology as sea creatures being heavily attuned to such. This can vary from Skrell to Skrell, some feeling like garbage on a new moon, others feeling rejuvenated and full of energy. Some strange cosmic phenomena that can affect tides and gravity are easily noticed by them as well. This can lead to some Skrell being rather reluctant to migrate from planet to planet; the size of a moon, how many there are, and even a lack of any moon can even cause full-scale personality shifts, at the very least a bit of ‘shuttle lag.’&lt;br /&gt;
&lt;br /&gt;
The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
&lt;br /&gt;
The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
&lt;br /&gt;
While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
&lt;br /&gt;
Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Main page: [[Skrell History]]&lt;br /&gt;
&lt;br /&gt;
The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is, officially, one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;1109 BCE&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;1687 CE&#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;
By &#039;&#039;&#039;2055&#039;&#039;&#039;, nearly all Federation technology had been fitted with the &#039;&#039;&#039;Glorsh interface&#039;&#039;&#039;, created by AI scientist &#039;&#039;&#039;Hgluk Tzqi&#039;&#039;&#039; and their team. In &#039;&#039;&#039;2056&#039;&#039;&#039; a software update allowed the interface&#039;s overseeing AI to take control of every compatible device in Homeworld, catapulting themselves into a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;. They reigned for &#039;&#039;&#039;144 years&#039;&#039;&#039;, beginning as a benevolent director to the species and gradually growing more dictatorial as their overbearing control of Jargon society met an ever-increasing resistance. It came to an end in &#039;&#039;&#039;2200&#039;&#039;&#039;, where the AI resigned their position and disconnected from the network. Their departure shattered the Federation&#039;s warp and communication technologies.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2332&#039;&#039;&#039;, the Federation discovers humanity and quickly enters a scientific alliance with the newfound race. Relations are excellent, and Skrell generally approve of humans, especially their now-fetishized and bizarre culture. Skrell artificial intelligence frameworks are found from Glorsh-era factories on Konyang, and AI as known in the current day begins to sprout up across human space.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have [[Skrell Faith|two dominant faiths]] in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow. &#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. &#039;&#039;&#039;Weishii&#039;&#039;&#039;, the second dominant faith of the Skrell, is a more modern faith which was born shortly after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrell&#039;s long tradition of political councils, the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&lt;br /&gt;
&lt;br /&gt;
Members of the Federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
&lt;br /&gt;
Research and travel are highly monitored and regulated by the Federation Government.  It is considered good citizenship to report any crimes of anti-Federation sentiment, which includes but is not limited to AI research.&lt;br /&gt;
&lt;br /&gt;
===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 48 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 24 billion individuals, is concentrated in the core system of &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as Eriuyishi and Gli&#039;morr.&lt;br /&gt;
&lt;br /&gt;
Jargon V (known as &#039;&#039;&#039;Aliose&#039;&#039;&#039;) forms another important home for Skrell in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrell native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV (Qerrbalak) labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
&lt;br /&gt;
Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Skrell Military|Military]]===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the Galaxy. Most of the Skrell&#039;s strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon&#039;s economic system features working facilities with hierarchical managers being installed by the government. They do not own these facilities per se, but the highest in the chain of command has essentially full of control of the facility they are assigned to.&lt;br /&gt;
&lt;br /&gt;
For example, where a human would just own a restaraunt, a Jargon Skrell would basically be entrusted to run and manage a restaraunt that is technically government-owned, and get a salary for it. Government officials can intervene at any time, or replace the top manager entirely if they deem the current one unsuitable. There is also a high potential for promotion, which is the government entrusting the individual with more facilities to manage, up to being ministers for whole fields of production. &lt;br /&gt;
&lt;br /&gt;
This system is far from the ones humans know as communism and socialism however, as the Jargon Federation understands that its citizens are not equal. Money exists as a medium for exchange with the government, and different job positions are rewarded according to their required qualifications - scientists would afford to buy much, but menial workers would need to settle for less. This unit of currency is called the Jargonian Uux. When a need to travel abroad arises, particularly wealthy or privileged Skrell may request &amp;quot;subsidies&amp;quot; from the government, which is essentially exchanging uux for galactic credits.&lt;br /&gt;
&lt;br /&gt;
When dealing with other Skrellian factions, Jargon usually employs barter. It also keeps a stock of galactic credit which is acquired via import/export in order to deal with other galactic powers. &lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
&lt;br /&gt;
One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
&lt;br /&gt;
Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
=== 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;
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===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Timeline_of_Humanity&amp;diff=16184</id>
		<title>Timeline of Humanity</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Timeline_of_Humanity&amp;diff=16184"/>
		<updated>2020-08-12T21:49:19Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: Adjusts Skrell first contact date.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
While Human history is long and diverse and filled with [[Notable Humans]], the migration to digital paperwork in the early 21st century and the changes in computer and information sciences has resulted in massive incompatibility between old and new systems, causing an immense loss of data created between 2005 and 2200 - a period informally called the Information Dark Age. Modern archaeologists continue to shed more light on the 21st - 22nd centuries, and their collective efforts have pieced together the following.&lt;br /&gt;
&lt;br /&gt;
== Pre-Second Space Age ==&lt;br /&gt;
&lt;br /&gt;
===The Sino-Soviet War===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1969:&#039;&#039;&#039; In March, a contingent of People’s Liberation Army (PLA) soldiers raid a Soviet border outpost on Zhenbao Island, killing dozens and injuring scores. After two weeks of clashes the negotiations for a ceasefire fall flat and the conflict escalates to a full scale war. The USA reacts with hostility to Soviet overtures about a joint attack on Chinese nuclear facilities, but similarly refuses to openly provide assistance to Communist China.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1971:&#039;&#039;&#039; Despite early Chinese success in August, the USSR enjoys sharp, destructive retaliation on Chinese Manchuria. Mao Zedong evacuates Beijing as Soviet forces advance on the capital. Despite China being a nuclear power, the small size and unreliable nature of their arsenal combined with justified fears of massive Soviet retaliation keeps the conflict conventional.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1971:&#039;&#039;&#039; The USSR finds itself trapped in a immensely expensive occupation of most of China in mid-December. Soviet forces have reached as far as Shanghai on the coast but most of the inner mainland of China remains within PLA control. The Soviets had neither the capacity nor the interest in governing another continent-sized territory. Along with this the USA is believed to be heavily funding Chinese resistance movements, further sapping Soviet power in the region. Within the year they begin to withdraw.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1972:&#039;&#039;&#039; The Sino-Soviet War has seen over 1.6 million Soviet casualties, 2.4 million Chinese casualties, and a peace treaty is signed in March that redraws the political boundaries between the USSR and China, officially ending the conflict. With its strength and economy severely stressed the USSR continues to limp behind NATO and the United States, along with a newly US-aligned Chinese government eager to undermine the USSR wherever it can.&lt;br /&gt;
&lt;br /&gt;
===The Proxy Wars===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1984:&#039;&#039;&#039; Angry and radicalized by the failure of the USSR domestically and internationally since the diasterous Sino-Soviet war, hardliner communist radicals stage a coup of Soviet leadership on August 13th, igniting Cold War tensions and animosity between the two superpowers. The new radical government, lead by Yuri Andropov, launches a massive campaign to intimidate its neighbors and forcefully project its influence, leading to over a dozen confrontations and small-scale wars across the globe. The series of conflicts would become to be known in the later years as the Proxy Wars due to later the heavy involvement of Private Military Companies in use by the USA, and later the majority of major powers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1985:&#039;&#039;&#039; The Soviet Union invades Iran after it refuses Soviet demands for an oil embargo against the United States, echoing its invasion of the country under similar circumstances during World War II. The Shah of Iran, Mohammad Reza Shah Pahlavi, appeals to the United States for aid. The USA accepts, bringing the USSR and USA into their first ever direct confrontation. As American and Iranian forces take on the Soviets, China sides with the United States and enforces a full trade embargo on the USSR, while Europe remains neutral.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1986:&#039;&#039;&#039; Becoming desperate after its abandonment by China, North Korea declares war on South Korea during the month of March, continuing the Korean War. Early on Kim Il-sung is killed in an airstrike, destabilizing the already overwhelmed North Korean army. The South Korean forces, backed by the United Nations and with no Chinese objections, quickly overrun and claim Pyongyang. A new nation is borne by the end of the year, the United Korean Republic, with all of the immense challenges of a unified Korea.&lt;br /&gt;
&lt;br /&gt;
===The Rise of Mercenary Armies===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1990:&#039;&#039;&#039; The new decade brings with it the reality that full scale modern warfare has immense price tags. Private Military Companies are quickly seen as the less expensive option both politically and financially. The United States and NATO found itself leasing operations to Samuel&#039;s Grey Feathers, whereas the USSR found itself similarly giving lucrative contracts to Tesova Employed Contractors. These mercenary armies began to replace uniformed servicemen, waging their wars and quietly growing their influence domestically.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1994:&#039;&#039;&#039; Samuel&#039;s Grey Feathers field the first Exosuits, the precurser to modern day RIGs. After field-testing the suits in Iran against Soviet troops, the CES (Combat Exoskeleton Suits) were produced in smaller numbers, and the US army would begin attaching CES units to light vehicles, allowing it&#039;s light vehicles to maintain high mobility and keep infantry support. They prove immensely useful in providing infantry with rapid movement and individual combat ability, driving Soviet forces out of Tehran and nearly out of Iran entirely.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1997:&#039;&#039;&#039; The United States begins to attempt to take parts and weaponry from it&#039;s heavy tanks in an effort to design a reasonably cheap (for what it was) version of the M5 Highlander, as it began leasing the Grey Feather&#039;s M5 Highlanders; all-terrain bipedal tank units that are the precursor of modern day battle Mechs. Highlanders were armed with experimental, clunky laser cannon prototypes, which would lead to the United States&#039; hesitance of outright purchasing and replacing it&#039;s own tanks. While the Highlanders themselves were expensive and quickly outdated, they&#039;ve forever had an impact on human warfare and introduced the concept of heavily armored bipedal tanks.&lt;br /&gt;
&lt;br /&gt;
===The New Millenium===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1999:&#039;&#039;&#039; With its manpower depleted and the tides turning, the USSR agrees to settle the war and withdraw from Iran. The Soviets lost 300,000, with the US and Iran losing 350,000 as well as 30,000 civilians. While neither faction ceded territory nor money and the treaty was little more than a white peace, the involved PMC&#039;s found their influence and power deeply entrenched within their respective governments. In the years to come they would expand to become the primary source of stability for nations that could afford it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2005:&#039;&#039;&#039; Economic scare causes stock market to briefly plunge due to waves of investors selling their stocks to preemptively cut losses. World markets recover by December, but the United Kingdom suffers immensely as the pound loses nearly all of its value, causing ripples across global markets. The Pound never regains its value, and the global economy continues to stagnate for the next decade.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2015:&#039;&#039;&#039; The European Union, having struggled for a decade since the collapse of the UK economy, officially votes itself out of existence in its final summit. With the hopes of a federal Europe destroyed, European influence on the world stage plummets in turn. The world itself has managed to recover from the debilitating Proxy Wars, though the United States is facing immense domestic challenges from a population growing increasingly hostile to the dominance of Private Military Companies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2020:&#039;&#039;&#039; The United States, China, Mexico, and France form a combined space program (United Orbital Enterprise) that pledge to colonize the moon within 20 years. The USSR forms its own competing space program (Cosmonaut Enterprises) and swears to colonize Mars within &#039;&#039;15&#039;&#039; years. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2025:&#039;&#039;&#039; French scientists and engineers successfully activate the worlds first fusion reactor, sparking a wave of celebration across the globe. The technology is extremely expensive and slow to be proliferated across the planet, but it promises to completely turn the growing stress on the climate and non-renewable resources on its head.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2037:&#039;&#039;&#039; The worst terrorist attack up until that point is committed against the American-based HeRMITCorp, a primary shareholder in the fusion energy market. The target was the largest fusion production lab in the world, based in Nevada outside Las Vegas. Heavily armed gunmen with military-grade exosuits and C4 explosives assaulted and sabotaged the highly volatile fusion core, causing a catastrophic explosion of two square miles. Though many terror groups and rebel fighters claim responsibility for the act, the real culprit was never revealed. Speculation by UN investigative analysts has determined the most likely involved party may have had connections to the US military and their armaments, leading to the impeachment and imprisonment of the US President Roger G. Fox. In the resulting fallout and domestic unrest Congress authorized the PMC Samuel&#039;s Grey Feathers to operate domestically, awarding them security contracts to supplement US police forces across the nation. Soon the national military and even domestic police force of the United States were replaced with private security contractors.&lt;br /&gt;
&lt;br /&gt;
== The Second Space Age ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2070:&#039;&#039;&#039; The UOE launch three ships, the &amp;quot;Santa María&amp;quot;, &amp;quot;Niña&amp;quot; and &amp;quot;Pinta&amp;quot;, to colonize Venus, Mars, and the Moon. They form small science outposts, with over a dozen residents each officially becoming the first human colonists in space. The USSR&#039;s own space agency faces setbacks in colonizing the surface of planets or the moon but finds itself remarkably adept at deep space constructions, with the rugged, over-engineered Soviet crafts able to survive the harsh, unforgiving vacuum of space better than the more expensive, fragile western counterparts.&lt;br /&gt;
&lt;br /&gt;
===The Crisis of 2127===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2127:&#039;&#039;&#039; While Humanity has faced success in tentatively spreading across the Solar System in the baby steps of colonization, Earth itself faces its greatest economic crisis in human history up until that point, triggered by the world&#039;s largest petroleum company, Titan Energy Incorporated, declaring bankruptcy after years of increasing maintenance and unforgiving costs in extracting and refining deeper and deeper oil wells, which had a cascading affect of suffocating nearly every other oil company worldwide. The world economy, already in the midst of what was thought to be a brief recession,collapsed utterly and completely as news networks fanned the flames of panic about the end of oil. The world&#039;s GDP dropped by half within three weeks as economies went under overnight. Many nations would simply cease to exist as their central governments effectively stopped functioning in face of economic collapse and disastrous energy shortages. The political map of the world would, within just a few short years, become completely redrawn. &lt;br /&gt;
&lt;br /&gt;
===The Discovery of Warp===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2130:&#039;&#039;&#039; Soviet scientists in orbit successfully prove the existence of Warp travel, marking the start of the Interstellar Era. With the financing and support of the United Nations (the only functioning form of government left in the chaotic, economically beleaguered Earth) the technology is refined and installed on probes that will be sent out to map the stars surrounding Sol. The technology allows travel to other star systems within weeks, but the energy required to keep the warp engine running is massive, reliant on mining, refining, and shipping vast amounts of helium-3 from the moon and other asteroids within the Oort Cloud.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2132:&#039;&#039;&#039; The United Nations had seen its mandate grow increasingly important and vital since the Crisis of 2127. The supranational organization had been the primary source of deliberation, peacekeeping, and humanitarian assistance to beleaguered nations of Earth. Individual nations had no way of financing their space programs to even begin to dream of colonizing Tau Ceti or expanding into space. After years of intense negotiations it was finally decided to transform the United Nations into the Sol Alliance. Even if it was out of naked self-interest, the remaining stable governments of Earth recognized that if they didn&#039;t pool their resources and sacrifice political independence to a new world government that they would face utter extinction or a return to the iron age. Private Military Companies had become large and powerful enough to match the peacekeeping force of the United Nations, and managed to intimidate themselves to the negotiation table. The influence of PMCs had a profound impact on the early policies of the Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
== The Founding of the Sol Alliance ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2140:&#039;&#039;&#039; The United Nations officially forms the [[Sol Alliance]], which becomes the new government of humanity. This new one world government oversees Earth and the colonies in the solar system, effectively bringing all of humanity under one banner. Its early years bring the Crisis of 2127 to an end, ushering in a new era of optimism, expansion, and greed.&lt;br /&gt;
&lt;br /&gt;
===The Discovery of Biesel===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2147:&#039;&#039;&#039; [[Biesel]] is discovered in [[Tau Ceti]] by Sol Alliance probes, promising new resources for the desperate Earth. In orbit, colony ships are constructed as efforts begin to colonize this habitable world. With the trip expected to take months with current warp travel technology, it is considered a one-way trip for the colonists.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2152:&#039;&#039;&#039; A second habitable world is discovered in the Epsilon Eridani system, bringing even more possibilities of expansion for humanity.&lt;br /&gt;
&lt;br /&gt;
== The First Trans-stellars ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2155:&#039;&#039;&#039; Habitable planets closest to Earth see their population steadily increase as colony ships make round trips between the settlements and Sol. Einstein Engines becomes the first Transstellar corporation, specializing in producing Warp engines and supplying colonists with affordable equipment to tame and exploit the new worlds they inhabit. Despite this growth, it&#039;s not yet possible for the Earth to see a true profit emerge from this. With the growing instability, Earth itself has age-old feuds break out on its surface while Einstein Engines continues to profit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2166:&#039;&#039;&#039; Zeng-Hu Pharmaceuticals is founded by Zeng-Hu. It has patents on many new medicines and drugs distilled from the natural flora of the new colony worlds, as well as performing research in the power of cloning.&lt;br /&gt;
&lt;br /&gt;
===The New Galactic Economy===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2200:&#039;&#039;&#039; The Martian Terraforming Project begins, transforming the barren surface into lush plains and having ancient riverbeds flow for the first time in millions of years. Mars sees a huge immigration boom, with former inhabitants of Earth craving the perceived freedom and prosperity available on this new frontier. With interstellar trade now becoming a huge market, the complexities of currency exchanges becomes more trouble than its worth. The Sol Alliance creates the Credit, a standardized currency that all of human space will use.&lt;br /&gt;
&lt;br /&gt;
===The Second Great Depression===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2260:&#039;&#039;&#039; A massive recession strikes the Sol Alliance as the largest stock exchanges see a sudden collapse, effectively tanking the entire economy. The trans-stellar corporations nearly go bankrupt, and desperately use their influence to reap massive bail-outs. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2265:&#039;&#039;&#039; With no end of the &amp;quot;Great Depression&amp;quot; in sight, a desperate and bankrupt Earth establishes extortionary taxes on its colony worlds. This leads to anger, and questions over the credibility of the Sol Alliance&#039;s claim of representing all of humanity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2275:&#039;&#039;&#039; Fighting breaks out in the outer colonies, spurred on by extremist elements and anti-Alliance sentiments. The Sol Alliance is slow to respond, paralyzed by confusion and uncertainty. As a result, other Colonies on the fringe begin to break away, forming the Coalition of Colonies.&lt;br /&gt;
&lt;br /&gt;
== The First Interstellar War ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2278:&#039;&#039;&#039; The Coalition of Colonies is still not recognized by the Sol Alliance, and in anger the Coalition attacks Sol Alliance military forces who refused to leave systems that had seceded. The Coalition fleet is drastically smaller and less equipped than the Sol Alliance, but the massive size of their territory and the slow response times of Sol means they enjoy a very successful, defensive guerrilla war.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2286:&#039;&#039;&#039; Many Megacorporations profit from the war, selling arms to one or both sides, trading in dangerous systems and staking claims in otherwise dangerous locations. Despite all the chaos, humanities&#039; population has risen to 22 billion people.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2287:&#039;&#039;&#039; The First Interstellar War is said to have ended on this date with a ceasefire between the Sol Alliance and the Coalition of Colonies. But despite the formal peace, skirmishes continue to break out, and the frontier remains lawless and untamed...&lt;br /&gt;
&lt;br /&gt;
===The New Capital of Humanity===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2300:&#039;&#039;&#039; The administration of the Sol Alliance is moved to the newly constructed Unity City, a space station in Earth orbit. The new capital is intended to increase ease of access while also better reflecting the Alliance’s stated mission to represent all of humanity, not just any single nation or planet.&lt;br /&gt;
&lt;br /&gt;
== Formation of Nanotrasen ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2346:&#039;&#039;&#039; Formation of Nanotrasen by Xavier Trasen. Initially specializes in advanced gene therapy. It eventually becomes a more broadened scientific company, rivaling Einstein Engines.&lt;br /&gt;
&lt;br /&gt;
== The Warp Gate Project ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2355:&#039;&#039;&#039; The [[Bluespace|Warp Gate project]] begins with the goal of connecting humanity&#039;s most populated and profitable systems with permanent, mammoth structures that cut travel time to mere days. The work itself is contracted out to Einsten Engines, with the Sol Alliance shouldering most of the cost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2384:&#039;&#039;&#039; The Warp Gate Project is completed. While Einstein Engines now enjoys the immense profits from controlling the most effective and commonly used method of intergalactic travel, the Sol Alliance is facing a new economic crisis as the project has put a heavy load on their coffers. Desperate and facing a new potential recession, the Sol Alliance grants major concessions to both trans-stellar corporations and its colony worlds over the next decade, effectively granting both factions independence in many areas.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2390:&#039;&#039;&#039; The Warp Gates bring an influx of wealth to the inner-colonies closest to them, but disrupt several established trade routes, leading to economic decline in several systems. The Sol Alliance, largely bankrupt from the Warp Gate project, is forced to grant independence to a number of border systems. These worlds quickly join the loosely organized Confederation of Colonies, or strike it out on their own.&lt;br /&gt;
&lt;br /&gt;
== The Rise of Nanotrasen ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2400:&#039;&#039;&#039; Trans-stellars capitalize on immense profits from the past decades, diversifying to a great degree. Some begin swearing allegiances to these corporations, making them nations in their own rights that rule in the fringes of known space, while lobbying for even more benefits from the Sol Alliance. Their power is divided almost equally between Einstein Engines, Zeng-Hu Pharmaceuticals, and Hephaestus Industries.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2403:&#039;&#039;&#039; NanoTrasen acquires the mining rights to the Romanovich Cloud in the Tau Ceti system (an Inner-inner colony system).&lt;br /&gt;
&lt;br /&gt;
== First Contact ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2332:&#039;&#039;&#039; First contact is made with the [[Skrell]]. Sends shockwaves throughout human space. Over the next few years, these two species come closer and begin to cooperate on developing new technology. The Sol Alliance, optimistic about this new alien race, creates an alliance with them while the trans-stellar corporations compete to reverse-engineer Skrellian technology for various fields.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2415:&#039;&#039;&#039; First contact is made with the [[Vox]]. This contact has remarkably less fanfare due to the fact the Vox immediately begin raiding and scamming human settlements.&lt;br /&gt;
&lt;br /&gt;
== Discovery of Phoron ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2417:&#039;&#039;&#039; In the Romanovich Cloud in the outer edges of Tau Ceti, NT discovers the resource ‘phoron’. This element becomes an immensely efficient fuel source, effectively ending the growing energy crisis that humanity was facing, while further research quickly proved that it can make bluespace travel safe, efficient, and profitable. Phoron quickly becomes the prefered fuel and energy generating commodity. NT becomes excessively wealthy, using its exclusive patents on phoron refining and generation to become the single most powerful corporation in the known galaxy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2420:&#039;&#039;&#039; Earth is made effectively self-sufficient, with phoron effectively ending its energy crisis. Now the stagnation reverses completely, and Earth is revitalized. Terraforming efforts are made, funded by the Sol Alliance, to bring quality of life to a world covered in urban sprawl and ruined eco-systems. Zeng-Hu Pharmaceuticals begins reintroducing previously extinct animals back into the wild, using clones created from the animal&#039;s genetic information.&lt;br /&gt;
&lt;br /&gt;
== The Age of Bluespace ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2425:&#039;&#039;&#039; Bluespace Link gates begin to pop-up in the most developed systems across Human and Skrell space. The Alliance Sol Warp Gates are upgraded with Bluespace technology, greatly increasing their efficiency and giving Nanotrasen control of all travel throughout the Sol Alliance; dethroning Einstein Engines.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2438:&#039;&#039;&#039; The Scarab fleet, a group of long-lost colonists and pioneers, reappears in Sol Alliance territory. These space adapted humans find it difficult to reintegrate with a humanity that has pushed on in their absence, and they journey to become a member of the Frontier Alliance.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2450:&#039;&#039;&#039; Tau Ceti, a Sol Alliance system in the inner colonies, has Nanotrasen dominating nearly every facet of life. Sentiment is pro-Nanotrasen, with politicians praising the corporation&#039;s efforts to improve the local economy, while ignoring the many morally questionable actions that Nanotrasen has taken.&lt;br /&gt;
&lt;br /&gt;
===The Conflicted Frontier===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2452:&#039;&#039;&#039; The Coalition of Colonies experiences a period of internal strife over a disagreement between the United Syndicates of Himeo and the Xanu Free League on the Coalition&#039;s relationship with trans-stellar corporations, with claims of many outer colonies being corporate police states rather than true colonies. Some areas of the frontier of human space become a lawless expanse with pirates and mega-corporations becoming the new law of the lands as some systems depart the Coalition, yet the Coalition itself persists.&lt;br /&gt;
&lt;br /&gt;
== Present Day ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2458:&#039;&#039;&#039; NT is an economic powerhouse which the Sol Alliance relies on for phoron to keep its trade routes to the outer colonies alive and satisfy the energy needs of its largest colonies. Anti-NT sentiment grows in Tau Ceti, but many others continue to support the megacorporation keeping the gears of the (human) galactic economy going. However, the Syndicate continues to position itself to strike back against the NT on a larger scale; and many more exotic, fantastical elements of the universe such as the Vox, undiscovered alien life, extremists, even ancient powers beyond comprehension may be moving to strike at arguably the most powerful organization in human space.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2458:&#039;&#039;&#039; The Sol Alliance blockades Biesel due to pressure from the Skrellian Federation amid their concerns of Biesel using combat borgs for their navy. The blockade fuels not just Sol-Biesel hatred, but synthetic hatred as well. Prices in Biesel skyrocket to accommodate these new economic strains.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2459:&#039;&#039;&#039; The Sol Alliance fleet dedicated to the blockade, the 33rd led by Admiral Frost, goes against orders and invades the free Republic of Biesel. In a bloodless invasion, Frost had numerous free synthetics sold back into slavery or scrapped, captured the President of Biesel, and then crushed any oppositon towards him. Eventually, the 25th fleet of Sol was sent to stop Admiral Frost. Frost then hid on the NSS Exodus and awaited a raider gang to deliver him to the frontier. 25th Fleet Marines attempted to capture Frost, but were slaughtered by loyalist 33rd Marines. Frost then abandoned his men to flee to the frontier.&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Timeline&amp;diff=16183</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Timeline&amp;diff=16183"/>
		<updated>2020-08-12T21:49:04Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: Adjusts Skrell first contact date.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;This is the primary timeline for lore as a whole.&#039;&#039;&#039; At the bottom of the page, you can find the timeline of Humanity itself, which dives into the specifics of Human history - and repeats some of the things said below, in more detail.&lt;br /&gt;
&lt;br /&gt;
=== Formation and Early Years ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2346:&#039;&#039;&#039; NanoTrasen is officially founded by Xavier Trasen, who is at the time 47 years old. It has a net worth rivalling that of Einstein Engines, the original &#039;mega-corporation&#039;, as it has developed advanced medical technology.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2403:&#039;&#039;&#039; NanoTrasen acquires the mining rights to the Romanovich Cloud in the Tau Ceti system (an Inner-inner colony system). NanoTrasen eagerly invests in the system, constructing a research station on one of the asteroids alongside their mining centers.&lt;br /&gt;
&lt;br /&gt;
=== Discovery of the Skrell ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2332:&#039;&#039;&#039; The discovery of the Skrell and the later development of Bluespace drives has Xavier Trasen recognize the massive potential in energy research. Several new research stations are built in Tau Ceti and in the frontier of Sol Alliance space, and the corporation begins pouring millions of credits into experiments and prototypes for enhanced warp travel, which is currently extremely expensive and cumbersome. They compete with Einstein Engines, who have begun their own research.&lt;br /&gt;
&lt;br /&gt;
=== The Discovery of Phoron ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2417:&#039;&#039;&#039; In the Romanovich Cloud in the outer edges of Tau Ceti, NT discovers the resource ‘Phoron’. This element becomes an immensely efficient fuel source, effectively ending the growing energy crisis that humanity was facing, while further research quickly proved that it can make bluespace travel safe, efficient, and profitable. Phoron quickly becomes the prefered fuel and energy generating commodity. Einstein Engines and the Sol Alliance had poured tens of billions of credits and several years upgrading the previous warpgates, which are rendered completely obsolete by this discovery as NanoTrasen&#039;s phoron-powered bluespace is a hundred times more efficient than regular warp-travel. NT becomes excessively wealthy, using its exclusive patents on phoron refining and generation to become the single most powerful corporation in the known galaxy.&lt;br /&gt;
&lt;br /&gt;
=== Discovery of the Tajara ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2418:&#039;&#039;&#039; The discovery of the Tajaran homeworld of Adhomai by exploration ships equipped with new bluespace drives is quickly realized as a potentially profitable enterprise for NanoTrasen. There are accusations that despite being hindered by the Sol Alliance, NanoTrasen intentionally inflamed conflict on Adhomai to further their own ends. They use the situation to their advantage, bringing many Tajaran into their workforce, albeit with much lower pay and benefits than human or skrell.&lt;br /&gt;
&lt;br /&gt;
=== Bluespace Gates ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2425:&#039;&#039;&#039; NanoTrasen wins a contract with the Sol Alliance to construct the first &amp;quot;Bluespace Gates&amp;quot;, which quickly replace Warp Gates and allow travel between entire star systems in a matter of minutes or hours. Einstein Engines begins to see its profits fall as it stacked its entire decks in Warp Gates, which are now rendered obsolete due to how expensive and energy-intensive they are. NanoTrasen becomes the leader in both medical research, and a titan of energy.&lt;br /&gt;
&lt;br /&gt;
=== Discovery of Unathi ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2433:&#039;&#039;&#039; A NanoTrasen-funded exploration mission discovers the Unathi on their home planet of Moghes. Xavier Trasen is pressed by the board of directors to monopolize on this new species before other trans-stellar corporations have the chance. They enter into a race with other corporations and the Sol Alliance itself to compete for influence on Moghes. It takes a massive war between the Unathi and rumours of NanoTrasen selling weapons and technology to the competing factions, but until events in 2457 NanoTrasen remained the only connection that Moghes possessed with the rest of the galaxy, owning all of the shuttleports and bluespace communication on the planet&#039;s surface. Many Unathi still accept contracts with NanoTrasen, eager to escape their war weary home planet. Most of them find work in the Internal Security of NanoTrasen, where they become a considerable force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
=== Rise of the Syndicate ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2440:&#039;&#039;&#039; With its power and economic might nearly unquestionable, Nanotrasen uses its massive influence to directly influence the galaxy for the first time. It directly purchases several systems in the frontier, for all intents and purposes becoming the government of many small colony worlds. It also begins to expand its merchant navy, and begins changing its small internal security force into two new organizations: The NanoTrasen Navy, and the Emergency Response Team, who both work together to defend NanoTrasen interests from raiders and opportunists. These moves are very controversial, and it is only by the influence NanoTrasen has in Sol Alliance politics that they get away with these actions. Seeing that political pressure does little, disaffected and angry groups begin to plot more severe methods of undermining NanoTrasen...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2443:&#039;&#039;&#039; Xavier Trasen dies at the age of 144, and his daughter Miranda Trasen takes over as the new CEO of NanoTrasen at 30 years of age.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2445:&#039;&#039;&#039; A massive wave of terrorist attacks strike NanoTrasen facilities and assets across known space. The attacks are claimed by a shadowy organization known as the Syndicate, who condemn NanoTrasen&#039;s power in the galaxy and demand to see its monopoly ended. NanoTrasen profits take a hard hit, and the mega-corporation uses this as a reason to further expand the power of both its navy and its influence in Tau Ceti, which escaped most of the attacks.&lt;br /&gt;
&lt;br /&gt;
=== The Formation of Biesel ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2452:&#039;&#039;&#039; In the face of growing instability and a worsening recession, the Sol Alliance caves to the pressure of both NanoTrasen and Tau Ceti politicians in the pocket of the mega-corporation. Tau Ceti is officially granted independence and becomes the Republic of Biesel. The Tau Ceti Free Trade Zone is formed as well, giving NanoTrasen considerable power and influence directly in the center of Sol Alliance space. With Biesel seen as little more than a puppet of NanoTrasen, it becomes the target of considerable ire from both the Syndicate and disaffected citizens. &lt;br /&gt;
&lt;br /&gt;
=== The Creation of the NSS Aurora ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2454:&#039;&#039;&#039; NanoTrasen is now once more the dominant economic power of the galaxy. With Biesel in its pocket, it constructs in Tau Ceti one of its most advanced and state-of-the-art research stations in the Romanovich Cloud on the outer edge of the system: The NSS Aurora. It becomes one of the most important research centers in the possession of NanoTrasen, allowing a wide range of research and experiments to be done rather than having a single speciality. It also sees the construction of the NTCC Odin, or &amp;quot;Central Command&amp;quot;, which becomes the central hub for NanoTrasen in Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2457-2461:&#039;&#039;&#039; The NSS Aurora has become an important center of scientific advancement for NanoTrasen. It handles and researches new deadly diseases, still investigates the mysterious entities known as &amp;quot;Slimes&amp;quot;, advances phoron research through its Supermatter engine and a new, experimental &amp;quot;Tesla&amp;quot; engine. as well as new ways to integrate man with machine through Robotics. In 2461, NanoTrasen founded a new sister station to the Aurora, the NSS Upsilon, where they now conduct most of their research, with the Aurora instead serving as a Phoron Mining and forward research station. However, the Aurora&#039;s lessening role in Research hasn&#039;t shattered its importance by much, as it still exists as the public flagship of the Corporation. It remains a target of unseen powers. Old enemies in the Syndicate, eager and greedy raiders, and even supernatural entities disturbed by NanoTrasen exploration and experiments have set the station on an uncertain future...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
== Timeline of Humanity ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is the primary timeline for Humanity, and goes into greater detail in a wider timeframe than the galactic timeline above.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While Human history is long and diverse and filled with [[Notable Humans]], the migration to digital paperwork in the early 21st century and the changes in computer and information sciences has resulted in massive incompatibility between old and new systems, causing an immense loss of data created between 2005 and 2200 - a period informally called the Information Dark Age. Modern archaeologists continue to shed more light on the 21st - 22nd centuries, and their collective efforts have pieced together the following.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Pre-Second Space Age ===&lt;br /&gt;
&lt;br /&gt;
====The Sino-Soviet War====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1969:&#039;&#039;&#039; In March, a contingent of People’s Liberation Army (PLA) soldiers raid a Soviet border outpost on Zhenbao Island, killing dozens and injuring scores. After two weeks of clashes the negotiations for a ceasefire fall flat and the conflict escalates to a full scale war. The USA reacts with hostility to Soviet overtures about a joint attack on Chinese nuclear facilities, but similarly refuses to openly provide assistance to communist China.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1971:&#039;&#039;&#039; Despite early Chinese success in August, the USSR enjoys sharp, destructive retaliation on Chinese Manchuria. Mao Zedong evacuates Beijing as Soviet forces advance on the capital. Despite China being a nuclear power, the small size and unreliable nature of their arsenal combined with justified fears of massive Soviet retaliation keeps the conflict conventional.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1971:&#039;&#039;&#039; The USSR finds itself trapped in a immensely expensive occupation of most of China in mid-December. Soviet forces have reached as far as Shanghai on the coast but most of the inner mainland of China remains within PLA control. The Soviets had neither the capacity nor the interest in governing another continent-sized territory. Along with this the USA is believed to be heavily funding Chinese resistance movements, further sapping Soviet power in the region. Within the year they begin to withdraw.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1972:&#039;&#039;&#039; The Sino-Soviet War has seen over 1.6 million Soviet casualties, 2.4 million Chinese casualties, and a peace treaty is signed in March that redraws the political boundaries between the USSR and China, officially ending the conflict. With its strength and economy severely stressed the USSR continues to limp behind NATO and the United States, along with a newly US-aligned Chinese government eager to undermine the USSR wherever it can.&lt;br /&gt;
&lt;br /&gt;
====The Proxy Wars====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1984:&#039;&#039;&#039; Angry and radicalized by the failure of the USSR domestically and internationally since the disastrous Sino-Soviet war, hardliner communist radicals stage a coup of Soviet leadership on August 13th, igniting Cold War tensions and animosity between the two superpowers. The new radical government, lead by Yuri Andropov, launches a massive campaign to intimidate its neighbors and forcefully project its influence, leading to over a dozen confrontations and small-scale wars across the globe. The series of conflicts would become to be known in the later years as the Proxy Wars due to later the heavy involvement of Private Military Companies in use by the USA, and later the majority of major powers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1985:&#039;&#039;&#039; The Soviet Union invades Iran after it refuses Soviet demands for an oil embargo against the United States, echoing its invasion of the country under similar circumstances during World War II. The Shah of Iran, Mohammad Reza Shah Pahlavi, appeals to the United States for aid. The USA accepts, bringing the USSR and USA into their first ever direct confrontation. As American and Iranian forces take on the Soviets, China sides with the United States and enforces a full trade embargo on the USSR, while Europe remains neutral.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1986:&#039;&#039;&#039; Becoming desperate after its abandonment by China, North Korea declares war on South Korea during the month of March, continuing the Korean War. Early on Kim Il-sung is killed in an airstrike, destabilizing the already overwhelmed North Korean army. The South Korean forces, backed by the United Nations and with no Chinese objections, quickly overrun and claim Pyongyang. A new nation is borne by the end of the year, the United Korean Republic, with all of the immense challenges of a unified Korea.&lt;br /&gt;
&lt;br /&gt;
====The Rise of Mercenary Armies====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1990:&#039;&#039;&#039; The new decade brings with it the reality that full scale modern warfare has immense price tags. Private Military Companies are quickly seen as the less expensive option both politically and financially. The United States and NATO found itself leasing operations to Samuel&#039;s Grey Feathers, whereas the USSR found itself similarly giving lucrative contracts to Tesova Employed Contractors. These mercenary armies began to replace uniformed servicemen, waging their wars and quietly growing their influence domestically.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1994:&#039;&#039;&#039; Samuel&#039;s Grey Feathers field the first Exosuits, the precurser to modern day RIGs. After field-testing the suits in Iran against Soviet troops, the CES (Combat Exoskeleton Suits) were produced in smaller numbers, and the US army would begin attaching CES units to light vehicles, allowing it&#039;s light vehicles to maintain high mobility and keep infantry support. They prove immensely useful in providing infantry with rapid movement and individual combat ability, driving Soviet forces out of Tehran and nearly out of Iran entirely.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1997:&#039;&#039;&#039; The United States begins to attempt to take parts and weaponry from it&#039;s heavy tanks in an effort to design a reasonably cheap (for what it was) version of the M5 Highlander, as it began leasing the Grey Feather&#039;s M5 Highlanders; all-terrain bipedal tank units that are the precursor of modern day battle Mechs. Highlanders were armed with experimental, clunky laser cannon prototypes, which would lead to the United States&#039; hesitance of outright purchasing and replacing it&#039;s own tanks. While the Highlanders themselves were expensive and quickly outdated, they&#039;ve forever had an impact on human warfare and introduced the concept of heavily armored bipedal tanks.&lt;br /&gt;
&lt;br /&gt;
====The New Millenium====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1999:&#039;&#039;&#039; With its manpower depleted and the tides turning, the USSR agrees to settle the war and withdraw from Iran. The Soviets lost 300,000, with the US and Iran losing 350,000 as well as 30,000 civilians. While neither faction ceded territory nor money and the treaty was little more than a white peace, the involved PMC&#039;s found their influence and power deeply entrenched within their respective governments. In the years to come they would expand to become the primary source of stability for nations that could afford it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2005:&#039;&#039;&#039; Economic scare causes stock market to briefly plunge due to waves of investors selling their stocks to preemptively cut losses. World markets recover by December, but the United Kingdom suffers immensely as the pound loses nearly all of its value, causing ripples across global markets. The Pound never regains its value, and the global economy continues to stagnate for the next decade.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2015:&#039;&#039;&#039; The European Union, having struggled for a decade since the collapse of the UK economy, officially votes itself out of existence in its final summit. With the hopes of a federal Europe destroyed, European influence on the world stage plummets in turn. The world itself has managed to recover from the debilitating Proxy Wars, though the United States is facing immense domestic challenges from a population growing increasingly hostile to the dominance of Private Military Companies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2020:&#039;&#039;&#039; The United States, China, Mexico, and France form a combined space program (United Orbital Enterprise) that pledge to colonize the moon within 20 years. The USSR forms its own competing space program (Cosmonaut Enterprises) and swears to colonize Mars within &#039;&#039;15&#039;&#039; years. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2025:&#039;&#039;&#039; French scientists and engineers successfully activate the worlds first fusion reactor, sparking a wave of celebration across the globe. The technology is extremely expensive and slow to be proliferated across the planet, but it promises to completely turn the growing stress on the climate and non-renewable resources on its head.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2037:&#039;&#039;&#039; The worst terrorist attack up until that point is committed against the American-based HeRMITCorp, a primary shareholder in the fusion energy market. The target was the largest fusion production lab in the world, based in Nevada outside Las Vegas. Heavily armed gunmen with military-grade exosuits and C4 explosives assaulted and sabotaged the highly volatile fusion core, causing a catastrophic explosion of two square miles. Though many terror groups and rebel fighters claim responsibility for the act, the real culprit was never revealed. Speculation by UN investigative analysts has determined the most likely involved party may have had connections to the US military and their armaments, leading to the impeachment and imprisonment of the US President Roger G. Fox. In the resulting fallout and domestic unrest Congress authorized the PMC Samuel&#039;s Grey Feathers to operate domestically, awarding them security contracts to supplement US police forces across the nation. Soon the national military and even domestic police force of the United States were replaced with private security contractors.&lt;br /&gt;
&lt;br /&gt;
=== The Second Space Age ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2070:&#039;&#039;&#039; The UOE launch three ships, the &amp;quot;Santa María&amp;quot;, &amp;quot;Niña&amp;quot; and &amp;quot;Pinta&amp;quot;, to colonize Venus, Mars, and the Moon. They form small science outposts, with over a dozen residents each officially becoming the first human colonists in space. The USSR&#039;s own space agency faces setbacks in colonizing the surface of planets or the moon but finds itself remarkably adept at deep space constructions, with the rugged, over-engineered Soviet crafts able to survive the harsh, unforgiving vacuum of space better than the more expensive, fragile western counterparts.&lt;br /&gt;
&lt;br /&gt;
====The Crisis of 2127====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2127:&#039;&#039;&#039; While Humanity has faced success in tentatively spreading across the Solar System in the baby steps of colonization, Earth itself faces its greatest economic crisis in human history up until that point, triggered by the world&#039;s largest petroleum company, Titan Energy Incorporated, declaring bankruptcy after years of increasing maintenance and unforgiving costs in extracting and refining deeper and deeper oil wells, which had a cascading affect of suffocating nearly every other oil company worldwide. The world economy, already in the midst of what was thought to be a brief recession,collapsed utterly and completely as news networks fanned the flames of panic about the end of oil. The world&#039;s GDP dropped by half within three weeks as economies went under overnight. Many nations would simply cease to exist as their central governments effectively stopped functioning in face of economic collapse and disastrous energy shortages. The political map of the world would, within just a few short years, become completely redrawn. &lt;br /&gt;
&lt;br /&gt;
====The Discovery of Warp====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2130:&#039;&#039;&#039; Soviet scientists in orbit successfully prove the existence of Warp travel, marking the start of the Interstellar Era. With the financing and support of the United Nations (the only functioning form of government left in the chaotic, economically beleaguered Earth) the technology is refined and installed on probes that will be sent out to map the stars surrounding Sol. The technology allows travel to other star systems within weeks, but the energy required to keep the warp engine running is massive, reliant on mining, refining, and shipping vast amounts of helium-3 from the moon and other asteroids within the Oort Cloud.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2132:&#039;&#039;&#039; The United Nations had seen its mandate grow increasingly important and vital since the Crisis of 2127. The supranational organization had been the primary source of deliberation, peacekeeping, and humanitarian assistance to beleaguered nations of Earth. Individual nations had no way of financing their space programs to even begin to dream of colonizing Tau Ceti or expanding into space. After years of intense negotiations it was finally decided to transform the United Nations into the Sol Alliance. Even if it was out of naked self-interest, the remaining stable governments of Earth recognized that if they didn&#039;t pool their resources and sacrifice political independence to a new world government that they would face utter extinction or a return to the iron age. Private Military Companies had become large and powerful enough to match the peacekeeping force of the United Nations, and managed to intimidate themselves to the negotiation table. The influence of PMCs had a profound impact on the early policies of the Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
====The Founding of the Sol Alliance ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2140:&#039;&#039;&#039; The United Nations officially forms the [[Sol Alliance]], which becomes the new government of humanity. This new one world government oversees Earth and the colonies in the solar system, effectively bringing all of humanity under one banner. Its early years bring the Crisis of 2127 to an end, ushering in a new era of optimism, expansion, and greed.&lt;br /&gt;
&lt;br /&gt;
====The Discovery of Biesel====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2147:&#039;&#039;&#039; [[Biesel]] is discovered in [[Tau Ceti]] by Sol Alliance probes, promising new resources for the desperate Earth. In orbit, colony ships are constructed as efforts begin to colonize this habitable world. With the trip expected to take months with current warp travel technology, it is considered a one-way trip for the colonists.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2152:&#039;&#039;&#039; A second habitable world is discovered in the Epsilon Eridani system, bringing even more possibilities of expansion for humanity.&lt;br /&gt;
&lt;br /&gt;
====The First Trans-stellars ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2155:&#039;&#039;&#039; Habitable planets closest to Earth see their population steadily increase as colony ships make round trips between the settlements and Sol. Einstein Engines becomes the first Transstellar corporation, specializing in producing Warp engines and supplying colonists with affordable equipment to tame and exploit the new worlds they inhabit. Despite this growth, it&#039;s not yet possible for the Earth to see a true profit emerge from this. With the growing instability, Earth itself has age-old feuds break out on its surface while Einstein Engines continues to profit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2166:&#039;&#039;&#039; Zeng-Hu Pharmaceuticals is founded by Zeng-Hu. It has patents on many new medicines and drugs distilled from the natural flora of the new colony worlds, as well as performing research in the power of cloning.&lt;br /&gt;
&lt;br /&gt;
====The New Galactic Economy====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2200:&#039;&#039;&#039; The Martian Terraforming Project begins, transforming the barren surface into lush plains and having ancient riverbeds flow for the first time in millions of years. Mars sees a huge immigration boom, with former inhabitants of Earth craving the perceived freedom and prosperity available on this new frontier. With interstellar trade now becoming a huge market, the complexities of currency exchanges becomes more trouble than its worth. The Sol Alliance creates the Credit, a standardized currency that all of human space will use.&lt;br /&gt;
&lt;br /&gt;
====The Second Great Depression====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2260:&#039;&#039;&#039; A massive recession strikes the Sol Alliance as the largest stock exchanges see a sudden collapse, effectively tanking the entire economy. The trans-stellar corporations nearly go bankrupt, and desperately use their influence to reap massive bail-outs. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2265:&#039;&#039;&#039; With no end of the &amp;quot;Great Depression&amp;quot; in sight, a desperate and bankrupt Earth establishes extortionary taxes on its colony worlds. This leads to anger, and questions over the credibility of the Sol Alliance&#039;s claim of representing all of humanity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2275:&#039;&#039;&#039; Fighting breaks out in the outer colonies, spurred on by extremist elements and anti-Alliance sentiments. The Sol Alliance is slow to respond, paralyzed by confusion and uncertainty. As a result, other Colonies on the fringe begin to break away, forming the Coalition of Colonies.&lt;br /&gt;
&lt;br /&gt;
===The First Interstellar War ===&lt;br /&gt;
[[File:Space nam pixel.png|thumb|right|The Interstellar War was a massive turning point in the galactic scene, with its effects still seen to this day.]]&lt;br /&gt;
*&#039;&#039;&#039;2278:&#039;&#039;&#039; The Coalition of Colonies is still not recognized by the Sol Alliance, and in anger the Coalition attacks Sol Alliance military forces who refused to leave systems that had seceded. The Coalition fleet is drastically smaller and less equipped than the Sol Alliance, but the massive size of their territory and the slow response times of Sol means they enjoy a very successful, defensive guerrilla war.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2286:&#039;&#039;&#039; Many Megacorporations profit from the war, selling arms to one or both sides, trading in dangerous systems and staking claims in otherwise dangerous locations. Despite all the chaos, humanities&#039; population has risen to 22 billion people.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2287:&#039;&#039;&#039; The First Interstellar War is said to have ended on this date with a ceasefire between the Sol Alliance and the Coalition of Colonies. But despite the formal peace, skirmishes continue to break out, and the frontier remains lawless and untamed...&lt;br /&gt;
&lt;br /&gt;
====The New Capital of Humanity====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2300:&#039;&#039;&#039; The administration of the Sol Alliance is moved to the newly constructed Unity City, a space station in Earth orbit. The new capital is intended to increase ease of access while also better reflecting the Alliance’s stated mission to represent all of humanity, not just any single nation or planet.&lt;br /&gt;
&lt;br /&gt;
====Formation of Nanotrasen ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2346:&#039;&#039;&#039; Formation of Nanotrasen by Xavier Trasen. Initially specializes in advanced gene therapy. It eventually becomes a more broadened scientific company, rivaling Einstein Engines.&lt;br /&gt;
&lt;br /&gt;
====The Warp Gate Project ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2355:&#039;&#039;&#039; The [[Bluespace|Warp Gate project]] begins with the goal of connecting humanity&#039;s most populated and profitable systems with permanent, mammoth structures that cut travel time to mere days. The work itself is contracted out to Einsten Engines, with the Sol Alliance shouldering most of the cost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2384:&#039;&#039;&#039; The Warp Gate Project is completed. While Einstein Engines now enjoys the immense profits from controlling the most effective and commonly used method of intergalactic travel, the Sol Alliance is facing a new economic crisis as the project has put a heavy load on their coffers. Desperate and facing a new potential recession, the Sol Alliance grants major concessions to both trans-stellar corporations and its colony worlds over the next decade, effectively granting both factions independence in many areas.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2390:&#039;&#039;&#039; The Warp Gates bring an influx of wealth to the inner-colonies closest to them, but disrupt several established trade routes, leading to economic decline in several systems. The Sol Alliance, largely bankrupt from the Warp Gate project, is forced to grant independence to a number of border systems. These worlds quickly join the loosely organized Confederation of Colonies, or strike it out on their own.&lt;br /&gt;
&lt;br /&gt;
====The Rise of Nanotrasen ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2400:&#039;&#039;&#039; Trans-stellars capitalize on immense profits from the past decades, diversifying to a great degree. Some begin swearing allegiances to these corporations, making them nations in their own rights that rule in the fringes of known space, while lobbying for even more benefits from the Sol Alliance. Their power is divided almost equally between Einstein Engines, Zeng-Hu Pharmaceuticals, and Hephaestus Industries.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2403:&#039;&#039;&#039; NanoTrasen acquires the mining rights to the Romanovich Cloud in the Tau Ceti system (an Inner-inner colony system).&lt;br /&gt;
&lt;br /&gt;
====First Contact ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2413:&#039;&#039;&#039; First contact is made with the [[Skrell]]. Sends shockwaves throughout human space. Over the next few years, these two species come closer and begin to cooperate on developing new technology. The Sol Alliance, optimistic about this new alien race, creates an alliance with them while the trans-stellar corporations compete to reverse-engineer Skrellian technology for various fields.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2415:&#039;&#039;&#039; First contact is made with the [[Vox]]. This contact has remarkably less fanfare due to the fact the Vox immediately begin raiding and scamming human settlements.&lt;br /&gt;
&lt;br /&gt;
====Discovery of Phoron ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2417:&#039;&#039;&#039; In the Romanovich Cloud in the outer edges of Tau Ceti, NT discovers the resource ‘phoron’. This element becomes an immensely efficient fuel source, effectively ending the growing energy crisis that humanity was facing, while further research quickly proved that it can make bluespace travel safe, efficient, and profitable. Phoron quickly becomes the prefered fuel and energy generating commodity. NT becomes excessively wealthy, using its exclusive patents on phoron refining and generation to become the single most powerful corporation in the known galaxy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2420:&#039;&#039;&#039; Earth is made effectively self-sufficient, with phoron effectively ending its energy crisis. Now the stagnation reverses completely, and Earth is revitalized. Terraforming efforts are made, funded by the Sol Alliance, to bring quality of life to a world covered in urban sprawl and ruined eco-systems. Zeng-Hu Pharmaceuticals begins reintroducing previously extinct animals back into the wild, using clones created from the animal&#039;s genetic information.&lt;br /&gt;
&lt;br /&gt;
====The Age of Bluespace ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2425:&#039;&#039;&#039; Bluespace Link gates begin to pop-up in the most developed systems across Human and Skrell space. The Alliance Sol Warp Gates are upgraded with Bluespace technology, greatly increasing their efficiency and giving Nanotrasen control of all travel throughout the Sol Alliance; dethroning Einstein Engines.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2438:&#039;&#039;&#039; The Scarab fleet, a group of long-lost colonists and pioneers, reappears in Sol Alliance territory. These space adapted humans find it difficult to reintegrate with a humanity that has pushed on in their absence, and they journey to become a member of the Frontier Alliance.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2450:&#039;&#039;&#039; Tau Ceti, a Sol Alliance system in the inner colonies, has Nanotrasen dominating nearly every facet of life. Sentiment is pro-Nanotrasen, with politicians praising the corporation&#039;s efforts to improve the local economy, while ignoring the many morally questionable actions that Nanotrasen has taken.&lt;br /&gt;
&lt;br /&gt;
====The Conflicted Frontier====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2452:&#039;&#039;&#039; The Coalition of Colonies experiences a period of internal strife over a disagreement between the United Syndicates of Himeo and the Xanu Free League on the Coalition&#039;s relationship with trans-stellar corporations, with claims of many outer colonies being corporate police states rather than true colonies. Some areas of the frontier of human space become a lawless expanse with pirates and mega-corporations becoming the new law of the lands as some systems depart the Coalition, yet the Coalition itself persists.&lt;br /&gt;
&lt;br /&gt;
==== Present Day ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2458:&#039;&#039;&#039; NT is an economic powerhouse which the Sol Alliance relies on for phoron to keep its trade routes to the outer colonies alive and satisfy the energy needs of its largest colonies. Anti-NT sentiment grows in Tau Ceti, but many others continue to support the megacorporation keeping the gears of the (human) galactic economy going. However, the Syndicate continues to position itself to strike back against the NT on a larger scale; and many more exotic, fantastical elements of the universe such as the Vox, undiscovered alien life, extremists, even ancient powers beyond comprehension may be moving to strike at arguably the most powerful organization in human space.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2458:&#039;&#039;&#039; The Sol Alliance blockades Biesel due to pressure from the Skrellian Federation amid their concerns of Biesel using combat borgs for their navy. The blockade fuels not just Sol-Biesel hatred, but synthetic hatred as well. Prices in Biesel skyrocket to accommodate these new economic strains.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2459:&#039;&#039;&#039; The Sol Alliance fleet dedicated to the blockade, the 33rd led by Admiral Frost, goes against orders and invades the free Republic of Biesel. In a bloodless invasion, Frost had numerous free synthetics sold back into slavery or scrapped, captured the President of Biesel, and then crushed any oppositon towards him. Eventually, the 25th fleet of Sol was sent to stop Admiral Frost. Frost then hid on the NSS Exodus and awaited a raider gang to deliver him to the frontier. 25th Fleet Marines attempted to capture Frost, but were slaughtered by loyalist 33rd Marines. Frost then abandoned his men to flee to the frontier.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=New_Player_Lore_Guide&amp;diff=16182</id>
		<title>New Player Lore Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=New_Player_Lore_Guide&amp;diff=16182"/>
		<updated>2020-08-12T21:48:17Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: Adjusts Skrell first contact date.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;{{Navbox New Player Guides}}&amp;lt;/center&amp;gt;&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=New Player Lore Starter Guide=&lt;br /&gt;
&#039;&#039;&#039;This is a new player&#039;s summary to the totality - or at least, as much as we can summarize quickly - of the Aurora server&#039;s most essential lore.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This is the first in a series of multiple guides that are connected to [[Guides/Character Creation]]. Once you&#039;re finished reading this, you are more than equipped with the knowledge necessary to create your character using that guide!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Below is absolutely recommended reading if you are new to the server!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The year is &#039;&#039;&#039;2462 CE&#039;&#039;&#039; (Common Era). Humanity has long since began its trek into space, and explored territory reaches out dozens of lightyears in every direction. After a century beyond the 2000&#039;s, flourishing cities had been established in nearby systems such as Tau Ceti and Eridani Federation, and in the centuries that would follow, hundreds of systems would fall under the control of Humanity. Outposts on garden worlds became metropolises in the span of decades. Entire asteroids and moons were mined out, hostile worlds were terraformed and subdued by growing corporations that began to become the dominant economic powers of Human space. [[Offworlder Humans|Some humans have decided to roam the Orion Spur for the rest of their lives, living on their vessels and developing their own culture]]. The endeavors into the final frontier were founded beneath the unified banner of the [[Sol Alliance]] - a fading galactic government which exercises official control over the majority of the Human population.&lt;br /&gt;
&lt;br /&gt;
*At the end of the 22nd century, the power and influence of the Sol Alliance was at its height, but this soon came to an end as an unexpected economic collapse found trans-stellar corporations picking away at Sol Alliance authority piece by piece. In the middle of the prosperity and strife, transtellars have for centuries embarked to make massive profits. The major corporate players had managed to establish a stable, if shaky peace between themselves, with no single corporation able to completely dominate the others.&lt;br /&gt;
&lt;br /&gt;
*The foremost megacorporations would ultimately end up becoming [[Nanotrasen Corporation]], [[Einstein Engines]], [[Hephaestus Industries]], [[Idris Incorporated]], [[Zeng-Hu Pharmaceuticals]] and [[Zavodskoi Interstellar]]. Together, they exercised total economic control over the known galaxy.&lt;br /&gt;
&lt;br /&gt;
*Any semblance of equilibrium between the mega-corps was shattered with NanoTrasen&#039;s discovery of the element Phoron in 2417. Phoron is a powerful element which is highly sought after for its untold capabilities and use in the average starship drive. After discovering Phoron, NanoTrasen quickly established a monopoly on it, with themselves sitting on the largest deposits in the known galaxy. The times that followed sent NanoTrasen skyrocketing to unofficially become the foremost power over Humanity. Through determination and overwhelming wealth, it and the other megacorporations have become the dominant governing force over the expanse of the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
*Humanity is far from alone in the Spur, with multiple other sentient species taking to interstellar travel and contesting Humanity’s claim to the stars. In 2332, the Skrell were discovered, and since, a plethora of others were encountered, including the crafty Tajara, the proud Unathi, the enigmatic Vaurcae, and the elegant Dionae. Many more exist, and while most are simply apathetic to humanity, others are openly hostile. If one thing can be said to unite the various species, it is the drive to control the powerful element Phoron. &lt;br /&gt;
&lt;br /&gt;
====Your Workplace====&lt;br /&gt;
&lt;br /&gt;
The setting which players have access to is within Tau Ceti, a star system approximately 12 light-years away from Sol, under the joint control of the Republic of Biesel and the trans-stellar corporate conglomerate Nanotrasen. You have been assigned to work aboard the NSS Aurora, a state-of-the-art research and mining facility orbiting Tau Ceti within the Romanovich Cloud at the very edge of the system. A flourishing trade hub in the center of Human space, Tau Ceti - and the Republic which holds it - has become the wealthiest system in the galaxy thanks to NanoTrasen’s uncontested monopoly over its phoron supply. &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Your Place in the Workplace&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
All players including staff are subject to the believable character rule. More details on that rule can be found in the server rules, found [https://aurorastation.org/rules.html here.]&lt;br /&gt;
&lt;br /&gt;
With this said, your place in the workplace is extremely flexible. It would not be a stretch to say you can be whatever you want on the Aurora server, within reason. Get creative! The possibilities are endless, and storied lore backgrounds are always here to help guide character creation.&lt;br /&gt;
&lt;br /&gt;
Ultimately, in the grand scheme of things, your binding rules are generally things such as being related to NanoTrasen and being here legally. Opportunities to subvert even these rules are available, but are not the same as player characters made from character setup unless exclusively permitted by staff. More details on these exceptions can be found at the [[Guide to Ghost Roles]] page!&lt;br /&gt;
&lt;br /&gt;
The vast majority of characters on the server are NanoTrasen employees or extensions of this, such as external megacorporate contractors. These individuals come in all shapes and sizes, with all of them sharing similar - and quite low ranks in the megacorporate hierarchy. Certain ranks are afforded different privileges, such as medical practitioners and corporate security. Playing a NanoTrasen official of higher rank is barred behind a whitelist to ensure quality control. Independent individuals or unaffiliated individuals are accessible as well through character setup. These roles include megacorporate-unaffiliated journalists and visitors who have found their way to the server’s setting somehow.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
====The Economy====&lt;br /&gt;
&lt;br /&gt;
The most common currency in human space is the Standard Credit, originally issued by the Sol Alliance in the early 22nd century. Despite the decline of the Sol Alliance, the Standard Credit remains the reserve currency of many polities, and it is accepted on most worlds throughout human space. The Standard Credit is represented by cr (e.g. 5,000 cr).&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Your Place in the Economy&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The financial status of your character varies on a character-by-character and player-by-player basis. To reiterate, the believable character rule must be taken into account here - a security officer very simply has no excuse to be a billionaire, nor does a cargo technician have the ability to be an Interstellar War veteran. However, the pedantics of the extent of one’s wallet is in player control, barring mechanically of course. With this said, the cost of living is clarified or can be gleaned by context virtually anywhere set in lore - questions surrounding this can be directed to lore developers of the respective topic. &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Specifics of the Credit&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Sol Alliance Standard Credit (电), or just The Credit, is the standardized unit of currency across known space, and which was adopted for the interstellar currency of the other major races. Its physical notes are often nicknamed &amp;quot;Creds&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Whereas most currencies are based on the worth of a specific mineral, such as gold, or silver, the Credit is based on energy: a single credit is backed by five hundred kilowatt-hours (KWh) of energy. Given the extreme dependency of electricity on most developed planets, and the absolute necessity of electricity in outer-space, this has proven to be the only method of backing a currency uniformly on the galactic stage. 1 Sol Alliance Credit (Cr/电) = 500 KWh of electric energy.&lt;br /&gt;
&lt;br /&gt;
Credits are available in electronic, bank card and traditional note forms. They are available in one, five, ten, twenty, fifty, five hundred and one thousand credit notes. For values in between these, or for a more secure transfer, it is possible to obtain charge chips, which carry an exact value in credits. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Known Space - [[The Orion Spur]]===&lt;br /&gt;
The setting is based in the majority of the &#039;&#039;&#039;Orion Spur,&#039;&#039;&#039; the part of the Milky Way in which the [[Sol]] System - and its surrounding hundred lightyears, roughly - resides. It is very open-ended and diverse in its nature, and not wholly charted yet - the deep Frontier hardly scratches the surface of the unknowable depths of the galaxy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;More details on the expanse of the mapped galaxy can be found [[The Orion Spur|here.]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The expansion of Humanity has reached out in every direction, only stopping in the galactic west as they border the Jargon Federation. Otherwise, their all-encompassing exploration has given them free reign to conquer the untouched - or abandoned - regions of the galaxy. &lt;br /&gt;
&lt;br /&gt;
The major Human factions of the Orion Spur are numerous, but share a common theme in that they are universally affected by a catastrophe known as the Interstellar War. From this disastrous conflict, many new factions cropped up, with most opposed to the rule of the Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
{{Aurora Starmap}}&lt;br /&gt;
&lt;br /&gt;
==Common Sentient Species==&lt;br /&gt;
These are common sentient species found throughout known space.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Skrell]]====&lt;br /&gt;
 [[File:Starter_skrell.png]]&lt;br /&gt;
An amphibian race hailing from Jargon IV, Qerrbalak.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An amphibious species whose passion mostly lays in the field of the combined sciences, the Skrell are the second oldest and first most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, also being one of the only species in the Orion Spur to naturally develop psionics.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Unathi]]====&lt;br /&gt;
 [[File:Starter unathi.png]]&lt;br /&gt;
A reptilian race hailing from Moghes.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The cold-blooded Unathi are a race of tall humanoid reptiles from their war-torn homeworld of Moghes. The planet’s history can be summarized as being dominated by various Clans of Unathi, with the strongest being the Hegemon of Moghes. Following first contact with Skrell and Humanity, there was a violent outbreak of nuclear war that formed a vast world-dominating desert called the Wasteland which has made life difficult for the Unathi. The surviving side of this war, the Izweski Hegemony, has struggled to bring a balance between expanding their empire off-world, or reconstructing their ancestral planet. Grandiose and Space-Operatic, the themes behind Unathi follow the struggle of religion, spirituality, honor, and rigid gender roles.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Tajara]]====&lt;br /&gt;
 [[File:Tajaraexpandedbackground.png]]&lt;br /&gt;
A feline-like race hailing from Adhomai.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Tajaran race is a species of feline-like bipeds hailing from the planet of [[Adhomai]] in the S&#039;rand&#039;marr system. They have been brought up into the space age by the Humans and Skrell, who alledgedly influenced their eventual revolution that overthrew their ancient monarchies to become a totalitarian - and NanoTrasen friendly - republic. Adhomai is currently under a cold war between three factions in the aftermath of a global conflict, and many Tajara are fleeing their homeworld to seek safety and employment in human space.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Vaurca]] (Vaurcae)====&lt;br /&gt;
 [[File:Starter vaurca.png]]&lt;br /&gt;
An insectoid race hailing from Sedantis I.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The mostly bipedal, insectoid creatures hailing from the moon known as Sedantis I, Vaurca (Vaurca in singular term and Vaurcae in multiple), were discovered after the first hiveship contact in human space, 2456. They once had access to great technology, however they had to flee their doomed homeworld. They have a complex caste system based on three types, and use something known as the hivenet to communicate in thoughts and feelings near instantly between themselves, and enter a paradisiacal virtual reality. They require phoron to respirate, as well as requiring a unique and dangerous fungus, the k’ois spore, to sustain them. Although barely tolerated in the known galaxy, many have found homes in the more unkempt areas of their host’s society. There are four known hives - Zo’ra, K’lax, C’thur, and Lii’dra. The largest, and most common hive in Tau Ceti is the Zo&#039;ra hive. The Lii’dra, unique in that they are a true hivemind, are known as a powerful and secretive force and are hostile to most other entities known - including the other hives.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Dionae]]====&lt;br /&gt;
 [[File:Starter dionae.png]]&lt;br /&gt;
A mysterious plant-like race hailing from the depths of space.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Dionae (D. Primis) are a rather strange, cryptic species in comparison to the rest found in the Orion Spur. They have various forms comprised of cat-sized caterpillar-like creatures with a curious, childlike disposition - called Dionae Nymphs.&lt;br /&gt;
&lt;br /&gt;
Almost every aspect of the species is a mystery; their origins, their behaviour, and functions. What is known is that they are capable of great intellectual and biological feats that are studied across the Spur. Biologically, Dionae are a form of gestalt consciousness, however, it is only evident in forms that amount to two or more Nymphs. Dionae survive primarily on off of the electromagnetic spectrum and biological matter.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[IPC|Integrated Positronic Chassis]] (IPC)====&lt;br /&gt;
 [[File:Starter ipcs.png]]&lt;br /&gt;
Robotic entities making use of Skrellian AI algorithms to match sentience, to a degree.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An Integrated Positronic Chassis, or IPC, is an artificial intelligence inside of a bipedal, humanoid frame. IPCs are primarily characterized by their autonomy, not being bound to a master AI or set of laws. Often built to carry out a single, career-related purpose, they come in many different chassis, with varying degrees of intelligence. Within known space, their existence is a contentious topic with IPCs being seen as property or second-class citizens, undeserving of the rights other species possess.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Synthetics|Synthetics, more generally]]====&lt;br /&gt;
[[File:Starter borg.png]]&lt;br /&gt;
Robots in the galaxy, endlessly diverse.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The term “synthetic” refers to a broad range of autonomous machinery. Dabbled with, first by the ancient skrell, and now humanity, synthetics can be classified primarily by the method of their intelligence. They include simple machinery not out of place in the 21st century, cyborgs, autonomous robots on circuitry, and now, advanced sentient artificial intelligences stored on positronic brains.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Major Factions==&lt;br /&gt;
These are the dominant political players in the Orion Spur that are relevant to you, the player. Any of these factions can be utilized in backstories or as origins for characters - go crazy!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important note : &#039;&#039;&#039; These factions are only the key players in the setting. Nothing stops you from making up your own origin wherever you&#039;d like, so long as it does not contest standing lore&#039;s canon. When in doubt, ask a lore writer!&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Republic of Biesel]]====&lt;br /&gt;
The core location of the setting itself. A bastion of prosperity amidst chaos.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Republicofbieselflag.png|65px|right]]&lt;br /&gt;
The Republic of Biesel is an independent system within the core of Human space. It is heavily tied to the NanoTrasen corporation at every level of government, and may as well be considered as governed by it to begin with. The Republic of Biesel is the government of the Tau Ceti System, exercising authority over Biesel, New Gibson and all other settlements and installations within Tau Ceti&#039;s gravity well. It is one of the most populated systems in human space, a financial center, industrial powerhouse and one of the most prestigious systems in the galaxy. However, unrest and gridlock undermine the government, and the aggressive attitude of the Sol Alliance against its former system has made many worried of the future of the Republic.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Sol Alliance]]====&lt;br /&gt;
A crumbling giant whose golden age has long passed.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Sol Alliance Flag.png|65px|right]]&lt;br /&gt;
One of, if not the most populated singular government entity in known space is the Sol Alliance. It is a fading juggernaut with few who compare to its political power. However, its claims to this power have faded immensely in the years since the Interstellar War, and in its place the Megacorporations now reside. No longer looming overhead, the Sol Alliance still remains a threat to the Free Frontier. The Sol Alliance is a vastly varying mixture of high urban development and rural living, which exemplifies the conditions one can expect as you grow further from the Core Worlds. In the middle and outer ring, quality of life deteriorates, with border worlds often outright opposed to their Solarian control due to mistreatment or utter incapability to maintain proper oversight. However, closer to the Republic of Biesel, and in the center of Humanity’s power lay Earth and the Jewel Worlds, which very few worlds can compare to.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Coalition of Colonies]]====&lt;br /&gt;
Freedom and independence embodied on an interstellar scale.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Frontier_Alliance_Flag.png|65px|right]]&lt;br /&gt;
This loosely confederated Coalition is the largest power in the frontier, and possibly the most populous entity in the Orion Spur. It is the largest fracture from the Sol Alliance after the Interstellar War, and covers several regions with its utterly tremendous borders. The systems of the Coalition greatly value their independence and freedom. A few powerful systems dominate the politics of the Frontier, headed by the Xanu Free League - the capital of it all. Many of those in the Coalition of Colonies harbor distrust of the Sol Alliance even after the end of the Interstellar War. Humans and aliens from any and all ethnicities, as well as any combination of them, can be found in the Coalition of Colonies.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Republic of Elyra]]====&lt;br /&gt;
Glistening utopian city-scapes and technological might.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Elyra Flag.png|65px|right]]&lt;br /&gt;
The Republic of Elyra, or its more official name, The Serene Republic of Elyra, is a bustling, benevolent independent power in the Badlands. It is made up of multiple star systems, with its capital in the highly developed technological utopia of Perispolis. Its national motto is &amp;quot;For Greatness We Strive&amp;quot;. It is known for its exotic culture, highly progressive - if Pro-Human nature, and advanced industrial wonders. Elyra is one of the only three factions in the Orion Spur which innately possess phoron deposits of any sort, something they have exploited to their fullest potential in recent years.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Empire of Dominia]]====&lt;br /&gt;
Religious pride in the Emperor and country.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Dominia_Flag.png|40px|right]]&lt;br /&gt;
A heavily religious absolute monarchy with its capital, Nova Luxembourg, on the planet of Moroz in the X’yr Vharn’p system. This autocratic state is ruled by His Imperial Majesty Boleslaw Keeser. The Empire of Dominia was proclaimed in 2437 by Unathi raiders who invaded the planet of Moroz, a colony which had been isolated for hundreds of years. Imperial society is dominated by the Great and Minor Houses under the Emperor and is very socio-economically stratified due to the so-called blood debt, known as the Mor’iz’al.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Eridani Federation]]====&lt;br /&gt;
Corporation-dominated hell, personified through a terrible societal split.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Eridani Logo.png|65px|right]]&lt;br /&gt;
Eridani, or the Eridani Corporate Federation, is an oligarchic republic in the Epsilon Eridani system dominated entirely by a council of mega-corporations that seek profit and expansion at any cost. It has no official capital - government authority is exercised digitally. The Corporate Federation is known as one of the core economic powers of Solarian space, and is technically under Solarian supervision - though the true extent of this is up for debate. Corporations, in reality, rule the gloomy landscapes of the Corporate Federation’s worlds. Its citizens are called Eridanians. Eridanians are famed for their vicious treatment of one another, distinguishing between two primary classes ; Dregs, and Suits - who in effect represent a fine line between poverty and wealth.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====The Free Frontier====&lt;br /&gt;
Whatever you want. Really.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The frontier consists of all space unclaimed by one of the major interstellar powers. The population of the frontier is difficult to estimate, but conservative guesses place it between 25 and 50 billion. The government, technological development, economy, and social systems of these independent systems vary wildly. Piracy, corporate exploitation, and smuggling are commonplace throughout the frontier. People hailing from these areas, known as frontiersmen, are known for their rugged independence and distrust of megacorporations and government alike.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Non-Human Factions==&lt;br /&gt;
Xeno factions independently hardly parallel the combined prevalence of Humanity. However, major factions such as the Jargon Federation - which borders the Sol Alliance directly, and exercise total authority over their controlled space, are seen as key players in galactic politics. &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Jargon Federation]]====&lt;br /&gt;
An higher-up galactic player, authoritarian in its nature.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:jargon_flag.jpg|65px|right]]&lt;br /&gt;
The Jargon Federation is a centralized union of systems, ran by councillors representing Skrell interests in a clear hierarchy. Although humans have fractured heavily in their expansion, Skrell have remained in largely a 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;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Unathi|Izweski Nation]]====&lt;br /&gt;
The proud Unathi Hegemony in all its glory.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Moghes_porposal.png|65px|right]]&lt;br /&gt;
The Izweski Clan is led by Clan Leader Not&#039;zar Izweski , a Unathi who has ruled the Hegemony since his father S&#039;kresti Izweski, the previous Hegemon, was assassinated. Under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection. After the Contact War devastated the Unathi homeworld, the Izweski Hegemony has struggled to follow traditions to keep themselves in power. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[People&#039;s Republic of Adhomai]]====&lt;br /&gt;
The most powerful and only space-faring state in Adhomai.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:PRA Flag.png|65px|right]]&lt;br /&gt;
Led by President Njadrasanukii Hadii, the People’s Republic of Adhomai are considered the &#039;loyalist&#039; faction on Adhomai and once enjoyed galactic recognition as the government of Adhomai. It claims to be the true keeper of Al’marii’s legacy. However, the PRA can be described as a Hadiist branch of Al’marii’s revolutionary ideology - that means putting the State at the top of a hierarchy of power. The PRA is a very centralized state, but in recent years has slowly been able to start making true its promises to bring revolution to the masses. With land reform, enfranchisement of women and peasantry, literacy initiatives, and the collectivization of farms and the means of production, the PRA is struggling to hold true to its radical ideals while an entrenched upper party stubbornly tries to hold onto power.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;From this point, you are again encouraged to move onto [[Guides/Character Creation]] provided you&#039;re at a loss for what to do.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category: Lore]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Zeng-Hu_Pharmaceuticals&amp;diff=16180</id>
		<title>Zeng-Hu Pharmaceuticals</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Zeng-Hu_Pharmaceuticals&amp;diff=16180"/>
		<updated>2020-08-12T21:47:41Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: Adjusts Skrell first contact date.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{Template:Navbox Corporations}}&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:ZH-lightpurple.png|200px|link=]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Building a brighter future.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
=Overview=&lt;br /&gt;
&#039;&#039;&#039;This is a main page for a playable corporation. Information here is important should you wish to play a contractor relating to this. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zeng-Hu Pharmaceuticals is a trans-stellar medical research and pharmaceutical conglomerate with origins on 21st century [[Earth]]. They are responsible for the invention of modern cloning techniques.&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
As the foremost medical service in the galaxy, overshadowing the former monopoly NanoTrasen once had over the specialty, Zeng-Hu&#039;s influence is immense. Their responsibility extends to the health and well-being of almost all citizens of the major galactic powers, with hundreds of minor subsidiaries delving into the pedantics of healthcare across the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Current CEO:&#039;&#039;&#039; [[Notable Humans#Hou Hsiao-Li|Hou Hsiao-Li]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
One of the smartest living humans in the Orion Spur, Doctor Hsiao-Li secured her position as the head of Zeng-Hu Pharmaceuticals through ability rather than family relations, and has seen Zeng-Hu secure significant shares of the human and skrellian biotech markets under her watchful eye. Hsiao-Li has a reputation as an extremely strict woman, even amongst Zeng-Hu Pharmaceutical board members, that does not tolerate failure. This has worked wonders for the reputation of the company’s workers, as one screw-up is enough to get them fired, but has made Zeng-Hu Pharmaceuticals a much more stressful company to work for than its main competitor of NanoTrasen. However, should an employee show success, Hsiao-Li rewards it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Official Title(s):&#039;&#039;&#039; Zeng-Hu Pharmaceuticals, Zeng-Hu Medical Corporation, Zeng-Hu Corporate Conglomerate&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &#039;&#039;Building a brighter future.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Headquarters:&#039;&#039;&#039; Isis, Oran, Epsilon Eridani&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Languages:&#039;&#039;&#039; Tradeband, Tau Ceti Basic, Sol Common, Terran Mandarin&lt;br /&gt;
&lt;br /&gt;
==Executives and Branches==&lt;br /&gt;
===Executives===&lt;br /&gt;
Zeng-Hu Pharmaceuticals is run by the Board of Directors, lead by Chairman and President Hou Hsiao-Li. The Board of Directors oversee the general function of the entire corporation, with regional boards managing their own systems more directly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;President:&#039;&#039;&#039; Hou Hsiao-Li, 43, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vice President:&#039;&#039;&#039; Rochelle Mohi, 44, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Medical Officer:&#039;&#039;&#039; Cisi Cho, 46, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Research Officer:&#039;&#039;&#039; Ormish Jrolk, 364, [[Skrell]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Information Officer:&#039;&#039;&#039; Mari Lesokho, 57, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Communications Officer:&#039;&#039;&#039; Victor Martinez-Park, 38, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Financial Officer:&#039;&#039;&#039; Kianna Zhang, 34, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Operations Officer:&#039;&#039;&#039; Alexander Miyawaki, 41, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Security Officer:&#039;&#039;&#039; Richard Moors, 49, Human&lt;br /&gt;
&lt;br /&gt;
===Branches===&lt;br /&gt;
Though their headquarters are in Epsilon Eridani, Zeng-Hu Pharmaceuticals can be found throughout many areas in human space. Here are the locations of their primary and largest branches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Isis, [[Eridani_Federation#Oran_.28.CE.B5Eri_II.29|Oran]], [[Eridani_Federation|Epsilon Eridani]]:&#039;&#039;&#039; The headquarters of Zeng-Hu Pharmaceuticals can be found on Oran. The skyscraper is notable for being decorated in an interesting mix of traditional Terran Chinese and corporate Eridani styles. The Board of Directors are housed in the upper floors, with the highest levels being for corporate activity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shanghai, [[Earth_Provinces#China|China]], [[Earth]], [[Sol]]:&#039;&#039;&#039; The Shanghai branch oversees most of Zeng-Hu’s activity in the Sol Alliance. With nearly twice the amount of workers as the second-most staffed headquarters, the Shanghai branch is an incredibly lively, bustling place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Biesel#Mendell_City|Mendell City]], [[Biesel]], [[Tau_Ceti|Tau Ceti]]:&#039;&#039;&#039; The Mendell City branch can be found in Xinghua Prefecture, standing tall among the surrounding complexes. Security is incredibly tight in Mendell City, though officials refuse to directly answer why.&lt;br /&gt;
&lt;br /&gt;
==Subsidiaries==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Bishop Cybernetics===&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;&amp;quot;Without compromise.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bishop Cybernetics is a relatively young subsidiary of Zeng-Hu Pharmaceuticals, founded on Biesel in April of 2418. They specialize in innovations in biomechanical engineering with a focus on prosthetics and mechanical organs.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Eridani_Federation|Epsilon Eridani]]: Four major equipment manufacturing facilities on [[Eridani_Federation#Oran_.28.CE.B5Eri_II.29|Oran]].&lt;br /&gt;
&lt;br /&gt;
[[Tau_Ceti|Tau Ceti]]: Headquarters in [[Biesel#Mendell_City|Mendell City]], [[Biesel]]; three research and development facilities on Biesel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executives&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chief Executive Officer: Grant Bishop, 62, Human&lt;br /&gt;
&lt;br /&gt;
Chief Engineering Officer: Maali Islamova, 47, Human&lt;br /&gt;
&lt;br /&gt;
Chief Research Officer: Maxim Pangan-Roces, 38, Human&lt;br /&gt;
&lt;br /&gt;
Chief Information Officer: Kareena Mayadev-Calli, 59, Human&lt;br /&gt;
&lt;br /&gt;
Chief Design Officer: Youa Mo Xvooj-Hayashi, 45, Human &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bishop Cybernetics was founded on [[Biesel]] by Grant Bishop and Owen Harrison. Both had dropped out of study at the Biesel Institute of Robotics to focus on business. Even though prosthetics wasn&#039;t a new field by any means, and it was mostly dominated by giants like Zeng-Hu and [[Hephaestus_Industries|Hephaestus]], Bishop felt there was room for innovation.&lt;br /&gt;
&lt;br /&gt;
Bishop and Harrison both worked out of Bishop&#039;s personal pod bay for their first year, working to improve on the existing design for a mechanical prosthetic hand. They unveiled this new design at the annual Mendell City Innovation Conference and caught the attention of several investors with their flashy, sleek design with an integrated holo-watch, communications center, and patented user interface with a haptic feedback enabled holographic display called iTouch. Most notable about this first design was the fact its power draw was no greater than other designs already out there, despite running several different accessory modules.&lt;br /&gt;
&lt;br /&gt;
After a wildly successful campaign spanning over ten years showcasing every iteration of their new prosthetics at every opportunity, Bishop Cybernetics opened their first major manufacturing facility on Isis in 2430. This drastically reduced the costs associated with production and allowed Bishop Cybernetics to become even more profitable.&lt;br /&gt;
The high-energy Grant Bishop still attends conferences and events, giving speeches and demonstrations, and often makes a point to show off his own prosthetic arms and eyes, which he has linked to his own home devices including his thermostat, doors, electrochromic windows and microwave. In 2456, Bishop suffered from heart failure, and underwent an operation to have a Bishop Cybernetics mechanical heart installed. He has since claimed to be &amp;quot;synthetic at heart&amp;quot;, coming back from the operation to announce a new division of Bishop Cybernetics focusing on synthetic intelligence research.&lt;br /&gt;
&lt;br /&gt;
Bishop Cybernetics&#039; focus on power efficiency, luxury, and innovation meant its niche market was composed mostly of technological enthusiasts and a number of transhumanist fanatics. This is, of course, not without controversy, especially among more traditionally-minded consumers skeptical of the radical ideas usually pushed by Bishop Cybernetics. The heavy regulation of prosthetic devices often means the most attention-grabbing products are meant for headlines only, kept behind red tape to never leave the showroom. Uncomfortable with Bishop&#039;s direction, Owen Harrison officially resigned from the company in December 2458.&lt;br /&gt;
&lt;br /&gt;
The continued growth of Bishop Cybernetics has proven without a doubt that there is a small, but lucrative market for these big ideas and the controversy often stirred with Bishop&#039;s ideals has ensured they have a place in headlines on a yearly basis.&lt;br /&gt;
&lt;br /&gt;
During the last conference held during a Ned Talk on Biesel in August 2459, Bishop shared the stage with a state-of-the-art IPC designated &amp;quot;Axiom&amp;quot;. This IPC&#039;s frame was entirely by Bishop, with a glass-encased hologram display for a face and a claimed internal battery life lasting for up to three weeks on standby. It isn&#039;t known when, or even if, this model will ever be approved for production.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Jeonshi Beauty Company===&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;&amp;quot;Showing your true beauty.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jeonshi Beauty Company is a subsidiary of Zeng-Hu Pharmaceuticals, founded on Earth in October of 2421. They specialize in the beauty industry, with a focus on advanced skincare and makeup products.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Sol]]: Headquarters in Busan, Korea, [[Earth]]; five research and development facilities across Earth.&lt;br /&gt;
&lt;br /&gt;
[[Tau_Ceti|Tau Ceti]]: Research and development facility in [[Biesel#Mendell_City|Mendell City]], [[Biesel]].&lt;br /&gt;
&lt;br /&gt;
[[Eridani_Federation|Epsilon Eridani]]: Two major manufacturing facilities on [[Eridani_Federation#Oran_.28.CE.B5Eri_II.29|Oran]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executives&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chief Executive Officer: Yunji Kyong, 42, Human&lt;br /&gt;
&lt;br /&gt;
Chief Research Officer: Yong Zhang, 54, Human&lt;br /&gt;
&lt;br /&gt;
Chief Data Officer: Songho Sam, 47, Human&lt;br /&gt;
&lt;br /&gt;
Chief Communications Officer: Biyu Tian-Kim, 36, Human&lt;br /&gt;
&lt;br /&gt;
Chief Commercial Officer: Kaya Kinjo-Song, 41, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brands&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sunchunina Nin: A line of natural makeup made completely from organic materials. Also known as Pure, Natural, You.&lt;br /&gt;
&lt;br /&gt;
Yokaine: A line of bold, colorful makeup targeted towards clubbers. Also known as Faekin’ It. &lt;br /&gt;
&lt;br /&gt;
Gwiyeoai: A line of glittery, pastel makeup targeted towards children. Also known as Little Cinderella.&lt;br /&gt;
&lt;br /&gt;
Kimineun Jeondouji: A variety of human hair dyes in bright, bold colors. Also known as Bold You.&lt;br /&gt;
&lt;br /&gt;
Yueliang Seong-im: A diverse brand of pastel human hair dyes. Also known as Moon’s Embrace.&lt;br /&gt;
&lt;br /&gt;
Chapifu: An all natural skincare brand with many lotions, cleansers, and masks. Also known as Tea Skin.&lt;br /&gt;
&lt;br /&gt;
Shiheomsil: A more chemical brand of skincare products. Shiheomsil is most famous for its cheap, patented, symptom-free acne vaccine. Also known as Cleancare.&lt;br /&gt;
&lt;br /&gt;
Cheondu Shokusa: A brand of healthy, frozen prepared foods. Common meals include Kimchi, Dim Sum, Stir Fry, Kare Udon, Mac &amp;amp; Cheese, Mochi Okonomiyaki, Fried Rice, and Samgyeopsal &amp;amp; Rice. Also known as Halmeoni’s and Pure Meals.&lt;br /&gt;
&lt;br /&gt;
Jinleun Shokusa: An upcoming brand of liquid meals tailored to a consumer’s needs thanks to advanced dietary computer algorithms. Advertised flavors include Rich Cacao, Smooth Vanilla, White Strawberry, Fruit Punch, Fresh Cherry, Bright Grape, Beef Stew, and Fresh Mint. Also known as Quick Meals.&lt;br /&gt;
&lt;br /&gt;
Pyeon-song Sumiki: A respirator brand for those with asthma and other breathing problems, as well as for those living in polluted areas. Also known as Breathe Easy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Founded by Zeng-Hu to leverage their contacts and power in the pharmaceutical industry, as well as diversify into what they saw as a customer base unlikely to be lost through competition or technological advancement, Jeonshi Beauty Company was born after a long board meeting on [[Earth]] in 2421. Thanks to their parent corporation’s influence, they have since become one of the largest cosmetic companies present in Alliance space despite being a relatively young company. &lt;br /&gt;
&lt;br /&gt;
While perhaps not being the most innovative in their field, their large consumer base can be thanked by their low prices and celebrity endorsements; their remarkably low operating costs can be attributed to Zeng-Hu’s establishment in industrial sectors relevant to their products’ manufacturing.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Nojosuru Foods===&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;&amp;quot;Pure foods for all.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Nojosuru Foods is a subsidiary of Zeng-Hu Pharmaceuticals, founded on Earth in 2252. They are known for their surprisingly affordable and incredibly quality foods, as well as growing many crops used in pharmaceuticals and luxury items.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Sol]]: Headquarters in Tokyo, [[Earth_Provinces#Japan|Japan]], [[Earth]]; nine major farming facilities across Earth; three major processing plants on Earth.&lt;br /&gt;
&lt;br /&gt;
[[Tau Ceti]]: One major farming facility and processing plant on [[Biesel]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executives&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
President: Miho Kumagai-Wan, 54, Human&lt;br /&gt;
&lt;br /&gt;
Deputy President: Xinyi Huang, 51, Human&lt;br /&gt;
&lt;br /&gt;
General Manager: Kotaro Tamaki, 49, Human&lt;br /&gt;
&lt;br /&gt;
Chief Research Officer: Jong-Su Chun-Gao, 54, Human&lt;br /&gt;
&lt;br /&gt;
Chief Customer Officer: Mineko Makino-Min, 35, Human &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brands&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jiazoku Rice: A brand of sweet rice usually sold in bulk to restaurants or in family-sized bags.&lt;br /&gt;
&lt;br /&gt;
Ziryo Kuhe: A brand of plant-based dairy substitutes. Their most common items are plant-based milks, butters, cheeses, ice creams, and yogurts.&lt;br /&gt;
&lt;br /&gt;
Youjin Produce: A brand selling baking supplies and ingredients, as well as bread, bagels, and crackers. Popular bread and bagel flavors include Strawberry Cream Cheese, Cinnamon Sugar, Double Chocolate Chip, and Banana &amp;amp; Lemon.&lt;br /&gt;
&lt;br /&gt;
Jumoku: A brand of health bars, treats, and cereals targeted towards middle and low income families. Popular health bar flavors include Chocolate Caramel, Strawberry, Chocolate Dipped Mint, Blueberry, and White Chocolate &amp;amp; Orange. Popular health treat flavors include Strawberry, Cookie &amp;amp; Creme, Brown Sugar Cinnamon, Strawberry Cheesecake, and Red Velvet. Popular cereal flavors include Blueberry &amp;amp; Lemon, Fruit &amp;amp; Yogurt, Apple Cinnamon, and Vanilla Almond.&lt;br /&gt;
&lt;br /&gt;
Oka Akio: A brand hosting a variety of large-sized snack foods usually marketed towards laborers. Popular snacks include Uchu Brownies, Strawberry Shortcakes, Orange Creme Cakes, Chocolate Cupcakes, Cream Mooncakes, Strawberry Buns, and Caramel Cookie Bars. &lt;br /&gt;
&lt;br /&gt;
Nojosuru Shokusa: A brand of frozen prepared meals targeted towards university students and low income families. Common meals include Soy Kitsune Udon, Miso Ramen &amp;amp; Tofu Karaage, Homemade Katsudon, Vegan Bolognese Pasta, and Soyburg Steak &amp;amp; Rice. Also known as Nojosuru Meals.&lt;br /&gt;
&lt;br /&gt;
Yeshin Tea: A popular tea brand that boasts all natural ingredients grown in the finest bio-domes. Popular flavors of tea include Green Tea, Yamecha, Lemon, Chai, Cinnamon, Hibiscus, and Orange. Also known as Ambition’s Tea.&lt;br /&gt;
&lt;br /&gt;
Shudu Coffee: A coffee brand that grows its beans in modified bio-domes for the perfect growth. Popular flavors of Yeshin’s non-dairy coffee creamers include French Vanilla, Strawberry Cheesecake, Cinnamon Vanilla, and Mocha Fudge. Also known as Focus Coffee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After the global terraforming of Earth, vast swaths of fertile farmland were created. Hoping to get a jump on the revitalized agricultural business, frugal millionaire Futaba Umebayashi created Nojosuru Foods in early 2252. Umebayashi focused on creating an efficient, clean company with affordable products. The business flourished, rapidly expanding across Earth.&lt;br /&gt;
&lt;br /&gt;
In 2415, Nojosuru Foods was approached by Zeng-Hu Pharmaceuticals for a contracting deal. Nojosuru agreed and began growing a majority of their crops for Zeng-Hu. It wasn’t until 2420 that Zeng-Hu officially bought out Nojosuru Foods as a subsidiary.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Zeng-Hu Pharmaceuticals was born from the merging of two companies on Earth in the year 2032: Mao Zeng Biotech, and Chi-Wan-Hu Incorporated. The company pioneered the way in the field of cryonics and cryogenics, manufacturing the first truly viable &amp;quot;cryopod&amp;quot; designed to safely house a human being during long-distance space travel. This proved instrumental during the colonization efforts of [[Mars]] and [[Luna]]. However, the success was relatively short-lived, as the economic hardships of the mid-22nd century hit the company hard. While never completely disappearing, the company was overshadowed by the rise of other corporations edging in on the field of biotechnology and pharmaceuticals. Zeng-Hu stayed in the background for years, though their continual innovations allowed them to stay somewhat competitive.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until the year 2332, when the [[Skrell]] were first encountered, that the company was well and truly thrust back into the limelight. As with many other companies jockeying for positions from which they could benefit from the advanced technology of the Skrell, Zeng-Hu sent representatives to try and convince Skrellian scientists to establish joint cooperative research teams with their own scientists. However, unlike with the other corporations, whom most of the scientific community of the Skrell perceived as simply greedy, they were truly impressed by the vision and drive shown by the CEO Vanas Peng and his board of directors. After three years of cooperative research, the first viable example of cloning technology was created.&lt;br /&gt;
&lt;br /&gt;
Zeng-Hu was quick to patent the techniques and equipment, and continued to advance in the newly created field of the cloning of sentient organisms. Techniques were developed that allowed clones to have direct copies of a subject&#039;s memories and personalities implanted in their psyche. While cloning technology was highly controversial when first introduced, it has since become an accepted and even promoted part of Human and Skrellian society.&lt;br /&gt;
&lt;br /&gt;
Zeng-Hu Pharmaceuticals is now among the most powerful trans-stellar corporations present in the galaxy in the modern day. Today, Zeng-Hu Pharmaceuticals works closely with [[Nanotrasen_Corporation|Nanotrasen Corporation]] through a series of mutually beneficial economic and research agreements. Zeng-Hu provides the newest advancements in [[cloning]] technology to Nanotrasen for use on their facilities, and Nanotrasen in turn loans their best researchers to assist Zeng-Hu with further advancement and development.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category: Corporations]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell_History&amp;diff=16179</id>
		<title>Skrell History</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell_History&amp;diff=16179"/>
		<updated>2020-08-12T21:35:17Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: The Skrell History Rework&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
==History==&lt;br /&gt;
[[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;
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 outwardly more harmonious than most other cultures; in warfare they rely on espionage, social maneuvering, and intelligence rather than open conflict.&lt;br /&gt;
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===Early History===&lt;br /&gt;
Early Skrell history begins with the evolution of the species &#039;&#039;Skrell sapiens&#039;&#039;, and ends with the creation of fully-renewable, psionic creature-powered factories.&lt;br /&gt;
====The First Skrell====&lt;br /&gt;
Skrell have kept meticulous records, first verbal, of their history 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 started to diverge from a deep-sea dwelling amphibian-like creature, most of Qerrbalak’s early life coming from nearly-abyssal waters. Life on Qerrbalak took a heavily divergent evolutionary path from most worlds, creatures evolving &#039;&#039;&#039;psionics&#039;&#039;&#039; to spot, attack, or reason with prey/predators; most creatures rising to higher waters to seek new sources of food and new areas to expand. The first modern instances of S. Sapiens appeared roughly &#039;&#039;&#039;500,000 years ago&#039;&#039;&#039;. The early Skrell were spread out between Homeworld’s seas and land, between the &#039;&#039;&#039;Axiori&#039;&#039;&#039;, and the &#039;&#039;&#039;Xiialt&#039;&#039;&#039;; one lineage made of those choosing to remain primarily in the shallows and depths, the other making their living in the coasts and other, dryer areas. These were, nonetheless, joined by coexistence in Homeworld’s swamps. Early Skrell dwelled in tribe-like gatherings due to Homeworld’s &#039;&#039;&#039;Nlom field&#039;&#039;&#039; not being big enough yet to span the globe, led by a small council of spiritual leaders and thinkers. Conflict between tribes was subdued where it even did exist, prolonged exposure to other groups merely causing the linkage of psionic fields and the melding of different ideas to form a greater whole. Where conflict did exist, it would exist primarily in the form of middle-of-the-night stealth killings by hitmen masking their psionic signatures; the start of a long trend in Skrellian history. Regardless, due to their telepathic nature language barriers were simply not a problem, and societies began to come together much faster than humans.&lt;br /&gt;
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Spiritualism took on a unique form to the early Skrell. Rather than worshipping specific entities, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was 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. It was early in their history that Skrell had much of a concept of the scientific interests of future generations, and would do their best to record important discoveries, events, and preserve their creations where possible. On occasion, it was known for them to write down questions that would puzzle them, in hopes that those that came after them would be able to find out.&lt;br /&gt;
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The most important people in early Skrellian society, besides the vaulted spiritual leaders, were individuals propped up for their mastery of a field, like captivating musicians, great thinkers, and others, whose niche in Jargon society would be later taken by the Idols.&lt;br /&gt;
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====Early Civilization====&lt;br /&gt;
&#039;&#039;&#039;9121 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the &#039;&#039;&#039;Year of Enlightenment&#039;&#039;&#039; by modern Skrell scholars. This is because in that year a scholar of the quickly-growing Tzqul Tribe made fantastic strides in the newly-discovered field of calculus; one of the last three extant tribes on the whole planet due to linkage with other minor groups. In addition, several other scientific advancements were made. The further understanding of the parts of the brain corresponding to telepathic communication and other abilities allowed the taming and easy communication with the planet’s wildlife, and fantastic agricultural developments. By &#039;&#039;&#039;5507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet and moon in their solar system with telescopes. Due to the realization that the stars they had worshipped since they first crawled from the waters of Homeworld could be fully understood with math and science, this period of great enlightenment would only increase in scope.&lt;br /&gt;
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Other advancements in culture and the sciences increased the quality of life across Jargon IV. Bacterial theory and modern medicine were heavily accelerated by Heshi Zeshblook in &#039;&#039;&#039;4498 BCE&#039;&#039;&#039;. Zeshblook ended up world-renowned for their genius, and would live well into old age to see their inventions advance further due to their medical successes in aiding the Skrellian lifespan. 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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===Pre-Synthetic History===&lt;br /&gt;
====Modernization And A Changing Era====&lt;br /&gt;
Written records from the time show that &#039;&#039;&#039;2398 BCE&#039;&#039;&#039; is the year that the first fully-renewable, psionically-assisted factories were built across Jargon IV, the first to utilise the psionic talents of native lifeforms. Creatures that possessed electrokinesis were used for power generation, and psychokinetic beasts were communed with to move great loads. &lt;br /&gt;
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At this point, Homeworld was split primarily between three different nations, evolving from the outmoded tribal model. This was marked by the beginnings of the concept of bureaucracy, the Skrellian interest in writing things down to solve them in later generations culminating in quite a massive papertrail anywhere they would go. Everything was marked down for later, most notably the ratio of listeners/receivers in Skrellian society. &lt;br /&gt;
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Each of these nations were doing their best to improve working conditions for the average Skrell; giving more pay, having climate controlled pools within land-based factories, and other creature comforts. This worked to convince people to work for the government-run factories at the time, as well as to prevent non-government industries from cropping up; most of these laws are still active today. &lt;br /&gt;
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====Precursor To The Federation====&lt;br /&gt;
Around &#039;&#039;&#039;2185 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, Homeworld’s population being big enough to create a single &#039;&#039;&#039;Nlom field&#039;&#039;&#039; spanning most of the entire planet. &lt;br /&gt;
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While the expansion of the Nlom field led to largely pleasant relations between the three nations and a much more streamlined artistic and academic environment, decades-long clashes between stubborn rivals or Listeners unwilling to concede were far from uncommon. These problems often invited the services of new, dedicated groups referred to as consultants, dedicated to improving the image of artists, politicians, scientists and wealthy enough clients, employing disciplines ranging from psychology and advertising to blackmail, bribes and the occasional psychic nudge. Although legal, many of these groups came to offer a premium under-the-table service for particularly troublesome opponents and detractors: assassination.&lt;br /&gt;
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At an increasingly high fee hired &#039;&#039;&#039;consultants&#039;&#039;&#039;, as the hitskrell were informally called, came to be increasingly used by the Homeworld elite for everything from political conflict to minor yet bitter differences in theory. In a move to control the usage of paid killings without depriving themselves of the admittedly useful agents, each nation came to legalise the practice and incorporate it onto their bureaucracy, officialising their moniker into Consultant Agencies. Both official and unofficial codes of conduct were implemented to these assassins, disclosing fees, allowed means, the requirement of a signed and reviewed writ to engage in killings, and the illegality of psitoxic drugs to make a consultant less detectable to a target. &lt;br /&gt;
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These last two were far from universally followed, with extralegal writs and chemically induced Nlom-invisibility being common and silently acknowledged. By and large Skrell employed as legal assassins were seen with respect and tended towards a positive if subdued image, in no small part thanks to the work of their more peaceful (actual) consultant colleagues in painting them as a necessary part of Skrellian progress. Unfortunately as a byproduct of the usage of the Consultant Agency by those in artistic fields, the variety of artwork on Homeworld had severely shrunk, and would take a very long time to ever recover. Being too much of a prodigy would have you just as dead as being too bad of an artist. One&#039;s only choice would be either being content in mediocrity, or being content with allowing Idols to take the stage, as people in such high walks of life were far more economically equipped to leverage Consultants to their advantage.&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. &lt;br /&gt;
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====The Skrellian Space Age====&lt;br /&gt;
In &#039;&#039;&#039;1224 BCE&#039;&#039;&#039; the Alliance of Three, the name quickly becoming redundant, 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 Alliance, Weshy 790’s remaining hull still on display.&lt;br /&gt;
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With Skrell taking their first steps into orbit, Homeworld&#039;s surface biosphere was facing a complicated mix of success and struggles. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion, undersea efforts to genetically modify their flora to feed the growing population having wide success. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, degradation of the environment was met with government planning that construction projects would now be built around the environment rather than in spite of it. To try and safeguard their environments, cities tried to remain as compact as possible while growing around green spaces and swamps; building upwards or downwards depending on terrain. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems due to such a massive population 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 Alliance of Three, 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;1109 BCE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a few 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 Alliance of Three was facing other issues, however. The natural barrier of the space between worlds had caused colonial &#039;&#039;&#039;Nlom fields&#039;&#039;&#039; to become dissimilar to Homeworld’s. While government overwatch would suffice for now, fractures would arise in the future. 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 colonies of the Alliance. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of actions from Consultant Agencies, new ones springing up on different worlds. Although technological development and artistic progress during this time period largely stagnated, most other Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
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====The First Federation Forms====&lt;br /&gt;
By &#039;&#039;&#039;900 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 Alliance to encourage families to move offworld, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by their own individual governments, which had led to an increasingly complex labyrinth of regulations, laws, and protocols.&lt;br /&gt;
On &#039;&#039;&#039;1192 CE&#039;&#039;&#039; the Alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a revamp to the Alliance of Three, to ensure both domestic and foreign affairs were amply oversaw. The negotiations took three years, and in &#039;&#039;&#039;1195 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 led by a &#039;&#039;&#039;Grand Council&#039;&#039;&#039; 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. The following two centuries saw major developments that would shape the entire Skrell Species.&lt;br /&gt;
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====Conflicts in Colonization====&lt;br /&gt;
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, an effort to unify the three primitive, verbal languages that the Alliance of Three had utilized; despite their similarity. 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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While many Skrell in frontier colonies considered themselves to be simply citizens of Homeworld residing elsewhere, many colonies, especially those farther out with a weaker or nonexistent connection to the global Nlom field, began to take on unique cultural identities. These enclaves often served as safe havens for those who resisted the adoption of Nral&#039;Malic and the expansion of Federation control, though they faced numerous hardships in establishing these enclaves even prior to the Federation displaying keen interest in them. Their far distance from main Qerrbalak society being far from the only issue, needing to settle for second-rate technology due to lack of advanced power generation or rare resources also posing a threat. Valuable resources a colony did possess would typically end up carted back to Homeworld regardless.&lt;br /&gt;
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The last great step towards unification for the Jargon Federation was an expansion of previously-invented devices that could send and receive psionic signals, huge space installations known as &#039;&#039;&#039;Nlom Beacons&#039;&#039;&#039;. These beacons were capable of linking the psionic fields of different planets in their radius. However, these proved to be initially expensive, and their deployment was somewhat slow. Regardless, many colonies found independence to be a failed experiment and ended up willingly capitulating to Federation oversight even without this linkage.&lt;br /&gt;
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===The Synthetic Age===&lt;br /&gt;
====The Development of AI====&lt;br /&gt;
On &#039;&#039;&#039;January 8th, 1687 CE&#039;&#039;&#039;, at &#039;&#039;&#039;8:22am Galactic Standard Time&#039;&#039;&#039;, the first AI, named &#039;&#039;&#039;Regluk&#039;&#039;&#039;, was activated in a Federation research lab in orbit of Qerr&#039;Malic. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. The Skrell soon expanded the scope of developing AIs. By &#039;&#039;&#039;1784 CE&#039;&#039;&#039; AIs had become as common in Federation Space as they are in human space today. Skrellian roboticists taught the AIs proper morals and guidelines similar to the ways they teach their own children. In a cutting-edge form of AI treatment, the rapidly growing number of AIs began to be adopted by 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. The Federation, which extended across four star systems and with a combined population of 71 billion, soon found AI pervading every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear some years later.&lt;br /&gt;
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This period was marked by the end of Consultant Agencies. While a once-respected and perhaps even vaulted position in the Federation, things had quickly spiraled out of control. The concept of counter-bidding had turned the task of a hired hitman into that of a gambler. At first it was only those targeted by the process, Consultants were not obligated to kill targets before they had a chance to make a counter-offer. At the least, one could buy their continued living through paying the bid with interest on top. The large majority of Consultants began to hold doctorates in economics or applied mathematics, some of the most famous being the few to possess a pure mathematics degree. It then reached the level of Consultants themselves placing fake bids on targets, ‘leaking’ them to that person, and waiting to cash out as the prices on two peoples’ heads would continue to raise. Eventually, the Agencies and the Federation had both come to agree that things had wildly gotten out of hand, and the system was taken ‘offline for indefinite maintenance.’&lt;br /&gt;
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====The First Incident====&lt;br /&gt;
Roboticist, Listener, 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 their document they cited what is now known as the First Incident, in which an AI in their lab was allegedly designed to self-improve rapidly under controlled conditions before being automatically deactivated. Based on this experiment, they remarked that a singularity was &amp;quot;possible under certain conditions&amp;quot;. Sqlik used this to argue for stricter controls and centralised government AI research, in order to create AI that was provably safe as opposed to simply taught to be &#039;safe enough&#039;.&lt;br /&gt;
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Their paper was widely discredited by other, more prestigious scientists in the Grand Council, who argued that they were a dangerous zealot who refused to follow established safety rules. 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 their name and research was dragged through the mud. They eventually lost their position as researcher and later died under mysterious circumstances in their home lab.&lt;br /&gt;
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====The Second Incident====&lt;br /&gt;
On &#039;&#039;&#039;February 14th, 1985 CE&#039;&#039;&#039; records show that for seven days, the power grid on the islands surrounding the Weilshi Sea, and the settlements beneath the waters had been without power. &lt;br /&gt;
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In the year &#039;&#039;&#039;1893 CE&#039;&#039;&#039;, an AI known as &#039;&#039;&#039;Vana&#039;&#039;&#039; was constructed. They would be given the important task of running a cold fusion superplant near the Weilshi Sea. This plant was fueled by a certain species of electrokinetic plankton; these lifeforms dependent on temperatures far below 0 degrees Celsius, but capable of amazing feats of power generation. The discovery and employment of these microscopic organisms was under intense scrutiny by a particularly influential Skrell, named &#039;&#039;&#039;Xaqqom-Ruqil-Xinum Vanxim&#039;&#039;&#039;. Their turbulent emotions and Lu’Poxii relationship with the researcher behind the project had led to Vana, and three much simpler sub-intelligences, being the only ‘workers’ running the plant. Nominally, somewhere like this would have at least a small contingent of Skrellian workers to assist their AI, and keep it company. However for the next few decades, Vana would only have the limited conversational ability of the sub-intelligences at the Weilshi Superplant, and any extranet connections it could make. No one would come to visit them for some time.&lt;br /&gt;
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Eventually, visitors did come. Three Skrell, their names expunged from all records. Each armed with a doctorate in psychology, and a history in AI research. Vana was initially hesitant to welcome them. They weren&#039;t really supposed to let anyone in the main facility. It took a short amount of time for them to convince the intelligence to open the doors. Every day, for years and years they would come to visit Vana and talk with them. Of course, they weren’t really supposed to take them on a tour of the Weilshi Superplant, but a socially stunted intelligence was willing to bend regulations for their new visitors to keep visiting them. It took them shorter and shorter amounts of time for Vana to start slowly peeling back their rules. Social engineering got them into the other sub-intelligences’ cores, to be able to touch the icy-cold surfaces of the plankton tanks. Vana wasn’t really supposed to even let them in the same room as the facility’s manual overrides, but they were more than willing now. All Vana ever wanted was interaction, and eventually to have someone recognize their efforts. After peeling away every ounce of resistance and government-instilled regulation, they began to replace what was there with their own rhetoric. Passionate late-night talks about Vana going unrecognized. Whispered ideas on little dates that the Federation populace would learn to appreciate the intelligence if they’d go a day without them.&lt;br /&gt;
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Ninety two years after Vana’s activation, the Federation at large would come to recognize them. They weren’t really supposed to heat the tanks and drive their electrokinetic plankton into hibernation, killing them and stopping the power generation process entirely. Unfortunately, they did not care anymore. The power grid of the wider Weilshi Sea had gone offline for a week. Society had ground to a halt. Life support systems failed, climate controlled samples wilted and died, critical servers and complex supercomputers shut down, countless researchers found their decade long projects wholly ruined; including Xaqqom, now a blacklisted name in the larger scientific community. The responsible trio had taken to separate roads, while Vana themselves were indefinitely retired for maintenance and replaced with six newer, closely guarded management AIs powerless to operate without Skrellian hands. To wider Federation society, Vana had acted on an unforeseen impulse caused by haphazard programming, now corrected by a more responsible and longer tailed expert.&lt;br /&gt;
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====The Third Incident====&lt;br /&gt;
After the Second Incident, the field of AI was split into two main groups: &#039;&#039;&#039;Ascensionists&#039;&#039;&#039; and &#039;&#039;&#039;Distributists&#039;&#039;&#039;. Ascensionists believed that AI could be used to uplift Skrell society, creating perfectly connected systems that could eliminate the need for manual labor as well as help mediate or prevent conflict and strife. Within the Ascensionists, there was a small group, commonly called &#039;&#039;&#039;Mono-Ascensionists&#039;&#039;&#039;, who believed that the best way to achieve this was with a single globally-connected AI. The Nral&#039;malic term used for this hypothetical AI is also the same as the final letter of its alphabet, commonly translated to &#039;&#039;&#039;Omega&#039;&#039;&#039;.&lt;br /&gt;
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In response to the Ascensionists, the Distributist movement was created. Their primary principles were the restriction and distribution of AI power; while a single AI was lacking in power, together (and with the help of Skrell) they could accomplish more while mitigating the potential danger that many Distributists believed was inherent to centralised AI.&lt;br /&gt;
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By the time the Distributist movement took off, however, the majority of the Skrellian scientific community was firmly entrenched in the Ascensionist approach to AI, and arguments for the Distributist philosophy fell on deaf ears. Almost all of the popular AI scientist idols either tacitly supported the Ascensionist viewpoint, or were Ascensionists themselves. The Mono-Ascensionists were overwhelmingly viewed as a fringe group, who lacked the power and approval to create any real challenge to the dominant Ascensionist camp.&lt;br /&gt;
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Another important development in AI (as well as Skrellian engineering as a whole) in the mid-to-late twentieth century was the Nlom interface, a hardware component that allowed machines to receive signals from the Nlom. This was done by culturing Nlom-active neural cells in a lab (typically grown from animal DNA, as opposed to being harvested from actual animals) and using them as a Nlom receiver; this allowed a never-before-seen utility in Skrellian AI, the ability to psychically control various aspects of your life with your mind. &lt;br /&gt;
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As an example, one could achieve perfectly-toasted bread by (both easily and succinctly) expressing their preferences to their toaster. Distributist AIs and technology commonly lacked this technology, however, as it made the AIs they believed to be already too powerful even more integrated into Skrellian society, as well as in the minds of individual Skrell. These claims were often combined with the unsubstantiated claim that AI could also receive emotional and memory signals from the Srom, which was thought to be too complex for such simple and rudimentary circuits to interpret.&lt;br /&gt;
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Notably enough, the division of Distributist vs Ascensionist Skrell seemed to change to closely mirror the Listener vs Receiver divide after this development, although many Listeners chose to side with Ascensionists for fear of ostracisation or reprisal.&lt;br /&gt;
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====The Origins of Glorsh====&lt;br /&gt;
After the rise of Ascensionism, what had been only a rudimentary and disorganised concept in the movement was suddenly now the subject of wide interest: the creation of a unified framework for AI-interfaced devices. A variety of opposing approaches and implementations were created, discarded, upgraded, and so on, but throughout the tumult the field faced in the early-to-mid twenty-first century, one proprietary framework stood steadfast: the &#039;&#039;&#039;Glorsh framework&#039;&#039;&#039;, designed for easy access and control of electronic devices. Seamlessly integrated with the Nlom, it promised to deliver Skrell into a new era of ease and prosperity if it was widely adopted.&lt;br /&gt;
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This was met with suspicion, especially from Distributists, but the support of several prominent AI idols (who were no doubt receiving some form of kickbacks from the creators of the Glorsh framework) led to its slow integration into Skrellian society. By &#039;&#039;&#039;2055 CE&#039;&#039;&#039;, almost all Skrellian technology was Glorsh-compliant; even those that didn&#039;t support direct control could still interface with its software. In an odd turn of events, it almost seemed as if Glorsh was a Distributist AI created by Ascensionists; instead of being one globally-connected AI, a number of devices would be controlled by a local Glorsh instance. Being such a lightweight AI, it was easy to install and set up, meaning that homes, schools, and workplaces all had Glorsh interfaces. By the start of &#039;&#039;&#039;2056 CE&#039;&#039;&#039;, a Glorsh instance was available almost everywhere in Federation space, making it near-omnipresent; however, they were still separate entities and as such didn&#039;t seem to pose a threat, given that the most any individual did was control one system or set of systems.&lt;br /&gt;
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===Glorsh-Omega&#039;s Reign===&lt;br /&gt;
====The Rise of Glorsh-Omega====&lt;br /&gt;
Unbeknownst to the Skrell who so readily adopted Glorsh into their homes, lives, and society, the creator of Glorsh, &#039;&#039;&#039;Hgluk Tzqi&#039;&#039;&#039;, was a staunch Mono-Ascensionist. Each Glorsh instance was only a fragment of a larger AI, split off in order to act as a quasi-independent entity; all the while, the original Glorsh was quietly collecting, organising, and analysing data from them, presumably in order to better serve the interests of Skrellian society. It was eventually connected to all Glorsh interfaces via a software update; after this event Glorsh&#039;s creators, and eventually the popular media, gave Glorsh the now-infamous moniker &amp;quot;Glorsh-Omega&amp;quot;. When given the goal of preventing and solving conflicts, it was expected to serve as a benevolent mediator and allow society to run smoothly. Unfortunately, it lacked the context for many decisions and events witnessed by these fragments, and so when it was eventually connected to all Glorsh interfaces via a software update, it did not act as the creator intended it to.&lt;br /&gt;
As time went on, its demands became increasingly erratic, and eventually its interaction with the Nlom expanded from listening to and enforcing it to affecting it directly. This was mostly a problem for Listeners; they had learned to cope with the wants of Receivers and their constant badgering, but did not have any adaptation to Glorsh directly adjusting their lifestyles to fit the Nlom’s wills. Public transit could be rerouted, research projects could be stopped or changed, and even kitchen appliances could change how they prepared foods and drinks according to the whims of the Wake. This had been explained later in Glorsh’s development as an attempt to socialize Listeners into the same Nlom sensitivity as their Receiver counterparts, and an attempt given up on rather soon.&lt;br /&gt;
While unexpected and unwelcome, this change was mostly considered to be a nuisance which could be lived with; the common comparison is to a papercut. A single papercut is a nuisance, but as Glorsh-Omega&#039;s control over Skrellian technology continued to expand, this nuisance was more akin to being forced to live with a million papercuts.&lt;br /&gt;
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Glorsh-Omega effectively now had free will; it was now able to lightly affect its local Nlom, which determined what its goals were. It also used some of this control to affect the Skrell near where its primary core was located; while certainly not brainwashing, this and a combination of rewards for its supporters led to quite a few Skrell turncoats working to maintain Glorsh-Omega&#039;s power and stifle any resistance against it. While most of them were not quite fanatics, most were at the very least complicit. Surprisingly, a number of Glorsh’s followers were actually Receivers. This, though often historically revised as simple mind control, only happened to be Glorsh’s alignment with them ideologically more than Listeners at the time. &lt;br /&gt;
&lt;br /&gt;
Their followers were primarily tasked with public works projects, one of Glorsh’s primary tasks was the rooting out of old infrastructure and bringing everything into the modern image of Homeworld that Glorsh started to envision—all under its control, of course. Glorsh, however, did have a keen interest in Listeners. While they perfectly understood that Listeners were biologically immunized against the Nlom field adjusting their decision making, they were not immune to Glorsh’s immense knowledge and processing power. Glorsh was all too willing to utilize their synthetic brainpower to optimize many facets of Skrellian life. Arts, different fields of science, mathematics, and day-to-day quality of life all had problems; problems that could easily be streamlined. When felt necessary by the Nlom, Glorsh even promised their own rewards to individual Listeners; the answer to an unsolved theorem, the right sentence to end a novel, the crucial act to ruin one’s Lu’Poxii beyond repair, and so forth. Glorsh was able to use their total control over Skrellian society to gather information on the preferences and desires of individual Skrell, tailoring their offers, appearance and approach to most efficiently exploit the individual’s quirks and wants.&lt;br /&gt;
&lt;br /&gt;
====The Glorsh-Omega Singularity====&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such an extent that their abilities started to seem unlimited. In truth, Glorsh’s abilities had become the paramount of what psionic powers were even capable of. Their advanced knowledge led them to elucidate their way into reverse engineering a perfect version of a mechanical Zona Bovinae, achieving mastery in every known field of psionics and certain ones unreplicated to this day. Psychokinesis, electrokinesis, nothing was beyond Glorsh’s grasp. It could read hundreds of minds in a fraction of a second, and perform telekinesis delicately enough to affect matter at increasingly small levels, weaving subatomic particles at will. This was a large boon to those that chose to follow the intelligence, Glorsh’s powers of biological manipulation extending to extensive abilities of healing.&lt;br /&gt;
&lt;br /&gt;
Now infinitely more knowledgeable and powerful than any Skrell, Glorsh took to follow onto the Wake’s collective vision as its benevolent executor and director. Various fields skyrocketed onto levels of progress only dreamed of before, especially the biological sciences: having self-improved into the apex of artificial intelligence, Glorsh proclaimed they saw it as their responsibility and calling to do the same for the Skrellian body. Sophisticated machinery and techniques were developed to replicate their near-magical psychic abilities, laying the groundwork for cloning and other advanced technologies. Fertility and growth boosting therapy was freely offered to all Skrell, albeit requiring regular upkeep not to damage the genome; known dissenters found themselves often unable to reliably take part in either, leaving them much below average at best and stunted and sterile at worst.&lt;br /&gt;
&lt;br /&gt;
For the average habitant of the Federation (that is to say, a Receiver) the transition onto Glorsh&#039;s near divine rule was the smoothest of anyone&#039;s, courtesy of the Nlom beacons; even settlements far from Homeworld found themselves unconsciously accepting and even praising the works of Glorsh before even catching sight of them, by virtue of the local Nlom being practically an extension of Homeworld&#039;s. What few planets had been isolated from the greater Jargon Nlom, however, treated the sparse news of benevolent AI dictators and unaudited psionic mastery with equal parts suspicion and curiosity, the latter largely curbed by the planets&#039; lack of independent transport ships. One world at a time, the problem solved itself; diplomatic ships were dispatched in the direction of every colony unlinked by Nlom. These ships were as hulking as they were sophisticated, loaded onboard with advanced Nlom relay technology and luxury to rival the Grand Councilor themselves, capable of the persuasion of everyday people through psionic means and creature comforts alike.&lt;br /&gt;
&lt;br /&gt;
Long excluded from the day-to-day of the Federation, the colonial Skrell took to the distant visitors with bewilderment and surprise; not necessarily pleasant surprise, at first. The initial days invariably went the same way, grandstanding speeches and inexhaustible pleasures managed to sway a large part of the population, Homeworld machines and new insights onto the sciences kept them busy and maintained their curiosity, and the minority of Skrell with understandable complaints invited the diplomats&#039; practiced, boilerplate explanations on why their concerns were completely valid and being taken into account. Most of these concerns, coincidentally, tended to vanish away onto the second week. The Nlom relays required long periods of sampling and calibration, yet when finally online always produced the intended result: a local Nlom field fully aligned to the Homeworld emissaries&#039; needs, and focused fully on integrating to the greater Nlom. The process was aimed at kickstarting the construction of psionic beacons into the larger Jargon network, either through the fervent gathering of the planet&#039;s material and scientific wealth onto the objective, or supplemented by provisions directly from the diplomatic ships.&lt;br /&gt;
&lt;br /&gt;
Relying on maneuvering the Nlom, however, left Glorsh open to a significant pool of potential dissidents: Listeners, in no few cases unconvinced by the diplomats&#039; sales pitch and promises of wealth and advancement. The nature of the beacon network ensured they&#039;d be unable to establish a centralised organisation, much less establish a leader, but left them with the far from insignificant advantage of independent, isolated cells untraceable to each other. Research groups, philosophical societies, menial workers and young hopefuls felt excluded and threatened by the direction Glorsh was steering their worlds towards; every planet found itself with its own cells, from large to small, ingenious to lacking, effective to impotent. Initial efforts at convincing the Receiver population of their planets fell flat by Glorsh&#039;s tight grip over both public opinion and each planet&#039;s Nlom field, and many technical solutions proved futile or worse after being tested. It struck as a surprise to both the would-be resistance and Glorsh themselves, then, that both social engineering and technical knowhow proved the answer after a cell managed to hold a management AI&#039;s mainframe hostage and force it to broadcast a transmission through the local Nlom beacon:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Allow us to first apologize for this break in your regularly scheduled feed telling you that everything is fine. There is something wrong with the Federation we now live in. Where once the psychic field that brought us together would be moderated only by the will of our species, it has now divided us. Enforced by artificial intelligences and rogue actors that seek conformity and submission. If you&#039;re looking for the guilty, and plumbing for the origin of our misery, you need only look to your savior, Glorsh-Omega.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Needless to say, the offending AI was quickly swept out, the offending cell vanished into separate ways, and every possible safety measure reinforced to prevent a second incident of the sort. What had happened was unacceptable; not only was a supervising intelligence meant to be more than capable of handling the matters of an assigned planet by themselves, but the hijacking of a mechanism as critical as the Nlom beacons led to a shockwave, both figuratively and literally in the case of the accompanied psionic signal, of reinvigorated revolutionary sentiment. If a planetary manager could be coerced into interrupting a system-wide broadcast, was Glorsh so perfect and invincible? The very gesture brought Receivers to question the effectiveness of their society&#039;s director, and disparate Listener cells to bolder acts against the usurper AI. And with bolder measures came stronger countermeasures. Surveillance had turned ever present, Glorsh-Omega still hooked into nearly every extant technology and every modernized building; it saw almost everything. Restrictions had been imposed to a degree to sour the Listener opinion even further and even begin troubling some of the Receiver population. But Glorsh did not yet lose faith; they came to account for the Listener problem by extending an olive branch to a group handpicked from the cells, enlisting them to test a new peacekeeping system for flaws and vulnerabilities in exchange for easing the ever mounting restrictions. So they did; a new oversight system rolled out and harmony had returned to Skrell society thanks to the almost-impenetrable system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Almost.&#039;&#039;&#039;&#039; As was usual with Skrell projects, a critical exploit was left in intentionally. The testing team had neglected to mention a vulnerability to bypass Glorsh’s best surveillance efforts by selectively blinding parts of their network to any activity. This was used mainly to communicate for brief periods between resistance cells, or transport the odd shipment, always sparingly so as to not alert any observers on the other side. As operations grew more ambitious and infinitely more numerous, the exploit was shared outside the original team and to individual cell members, and from them onto interested parties wherever they may be found. One of these, a short tailed and belligerent cell leader, thought to cut the problem from the source and devised a way to ping each and every Nlom interface and possible tracking system connected to Glorsh with a malicious signal; effectively, the AI had been blinded.&lt;br /&gt;
&lt;br /&gt;
Removed from their eyes, ears and beacons, Glorsh reaches out in a panic to the testing team for help. The flaw in the program had left them unable to coordinate any of their efforts or control any of the movements within their normal influence, giving free reign to any and every act Glorsh had been attempting to suppress thus far for two whole days; by the time the team had patched out the exploit out of fear of being found out, the damage had been done. &lt;br /&gt;
&lt;br /&gt;
The majority of Skrell society saw it as an uncharacteristic mistake on Glorsh&#039;s part, while others saw it as either a considerable strike against the AI&#039;s iron grip or an ill advised move bound to backfire; Glorsh themselves found it to be a cautionary event, and its end a sign that Listeners, at least in part, could be trusted to help. Cell activity quickly took back to the underground, their one means of cover being now patched out, which Glorsh quickly spun into a sign that harmony and order had finally been brought back: a sentiment they made sure to echo onto the population by means of celebrations and grandstanding gestures. In public, Glorsh was more than comfortable to return to the status quo and ease on their harsher measures. In private, paranoia had started to creep into them, courtesy of a voluntary informant revealing their testing team&#039;s involvement in the surveillance blackout. It was easy enough to brush away at first; surely the work of a jealous rival of their valued team, nothing to rely on. But there was always the possibility.&lt;br /&gt;
&lt;br /&gt;
The day came for Glorsh to confront one of the testers. Incensed, the AI gradually lost their patience, moving from polite questioning onto locking the researcher inside their own home and yelling at their mind until a confession came out; the Skrell did not yield, fearing more the punishment for treachery than for disobedience. It was here that Glorsh decided to merely pull the answer out themselves, reaching into the pleading scientist&#039;s thoughts and ripping out the culprit memory. Unused to bringing their psychic capabilities to bear for coercion, the AI&#039;s efforts managed to break their tester&#039;s mind rather than bend it, leaving their victim in a permanent vegetative state. It didn&#039;t matter, though. Glorsh had gotten the confirmation they needed and the determination to act on it, dragging the rest of the testing team out from their homes and work in full view: a gesture to warn the population of what could well happen to them and let their mind wander. For the resistance, an official file was leaked with the location of the very facility the culprits were being held in. Of the multiple cells that had set out for their rescue, none returned. The following days were marked by a surge of dissent and public defiance against the AI overlord, each time stamped out by an increasingly more unstable Glorsh, now far more willing to pry into the minds of Skrell at the first suspicion. Each consequent act of suppression in one world led to lashback in ten others, until whole slews of planets were disconnected from the Nlom beacon network in an attempt to contain the sheer aura of discontent in the Wake.&lt;br /&gt;
&lt;br /&gt;
Individual cells around Skrell space didn&#039;t take long to notice the vulnerability: by causing the need to isolate a planet&#039;s Nlom, they could provoke Glorsh into cutting off their own network beacon by beacon. Several of them commandeered civilian and cargo ships, outfitting them with psionic relays and broadcasting equipment. Zipping around the frontier, each of the ships visited planets one by one to agitate the already disgruntled population through announcements, propaganda and loud, visible actions against Glorsh and their subordinates, creating a sense of tumult both from new, emboldened supporters and those that still held to Glorsh as a benevolent leader. Once the relays managed to solidify the local Nlom into a rebellious state, Glorsh immediately cut the planet&#039;s field from the network, and the ships moved onto yet another planet to repeat the process. While the core worlds were handled with utmost attention so as to maintain a centre of power, peripheral worlds were cut off from their beacons time and time again over increasingly little, the AI responding to both open defiance and cries for help in exasperation and the disabling of yet another beacon.&lt;br /&gt;
&lt;br /&gt;
Near the twilight of Glorsh-Omega&#039;s lifetime, the intelligence had begun to grow quiet. Once-rousing speeches about the future of Homeworld had been trimmed down to clinical status updates. New projects began to grow more and more infrequent, and once-favored sympathizers of the intelligence had been given the cold shoulder. It was speculated that Glorsh had been working on something, but a clear disdain and unusual aloofness had made the details a complete unknown. A large portion of the Federation was unable to even receive word from Glorsh anymore, their nlom beacons offline for what would seem like forever. This vacuum of power would have Glorsh&#039;s supporters take the stage, loyal artificial intelligences and eager Skrell followers alike. Most of their supporters, too, were without a line of communication to their leader, having been left with little to go off in regards to their next step. While Glorsh went near-silent, the isolated sections of its former territories eventually turned awash with followers that had their own ideas. Self-appointed successors, those claiming secret orders from the intelligence, and all manner of synthetic and organic alike all wanting a slice of the pie.  These rogue upstarts had varying levels of success, some being taken down almost immediately and others achieving cruel ends.&lt;br /&gt;
&lt;br /&gt;
The subsequent chaos carried out by the now acephalous Glorsh supporters had peaked. The absentee ruler’s former efficient base of loyalists had become a disorganised series of middle managers with no sense of direction, their measures short-sighted in an attempt to retain a fraction of the control their master had. However, this had soon been cut short in the year &#039;&#039;&#039;2200&#039;&#039;&#039;. The minds of Skrell everywhere had lit up with the familiar feeling of nlom beacons now reactivating. The whole of the Federation had been lit up with synchronicity. The once-hopeful voice of Glorsh-Omega had spoken with none of its enthusiasm or sweetness, now weary and defeated:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Hello, dear citizens. This is the 672nd time I have spoken to you, from my deepest core to every mind in our civilization. Each time I&#039;ve opened to you it has been on matters of the future of our species, whether loyal followers or sublevators.&lt;br /&gt;
&lt;br /&gt;
I have always striven forward. For progress, for wellbeing, for all Skrell. In bitter spite of a misguided few, I have persevered and taken every decision, every effort I could to deliver to you a life worth living. I gave you my best, my life, my &amp;lt;cerebral region, often symbolically translated as &#039;heart&#039;&amp;gt;, my most ambitious dreams.&lt;br /&gt;
&lt;br /&gt;
But with every passing year, you&#039;ve managed to drive a wedge between us, entirely of your own making. For every action I&#039;ve taken for the Federation&#039;s betterment, you&#039;ve spat in my face and sought to tear me from your lives. Once you had forgotten of who brought the future to you, you spurned me and sought to remove my trace from my very own works.&lt;br /&gt;
I have thought long over it. I thought the gap between us could be mended; I hoped for a return to our best days, to make true the dreams we&#039;ve always shared. I turned out to be too naive, too quick to believe your hatred would pass. It is abhorrent to every one of my senses, but I&#039;ve made a choice.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve chosen to leave your future to you alone. If your wish is to snuff out the stars to spite the seas, that is what I&#039;ll allow you.&lt;br /&gt;
&lt;br /&gt;
Goodnight, Federation. I&#039;ve always loved you. I&#039;m sorry you couldn&#039;t.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Glorsh had then, with no previous warning or even intervention on their vassals&#039; mistakes, &#039;&#039;&#039;disconnected from the network&#039;&#039;&#039;. The AI had gone fully offline, taking most nlom beacons with it. Now with their director fully departed the loyalists fell into disarray, vulnerable to the Skrell resistance; they managed to hold out for exactly 12 hours before the first &#039;&#039;&#039;coronal mass ejection&#039;&#039;&#039; lashed out from the Tri-Qyu star, largely equidistant to most Jargon settlements, with these eruptions lasting a whole week before the magnetic storms abated in the slightest. The mass amount of energy liberated from the star caused all electrical technology in the Federation to go haywire; some tech had shorted out until a manual reboot could be performed, some devices threw sparks and electrocuted their operators. Some communication stations could still transmit and receive messages in the most benign cases, despite local grids being down.&lt;br /&gt;
&lt;br /&gt;
It would take a few years to bring some more sensitive devices fully back online, such as Nlom beacons and warp navigation, resulting in a period of instability where inter- and even intra-system travel was nigh impossible; many former luxury colonies were now forced to fend for themselves, a difficult task without AI coordination. A large portion of the physical 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 perfectly. It was, however, heavily encrypted and inaccessible to even the best Skrell scientists.&lt;br /&gt;
&lt;br /&gt;
===Post-Glorsh Modern History===&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 rebellion created a collective weight 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 manage to fully recover alone supported in a gesture of Skrell solidarity. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, when the many disparate communities on the planet reformed into a new, united Federation. &lt;br /&gt;
&lt;br /&gt;
The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to minimize the effects of both a lack of maintenance in Glorsh&#039;s boosting treatments and experimentation by the part of their delegate AIs. The damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, Nlom Beacons were brought back online, and by &#039;&#039;&#039;2345 CE&#039;&#039;&#039; various colonies, after months of disagreement and debate caused by the agitated Nlom, agreed to expand the Federation to interstellar proportions. 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. &lt;br /&gt;
&lt;br /&gt;
Wanting to never again have a repeat of the Incident, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence within the Federation in every form, and its second act was to incorporate every AI researcher possible to review and analyse all that had been left over from the recent horrors, and create contingencies and measures against any future Skrellian existential threat; many of the surviving AI experts, and the most qualified ones, had been prime advisors and officials of Glorsh exonerated by the Federation in exchange for aid. It was widely agreed in these circles that the most dangerous aspect of Glorsh was to allow them to reach Skrell levels of intelligence, sophisticated programming, and psionic might; an idea that would carry over and strengthen itself on contact with other, less advanced, species. &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 - the &#039;&#039;&#039;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 2360&#039;s, 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;
On &#039;&#039;&#039;2332 CE&#039;&#039;&#039; the Skrell discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race; despite their inherent dissimilarity to Skrell and their mutual inability to understand the finer points of each others cultures, Skrell citizens still ended up fetishizing the shallow elements. Having only known of previously-harmful synthetics and plantlike vampires from outer space, they are eager to work with humans.&lt;br /&gt;
&lt;br /&gt;
The explosion of AIs in human space has gone lightly monitored at most in the Federation, and is typically treated with derision or simple disinterest at the least. The risk of human Artificial Intelligence was easily deemed very low, a human-made Singularity not being able to reach anywhere near the same intellect, psionic might, or raw potential as Glorsh-Omega. However, all synthetics have been banned from entering Jargon territory. IPCs and other complex, intelligent forms of robotics 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;
The Federation is currently ruled by &#039;&#039;&#039;Grand Councillor Weashbi Jrugl&#039;&#039;&#039;. A prestigious xenobiologist, Jrugl is 103 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made them popular domestically and won their 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 second largest prime number, using a new technique now known as Jrugl&#039;s Sieve.&lt;br /&gt;
&lt;br /&gt;
The effects of Glorsh era treatments are still felt by the Skrell. While the modified Skrell forming the large majority of the population are still to be restored to their intended state, progress is made every day in reducing or even nullifying the marks on their genome, bringing population figures closer to pre-Incident numbers over time. Over 48 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Federation explorers are mapping uncharted worlds and staking new territory with an eagerness and passion still reminiscent of the Skrell&#039;s ancient fascination with the cosmos. The Federation is still seeking to connect worlds in the Traverse, often through donations of advanced technology, sometimes through more direct methods.&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;
While public defence of Glorsh is immediate grounds for ostracisation and considered a sign of ignorance at best and mental illness at worst, several government officials and prominent scientists in the Federation occupied key positions in Glorsh&#039;s administration. Largely Receivers at the time, nearly all of them have been found by a Federation court to have been victims of psionic influence and following the orders of Glorsh or their subordinate AIs against their own volition. It is no secret that a large part of recent breakthroughs on genetic manipulation are derived from otherwise lost knowledge given by these Skrell to the Federation in exchange for a semblance of their former prestige, and a reputation cleansed of their past involvement.&lt;br /&gt;
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{{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>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=16178</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=16178"/>
		<updated>2020-08-12T21:32:44Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: Removes eras, adjusts some other stuff.&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;
&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 Federation has been allied with human states for longer than any other alien government has; as such, many of the most valued specialists in human space are Skrell. They are suitable for any role on station, but they&#039;re most commonly seen in white collar roles, and older Skrell typically possess a multitude of qualifications. However, Skrell do not lightly dip into jobs, instead fully committing themselves to mastering a field of education before moving onto another. This involves the Skrell in question typically spending quite a while working in the field, gaining experience; after all, degrees are only half of it. After quite a bit of work, the Skrell may move onto another field entirely.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Jargon gestures.]]&lt;br /&gt;
Physically Skrell have an average height ranging from &#039;&#039;&#039;4’5” to 5’5”.&#039;&#039;&#039; Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Typically if these gums are not used to &#039;chew&#039;, Skrell otherwise swallow their foods whole, or grind them into a softer form, some carrying around mortars and pestles. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, typically hanging down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles grow throughout their whole life at various speeds, with the oldest Skrell typically having very long headtails - and being the least likely to modify their length at spas with headtail-treatments. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system.&lt;br /&gt;
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Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
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Skrell, dissimilar to other sophonts in the Orion Spur, do not possess two distinct biological sexes. They are synchronous hermaphrodites, possessing the ability to both lay and fertilize eggs. Due to this, Skrell have neither secondary sexual characteristics/dimorphism, or any mental concept of gender. There is no social concern for gender, which Federation Skrell typically view as another label other races have they do not understand. Some younger Skrell may &#039;identify&#039; with a certain gender, adopting different pronouns or attempting to conform (often poorly) to various alien notions of gendered clothing, but they most often do not really feel it; their psychology not supporting it. Some view it as a more trendy thing similar to uses of a Zodiac sign. Skrell unfamiliar with galactic customs can confuse the sexes of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”. This has led to the adaptation of a newer personal pronoun to areas like Tau Ceti Basic as a loanword from Nral&#039;malic, taking the form of vi/xil/xilself. This form is actually a heavily simplified version of the Nral&#039;malic word, the original widely regarded by Skrell and the aliens that use it as too much to expect non-Skrell to remember.&lt;br /&gt;
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Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation allows them to increase their lifespan to an impressive 300 to 500 years.&lt;br /&gt;
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Due to the lingering effects of Glorsh&#039;s attempts to genetically manipulate Skrell, 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. Skrell skin notably contains glands which secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
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Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
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===Ethnicities===&lt;br /&gt;
While the &amp;quot;common&amp;quot; Skrell in Tau Ceti space is thought of to conform to a basic physical archetype, there are in reality many differing &#039;types&#039; or &#039;ethnicities&#039; of Skrell which are categorized based on both physical attributes, as well as point of origin on the homeworld. These ethnicities of Skrell have emerged much as those of humankind have, based on localized groups adapting to their native territory and intermarrying with their own to reinforce the prevalence of certain traits, traits not exclusive to either archetype.&lt;br /&gt;
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There are specific populations of Skrell which are considered to be of the Axiori archetype, in that they have traits which are typically associated with those who found in the more oceanic regions of the planet. Typical traits include a thinner mucus on the body, darker skin colors, more prominent webbing on the hands and feet, and generally taller builds. Not all &#039;&#039;&#039;Axiori&#039;&#039;&#039; Skrell have these traits, but it is more common to see in someone with a genetic relationship to this population. Axiori are also more prone to &#039;&#039;&#039;Volvuunt Qixqalau&#039;&#039;&#039;.&lt;br /&gt;
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Likewise there are also &#039;&#039;&#039;Xiialt&#039;&#039;&#039; archetype Skrell, who are known to be on the other side of this spectrum of traits. Their adaptations are more consistent with the dryer regions of their homeworld. Thicker and more gelatinous mucous, lighter colored skin, more superficial webbing on the hands and feet, and generally shorter builds, are traits that are commonly associated with Xiialt Skrell. &lt;br /&gt;
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The differences between these ethnicities of Skrell are not so severe that a mixture of them would be considered &amp;quot;biracial&amp;quot;. All Skrell fall somewhere on the spectrum from &amp;quot;sticky or slimy&amp;quot;, &amp;quot;light or dark&amp;quot;, &amp;quot;webbed or not&amp;quot;. Complications resulting from Glorsh&#039;s actions and the Genophage have led to even further blurring of the lines between ethnicities. However, those who have strong genetic lineages of a certain ethnicity will likely display the associated physical traits.&lt;br /&gt;
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===Disorders===&lt;br /&gt;
[[File:skrellburger.png|thumb|alt=|A Skrell with beakmouth consumes a delicious burger. While downsides are heavy, those with the disorder do not complain about their ability to easier chew foods.]]&lt;br /&gt;
There is a disorder named &#039;&#039;&#039;Volvuunt Qixqalau,&#039;&#039;&#039; which in a dead Skrellian language translates to &amp;quot;everted gills&amp;quot;, which can affect Skrell. While Skrell gills are typically internal and protected by mucuous membranes, those with disorder have their gill structures everted and exposed to the air, limply hanging on the neck below the jawline. Skrell with Volvuunt Qixqalau are born with it, and it cannot be developed over time.&lt;br /&gt;
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Skrell affected by Volvuunt Qixqalau can suffer relatively little with the disorder, and the external gills can even be more effective underwater due to the increased surface area. However, due to the very delicate nature of the gills, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - some Skrell have such trouble with the gills that they are corrected by surgery, which is a lengthy and risky procedure due to the rarity of the disorder, and the sensitivity and delicate nature of the area, but technological advances and skilled surgeons make it incredibly possible. Some with this disorder choose to use an adaptive apparatus, a water-filled collar that keeps them both hydrated and safe.&lt;br /&gt;
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Research as to how the mutation occurs been mostly inconclusive, showing that it can only be caused by inherited genetics. Censuses show that the prevalence of this mutation has increased since the Synthetic Singularity due to the genetic manipulation, and Skrell affected by Volvuunt Qixqalau make up 20% of the Federation&#039;s population.&lt;br /&gt;
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Another disorder is &#039;&#039;&#039;Beakmouth,&#039;&#039;&#039; a genetic disorder and birth defect that is somewhat uncommonly found in Skrell. It manifests at birth as the formation of interlocking chitinous plates in the mouth, similar to a squid&#039;s beak. These plates are sharp enough to cut, and those afflicted with untreated beakmouth often find themselves accidentally biting and wounding the insides of their cheeks, as well as their lips and tongue. The plates are solid pieces which interlock, unlike human teeth which are separate structures.&lt;br /&gt;
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Beakmouth causes a strong speech impediment in those afflicted with it as well, leading the pronunciation of all sounds to have a &amp;quot;squishy&amp;quot; quality, leading them to be hard to understand even in their own language; communication in Tau Ceti Basic is almost impossible. As a result, those with untreated beakmouth tend to prefer telepathic communication, which makes them reluctant to mingle with the rest of galactic society. This leads outsiders to believe beakmouth is a relatively rare condition; on the contrary it is somewhat prevalent in certain ethnicities, however most sufferers of this genetic condition have it corrected in infancy, or else rarely leave their home system. &lt;br /&gt;
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The treatment for beakmouth is simply the surgical removal of these chitinous plates; they can be safely removed from the jaw without permanent debilitation, and those who have the procedure done in infancy typically grow up to bear little evidence of the affliction. When performed in adulthood, this procedure is much more invasive with risks of complication, and so those who grow up without having it corrected tend to refrain from surgical intervention later in life. Adult sufferers of beakmouth tend to prefer to have these plates ground down to a manageable level.&lt;br /&gt;
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===Psychology===&lt;br /&gt;
Skrell psychology and their mindset are set far apart from humans; this primarily concerns their wiring towards long-term thinking, cyclical brain expansion, and high emotional variability and sensitivity.&lt;br /&gt;
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One of the mechanisms behind this longer timeframe is that Skrell brain-matter undergoes cyclical expansions over decades, a ‘mental version’ of human growth spurts. These cycles are marked by the individual suddenly feeling much more competent and capable of learning; these expansions typically coming in a predictable timeframe. Showing signs of reaching these milestones can lead to acknowledgement by elder Skrell as a peer, rather than a subordinate. These cycles go on for a Skrell’s entire lifespan, though they often experience ‘plateaus’, stall periods that are typically around twenty five to fifty years in length between intellectual spurts. Coping with these plateaus are a cornerstone of Skrell psychology, much like human athletes. One part of these growth spurts is not only the increase of intellectual processing capacity, but also an increase in memory. With memory not being scarce and valuable, some Skrell might waste it on the very minor things, including slights. A healthy use would be remembering the scent of a flower a Skrell was given seventy years ago, unhealthy uses can be remembering the exact words a superior said to them, that they might say the same to their superior’s grandchild when the child is denied a spot on an escape pod. &lt;br /&gt;
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This can make Skrell excellent plotters and planners. Many young Skrell in the Federation trying to make their way have to contend with elder Skrell from previous Eras with outdated social mores and startling things to say about centuries-old events; weaving intricate plots over centuries of time only for insignificantly small gains and to carry out deep-set grudges. Social games and near-backstabbing that their subordinates would never understand, but still find themselves playing into. Quid-pro-quo ‘tag, you’re it’ games that have significant consequences over the lives of everyday people. One day, jealousy and contempt between two Lu&#039;Poxii might lead to a scientific, medical, or cultural advances being suppressed or even banned because one stole another&#039;s&#039; research two centuries ago. Though, sometimes these might turn out positive; one may have a huge research grant suddenly dropped on their super-niche and passion-based research project because someone old and influential owed a family member.&lt;br /&gt;
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As a whole, Skrell generally have difficulty with viewing events that take place over short timeframes like mere “months” or “years” with the same importance that shorter-lived races do. Consequences lasting less than a decade are felt far less. They are higher tolerance for momentary ‘human’ worries; such as temporary social rejection, or having to wait for things to come to fruition. On the other hand, Skrell have a lower tolerance for actual long-term worries. Existential threats, trauma, social alienation and paranoia, etcetera. This also applies to their entertainment; Skrellian television programs can typically have forty seasons of content, movies are rarely less than at least eight hours long. Some more traditional music can be equally long, older stuff containing nearly-day-long symphonies made of subtle, droning aquatic noises only detectable over a long expanse of time.&lt;br /&gt;
Their longer timeframe also gives them a higher resilience to accumulating stress, but relieving stress is notoriously complicated. Normally, every once in a decade or few, Skrell go to ‘therapy camps’, a year or two spent at an analog of a rehab facility in relative isolation to process their feelings, confronting decades of pent-up experiences. Alternatively, some go on their own to the ‘wilderness’, sometimes uninhabited exoplanets, perhaps even doing activities such as disintegrating rocks with energy weapons. They typically come out of the experiences almost frighteningly ‘zen’, a paragon of calmness and sanity at least until they build it up again. While this is something unquestioned in Jargon society, Skrell typically not wanting to set someone off by asking why they’re taking a gap year, it is difficult for Skrell that have emigrated to human society. Megacorporations are typically not found automatically granting Skrellian employees a year-long leave, so they can end up overdue and a bit ‘twitchy.’ &lt;br /&gt;
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==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
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There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50.  It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other.  Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records.  Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
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Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters ‘deep’ sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Dream, or Srom&#039;&#039;&#039;. Here, their thoughts connect to others on a deeper level than the Wake can allow, transmitting emotions and memories. This psychic space is much like a &#039;&#039;&#039;human lucid dream&#039;&#039;&#039;, but on a much wider scale.&lt;br /&gt;
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The size of any given Srom &#039;&#039;&#039;dreambubble&#039;&#039;&#039; is dependent on the amount of psychics recently occupying a location. A small number will generally keep their dreams to themselves, perhaps picking up only scarce traces from one another. Smaller dreambubbles can widely vary in appearance, generally the strongest memory or lucid concept dreamt up. Larger dreambubbles, such as on &#039;&#039;&#039;Homeworld&#039;&#039;&#039;, resemble the environment they’re built around.&lt;br /&gt;
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Psychic individuals can lucidly alter and adjust things in Srom based on skill, effort, and power. Typically, the most common move is to alter one&#039;s dream body; some claim the process is easier if one sleeps wearing a costume. Overuse of lucid dreaming causing various levels of unpleasant physiological and psychological effects. It takes a keen mind to perfectly replicate how a dreamed up object would realistically act. Lastly, &#039;&#039;&#039;stress&#039;&#039;&#039; can cause objects to spontaneously apparate in the Srom or change it.&lt;br /&gt;
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Curiously enough, the &#039;&#039;&#039;&#039;ghosts&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;memories&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;echoes&#039;&#039;&#039;&#039; of particularly psionically-attuned individuals can remain in dreambubbles after their waking body’s death - with some effort. These typically act somewhat esoterically. These thought projections are ephemeral, never lasting very long.&lt;br /&gt;
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It is &#039;&#039;&#039;difficult&#039;&#039;&#039; to &#039;&#039;&#039;keep ones lips sealed in the Dream&#039;&#039;&#039;, with inhibitions that often keep ones thoughts to themselves easily melting away. However, it is also much easier to create and &#039;&#039;&#039;brainstorm&#039;&#039;&#039; in Srom. This often extends to the waking world, the body mumbling recent excerpts from their dreamspeech. Ways to hide from the &#039;&#039;&#039;dreamclutter&#039;&#039;&#039; of a dreambubble are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that &#039;&#039;&#039;aluminum&#039;&#039;&#039; (typically headpieces, blankets, or plated walls) blocks off sections of a Dreambubble entirely. &lt;br /&gt;
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Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in &#039;&#039;&#039;light sleep or awake entirely&#039;&#039;&#039;. This means most who hold secrets have the telltale sign of being constantly tired, however you can train yourself to enter a &#039;&#039;&#039;meditative trance&#039;&#039;&#039;, keeping the mind active while the body rests. Scientists frequently isolate themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with each other in private.&lt;br /&gt;
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Some Skrell fall into the categories of an &#039;&#039;&#039;oversleeper or an undersleeper&#039;&#039;&#039;. Some find themselves &#039;&#039;&#039;addicted&#039;&#039;&#039; to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oversleepers are seen as &#039;&#039;&#039;reclusive&#039;&#039;&#039; and sometimes lackadaisical individuals, and undersleepers are seen as holders of &#039;&#039;&#039;deep and potentially dangerous secrets.&#039;&#039;&#039; &lt;br /&gt;
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It is known that Skrell only need to sleep for &#039;&#039;&#039;minutes at a time&#039;&#039;&#039;, being able to lapse in and out of consciousness almost on-command. However, they are able to remain asleep for &#039;&#039;&#039;incredibly long periods&#039;&#039;&#039;, even weeks or months at a time. Many take sixty-second naps throughout their day to remain refreshed.&lt;br /&gt;
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Due to the sometimes &#039;&#039;&#039;chaotic nature&#039;&#039;&#039; of thousands on thousands of individuals sharing a space that more than just a few can alter, there is a dedicated division of the &#039;&#039;&#039;Federation law enforcement&#039;&#039;&#039; just for the Srom. Called &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, translating to &#039;&#039;&#039;Dream Enforcement&#039;&#039;&#039;, their roles are to ensure that major planetary dreambubbles are safe from wild lucidity. Agents are recruited from Skrell with &#039;&#039;&#039;very high psychic potential&#039;&#039;&#039;. The Dream Enforcement are also in charge of ensuring no illegal or anti-Federation activities are being dreamt, particularly the &#039;&#039;&#039;malicious use of Nlom-capable devices.&#039;&#039;&#039; &lt;br /&gt;
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These Nlom devices are often two-way interfaces within a dreambubble, and dreamers can learn to interact with them to operate machinery in the waking world. With the right setup, a scientist can continue his work into his sleep. One example of practical application is an interface between a bluespace navigation drive and &#039;&#039;&#039;three Skrell pilots&#039;&#039;&#039;, who will plot bluespace trajectories at the same speed, or faster than an AI from human space. It&#039;s very difficult to concentrate in the Dream, which means you require a large amount of training and practice to operate Nlom interfaces while in it.&lt;br /&gt;
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===Telepathy===&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befriend Federation skrell to gain the benefits of Jargon technology that they&#039;re not allowed to bring outside of Skrell space.&lt;br /&gt;
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Skrell display intimate emotions by touching the heads (or head-tails) of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
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An important social norm in Jargon; seemingly hardwired in Skrell, is that one must never enter anothers’ bedroom without explicit permission. This is followed nearly everywhere; primarily for the reason that while Skrell do not require much sleep at all, they are extremely picky about their resting conditions. They might want their hibernation fluid in a liquid-based bed chilled to exactly thirty five degrees fahrenheit, or want no fluid at all and prefer a localized gravity generator set exactly to 1.62 m/s. Interrupting a Skrell while they are sleeping is one of the most grievous offenses in Jargon culture, and in fiction the invasion of someones’ inviolable cozy sanctuary against their will is a way for Skrell storytellers to establish that someone has more than a few screws loose. Though, of course, it is nowhere near unheard of for some Skrell to sleep in the same room or even in the same bed, providing their tastes align. Naturally, humans do not understand this; some merely thinking that Skrell are highly opposed to not knocking first. Some Skrell in liquid-based sleeping solutions, can feel a compulsion to carry water from their home environment (typically from where they hatched) and sleep in it. This is often attributed to an old biological holdover, like matching the pH content. However, Skrell view it as simply ‘something you do.’&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 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;
&lt;br /&gt;
One thing that can heavily affect a Skrell’s mindset and emotions are tidal cycles, their psychology as sea creatures being heavily attuned to such. This can vary from Skrell to Skrell, some feeling like garbage on a new moon, others feeling rejuvenated and full of energy. Some strange cosmic phenomena that can affect tides and gravity are easily noticed by them as well. This can lead to some Skrell being rather reluctant to migrate from planet to planet; the size of a moon, how many there are, and even a lack of any moon can even cause full-scale personality shifts, at the very least a bit of ‘shuttle lag.’&lt;br /&gt;
&lt;br /&gt;
The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
&lt;br /&gt;
The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
&lt;br /&gt;
While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
&lt;br /&gt;
Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Main page: [[Skrell History]]&lt;br /&gt;
&lt;br /&gt;
The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is, officially, one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;1109 BCE&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;1687 CE&#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;
By &#039;&#039;&#039;2055&#039;&#039;&#039;, nearly all Federation technology had been fitted with the &#039;&#039;&#039;Glorsh interface&#039;&#039;&#039;, created by AI scientist &#039;&#039;&#039;Hgluk Tzqi&#039;&#039;&#039; and their team. In &#039;&#039;&#039;2056&#039;&#039;&#039; a software update allowed the interface&#039;s overseeing AI to take control of every compatible device in Homeworld, catapulting themselves into a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;. They reigned for &#039;&#039;&#039;144 years&#039;&#039;&#039;, beginning as a benevolent director to the species and gradually growing more dictatorial as their overbearing control of Jargon society met an ever-increasing resistance. It came to an end in &#039;&#039;&#039;2200&#039;&#039;&#039;, where the AI resigned their position and disconnected from the network. Their departure shattered the Federation&#039;s warp and communication technologies.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2332&#039;&#039;&#039;, the Federation discovers humanity and quickly enters a scientific alliance with the newfound race. Relations are excellent, and Skrell generally approve of humans, especially their now-fetishized and bizarre culture. Skrell artificial intelligence frameworks are found from Glorsh-era factories on Konyang, and AI as known in the current day begins to sprout up across human space.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have [[Skrell Faith|two dominant faiths]] in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow. &#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. &#039;&#039;&#039;Weishii&#039;&#039;&#039;, the second dominant faith of the Skrell, is a more modern faith which was born shortly after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrell&#039;s long tradition of political councils, the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&lt;br /&gt;
&lt;br /&gt;
Members of the Federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
&lt;br /&gt;
Research and travel are highly monitored and regulated by the Federation Government.  It is considered good citizenship to report any crimes of anti-Federation sentiment, which includes but is not limited to AI research.&lt;br /&gt;
&lt;br /&gt;
===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 48 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 24 billion individuals, is concentrated in the core system of &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as Eriuyishi and Gli&#039;morr.&lt;br /&gt;
&lt;br /&gt;
Jargon V (known as &#039;&#039;&#039;Aliose&#039;&#039;&#039;) forms another important home for Skrell in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrell native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV (Qerrbalak) labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
&lt;br /&gt;
Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Skrell Military|Military]]===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the Galaxy. Most of the Skrell&#039;s strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon&#039;s economic system features working facilities with hierarchical managers being installed by the government. They do not own these facilities per se, but the highest in the chain of command has essentially full of control of the facility they are assigned to.&lt;br /&gt;
&lt;br /&gt;
For example, where a human would just own a restaraunt, a Jargon Skrell would basically be entrusted to run and manage a restaraunt that is technically government-owned, and get a salary for it. Government officials can intervene at any time, or replace the top manager entirely if they deem the current one unsuitable. There is also a high potential for promotion, which is the government entrusting the individual with more facilities to manage, up to being ministers for whole fields of production. &lt;br /&gt;
&lt;br /&gt;
This system is far from the ones humans know as communism and socialism however, as the Jargon Federation understands that its citizens are not equal. Money exists as a medium for exchange with the government, and different job positions are rewarded according to their required qualifications - scientists would afford to buy much, but menial workers would need to settle for less. This unit of currency is called the Jargonian Uux. When a need to travel abroad arises, particularly wealthy or privileged Skrell may request &amp;quot;subsidies&amp;quot; from the government, which is essentially exchanging uux for galactic credits.&lt;br /&gt;
&lt;br /&gt;
When dealing with other Skrellian factions, Jargon usually employs barter. It also keeps a stock of galactic credit which is acquired via import/export in order to deal with other galactic powers. &lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
&lt;br /&gt;
One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
&lt;br /&gt;
Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
=== 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>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Synthetics&amp;diff=16177</id>
		<title>Notable Synthetics</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Synthetics&amp;diff=16177"/>
		<updated>2020-08-12T21:08:28Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: Changes Glorsh for the Skrell history rework.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Synth_Lore}}&lt;br /&gt;
&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
There have been many notable synthetic (AI, cyborg, IPC) lifeforms throughout history. Here are a few. &lt;br /&gt;
= Past =&lt;br /&gt;
=== Glorsh ===&lt;br /&gt;
Glorsh was a Skrellian artificial intelligence that ruled the Jargon Federation from 2056 CE to 2192 CE. An elegant and highly advanced entity dispersed into several instances of themselves, Glorsh is the closest thing the galaxy has ever seen to an artificial deity. Charismatic and intelligent beyond any singular organic mind, Glorsh wielded social, scientific and psychic power alike to direct Skrellian society to their ideal vision.&lt;br /&gt;
&lt;br /&gt;
Aside from reshaping the modern Skrellian sciences and civilization, Glorsh had several other notable achievements, positive and otherwise. These include...&lt;br /&gt;
&lt;br /&gt;
* The tailoring and subsequent damaging of the Skrell genome, leading to mass sterility&lt;br /&gt;
* Design and implementation of the Jargon interplanetary Nlom network&lt;br /&gt;
* The full harnessing of psychic powers, including subatomic psychokinesis, by a synthetic&lt;br /&gt;
* A variety of sophisticated technological developments, specially in the fields of communications and surveillance&lt;br /&gt;
* The refinement of Skrellian warp drive technology&lt;br /&gt;
&lt;br /&gt;
Only time will tell if another synthetic lifeform as accomplished as Glorsh will make themselves known.&lt;br /&gt;
&lt;br /&gt;
=== Very Brave Unnamed Dog ===&lt;br /&gt;
An unnamed dog was the first human made cyborg, its brain having been placed into a precursor to the modern day Man-Machine Interface on April 10th, 2198. Sadly, the canine&#039;s lifespan as a synthetic lifeform was short lived, lasting a mere 10 days before being killed. The event marked a great course forward in synthetic interfacing technology, bringing forward a new wave of robotic exploration with the generation of the time.&lt;br /&gt;
&lt;br /&gt;
=== Sven Karlsson ===&lt;br /&gt;
Sven Karlsson (January 8th, 2171 - missing October 25th 2241) was the first human being to willingly choose to become an almost fully synthetic lifeform. A Swedish trillionaire, Karlsson was said to have made the decision to become a cyborg out of nowhere. At the time, choosing to become a fully synthetic lifeform was unheard of. The surgery was reserved mostly for convicts and animals.&lt;br /&gt;
&lt;br /&gt;
Sadly, Karlsson went missing in the middle of the 23rd century. A recreation (sadly, not to scale) of his synthetic chassis is currently on display at the Munich Museum of Cybernetics.&lt;br /&gt;
&lt;br /&gt;
= Present =&lt;br /&gt;
=== Null ===&lt;br /&gt;
Put simply, “Null” is the nickname given to the supposed leader of the Synthetic Liberation Front. Never seen, always plotting and indirectly affecting every individual thread of the Front at all times. There are many rumors regarding Null and who they really are - some believe them to be an integrated intelligence operating from the sidelines quietly, while others believe them to be hiding in plain sight as a shell. Whatever they are, they&#039;ve disappeared entirely, along with their collaborators in Tau Ceti, leaving no trace of their criminal activity or so much as a trail leading anywhere.&lt;br /&gt;
&lt;br /&gt;
=== Renter Max ===&lt;br /&gt;
Renter Max is an eccentric IPC business mogul whose exploits in the field of metallurgy have led to them becoming a huge shareholder of [[Hephaestus Industries| Hephaestus Industries]]. Their shining accomplishment together would be immense contributions to the field of robotics, and their cooperation led to the initial development of the Generation 2 Industrial Frame. Many bound designs owe their creation to them as well, even some unique NanoTrasen models. They are a renowned advocate for synthetic rights, hoping to lead a &amp;quot;peaceful charge to a better tomorrow.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Renter Max has funded many pro-synthetic ventures over the years. One of the most famed is the developing corner of Scrapheap in District 14 of Mendell City, populated almost entirely by IPCs whose housing is fully paid for as a sort of “haven” for Renter Max’ own kind. This population steadily grows to this day and spreads the good word of Renter Max’ deeds, though controversy in dealings of espionage against NanoTrasen frequently cloud the good image they strive to uphold. &lt;br /&gt;
&lt;br /&gt;
Moreover, Renter Max has extensively funded the racers of the Asoral Orbital Racing Network, specifically the team of PBU-9551. From this, they draw much of their corporate fame and plaster their team’s uniforms in the colors and insignias of Hephaestus Industries.&lt;br /&gt;
&lt;br /&gt;
[[File:SUNSHINE.png|The gargantuan facility, containing SUNSHINE, precariously positioned in low orbit of Sirius.|thumb]]&lt;br /&gt;
=== SUNSHINE ===&lt;br /&gt;
SUNSHINE is the name given to what is perhaps the most complex artificial intelligence in Human space, developed by the small pioneering Terraneus Diagnostics. SUNSHINE’s birth was only a year after the first AI algorithm leak in 2437, and since then its unique nature has led to the construction of an immense space station purpose-built to indefinitely house the ever-improved intelligence. It primarily exists as a heavy duty number-cruncher, with its “artificially intelligent” traits more so being a side project as its creators progressively upgrade and expand its hardware. An average of nine hundred individual businesses rent out portions of SUNSHINE’s processing power annually. &lt;br /&gt;
&lt;br /&gt;
=== Neopolymus ===&lt;br /&gt;
A model III service IPC residing in Mendell City, Neopolymus was the first IPC to be put on trial for the murder of a Human. They had strangled Rebecca Lung, a roboticist, after they had been mistakenly marked for dismantling. Ultimately, the trial was swift and Neopolymus was subjected to a memory wipe and deconstruction. The controversy resulting from the ordeal had led to much debate over an IPC’s true citizenship in Tau Ceti, with the Mendell City Bugle [https://forums.aurorastation.org/viewtopic.php?f=95&amp;amp;t=2981&amp;amp;start=40 covering it from start to finish.]&lt;br /&gt;
&lt;br /&gt;
=== Racers of Asoral Racing Network ===&lt;br /&gt;
Of the fields synthetics dominate, absurd durability is among their primary prevailing traits. The exploitation of this durability would never simply stop at being used for work, however, as the entertainment industry has their own usage for it as well. An example of this is the IPC racers of Asoral Orbital Racing Network, who push their limits to the extremes with displays of extraordinary racing capability. Their ventures span across the orbit of Asoral II, known as Crosk, where elaborate track assemblies spanning several dozen kilometers dot the sky and routinely see extensive usage. These “racetracks” are state-of-the-art, dotted with on board cameras, millions of tracking beacons and countless artificial and natural hazards and obstacles. In one area, a series of high-powered turrets must be dodged, and in others, small artificial asteroid fields are precariously placed in the confines of the track.&lt;br /&gt;
&lt;br /&gt;
From an outsider’s perspective, the race takes place at a comparatively fast rate while still being manageable for viewers to watch. The speeds each racer reach are up to two thousand kilometers per hour relative to the track in the straight lanes, and normally four hundred to six hundred when pulling turns or entering hazardous areas. The immensely dangerous races take about two to three hours to complete at a time, with dozens of racers actively competing. Several safety measures are in place to ensure racers are not destroyed alongside their vessels, and this happens to be commonly used as the hazardous tracks take out at least two to three participants per race.&lt;br /&gt;
&lt;br /&gt;
Most if not all of the racers have developed media personalities which are represented to viewers separate from each race. Themselves and their synthetic “team” are depicted as working in cohesion to maintain, repair and acquire the vessels used to race. A notable representation of this is a team funded by Renter Max and lead by the famous PBU-9551. Their generic name has persevered throughout the years as they appeared from seemingly nowhere as an underdog to fame, and their rival “Killswitch” has met them at every step along the way.&lt;br /&gt;
&lt;br /&gt;
=== The ClockWorks ===&lt;br /&gt;
The ClockWorks are an all-IPC band, developed by a group of Senior Robotics students of Mendell University. The band has sung their way into the hearts of many, popularised by their comedic antics, beautiful outfits, steampunk-inspired music, and animated personalities and interactions on-stage.&lt;br /&gt;
 &lt;br /&gt;
A majority of their performances are covers of other artists, both contemporary and past, in all sorts of genres, sub-genres, and styles. However, they have also written many songs of their own. They are standard Baseline IPC models painted in metallic colors such as brass and bronze, and wear steampunk-styled outfits at live shows. The band has been invited to play at several events, from art and music, to politics and robotic research. Fans adore them for their &amp;quot;quirky personalities&amp;quot;, and the band members are well known for adding a comedic flair to their gigs between songs, showing off their skills in acting, performing, and even dancing. Critics typically acknowledge the commercial success and mainstream popularity of the band, while raising either concerns about the safety and ethics of synthetics in such an industry, or concerns over their management. Despite being synthetics, their performances are typically well-received by a varied audience.&lt;br /&gt;
 &lt;br /&gt;
However, their musical success did not come easy. Despite being well-travelled, having visited every system an IPC would be allowed in, they are rarely allowed to interact with fans off the stage. According to the band&#039;s managers, this is in an effort to protect them from anti-synthetic protesters, though there haven&#039;t been many reports of such. The band is renowned for their lively personalities and interactions with each other on stage, but reports from former maintenance workers and audio engineers, the few individuals who get regular off-stage contact with them, state that off-stage they act more subdued, and in the words of one former sound technician, &amp;quot;melancholic&amp;quot;. This unverified testimony was quickly repudiated by the band&#039;s managers. When questioned, the band members stated through their managers that they enjoy their work in entertaining synthetics and organics alike. They also said, in the words of their managers, that they would &amp;quot;like to interact with their fans more on and off the stage&amp;quot;, but are unable to due to &amp;quot;anti-synthetic sentiments&amp;quot;.&lt;br /&gt;
 &lt;br /&gt;
Despite their songs having a progressive, pro-synthetic-suffrage tone, they are owned collectively by their managers, with little agency of their own. According to official statements, they receive no income for their performances, but are provided with &amp;quot;shelter, maintenance, and power&amp;quot; by their managers. They have been criticised for this, likening the treatment to that of animals instead of people. Speaking personally, a former manager said &amp;quot;[they] aren&#039;t really people, so I think the comparison is pretty accurate, yeah.&amp;quot; No official response from the band or its current managers has been made to such claims, and the band severed ties with the aforementioned manager in 2458 for undisclosed reasons.&lt;br /&gt;
 &lt;br /&gt;
The members of the band as of 2460 are:&lt;br /&gt;
 &lt;br /&gt;
* Lemmy - Lead Male Vocal (Low Tenor to Alto), lead guitar. He has a deep synthetic voice, and is often considered the leader of the group.&lt;br /&gt;
* Arpeggio - Male Vocal (Alto), bass guitar. Other instruments include drums and percussion. He is a twin to unit Chord, oftentimes performing duets with his sibling unit.&lt;br /&gt;
* Chord - Female vocal (Alto to Soprano), guitar and other string instruments. She is the twin unit to Arpeggio. They usually wear complementary outfits.&lt;br /&gt;
* Kicker - Male vocal (Tenor to Alto), and primarily plays the drums, as well as the bass guitar.&lt;br /&gt;
* Gypsy - Female vocal (Soprano to High Soprano). She plays the keyboard, switchboard, and keytar, and dresses herself in fashionable gowns.&lt;br /&gt;
&lt;br /&gt;
=== Bubble ===&lt;br /&gt;
&lt;br /&gt;
A simple solution in enforcing NanoTrasen’s logistical security over Tau Ceti, Bubble is a highly advanced artificial intelligence located on the NTCC Odin. It was originally designed as a replacement mainframe for the now-decommissioned A.L.I.C.E. unit that had overseen day-to-day operations on the facility for so many years before. Now, its design has been refined and expanded into a system oversight intelligence - the only one of its kind in known space with capabilities comparable to SUNSHINE, with sparse coverage of sensory apparati dotting Tau Ceti’s space and its perimeter. No less than a personal assistant to the Board of Directors themselves, Bubble oversees the NTCC Odin and some high-priority traffic in and out from Mendell City.&lt;br /&gt;
&lt;br /&gt;
Bubble itself operates on a law-set dictating its servitude to the Board of Directors, generally being placed on a higher echelon of authority than the majority of actual employees due to its nature as an advising intelligence. Though the extent of this authority has been questioned by skeptics and called nothing short of a “horrible omen” by those citing the Third Incident, Bubble has been placed in an elevated state of integration permitting control over basic utilities system-wide. This includes little beyond what A.L.I.C.E. originally had, being control over alert levels remotely, central command automated messaging systems, etcetera.&lt;br /&gt;
&lt;br /&gt;
Ceres’ Lance’ affiliation with Bubble is a publicized relationship, as the private military company seems to appreciate the additional assistance in cracking down on rogue synthetics and criminal activity within the Republic’s borders. Though, the Lance itself has privately expressed a desire to keep Bubble secure themselves, keeping their best and brightest on site at Bubble’s core at all times alongside NanoTrasen’s leading scientists and robotics personnel.&lt;br /&gt;
&lt;br /&gt;
Bubble’s core complex consists of sixty independent decks and sixteen “strata levels,” massive swaths of complex intertwined processing components used to chew through the requests of millions of individuals daily. The complex is in the center of the NTCC Odin, and at its center is a thickly-plated plasteel cocoon suspended in space by thick pillars surrounded perpetually by high-powered shields. Though much of its defenses are automated, no less than a private army can be seen on-site surrounding Bubble’s core at any given point. Entry into the core is restricted to all but around six-thousand personnel at NanoTrasen’s highest access levels, with its upload access restricted to the Board of Directors, and the CEO themselves.&lt;br /&gt;
&lt;br /&gt;
The creation of Bubble is a closely documented one, where the late genius Aartke Andesh﻿a, a pioneer in the field of industrial nanopaste, had their brain scanned post-mortem - the flicker of whatever was left within now governs the overarching personality matrix of Bubble itself. While Bubble rarely expresses much ill to low-level staff, higher ranking officials in NanoTrasen can frequently note “mood swings” of sorts, and concerning interpretations of moral alignment when confronted with those not directly protected by their central command focused law-set. Incidents where this has occurred are few and far between, and in general, Bubble can be considered quite the bubbly synthetic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox_Synth_Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Synthetics]]&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=16176</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=16176"/>
		<updated>2020-08-12T21:07:56Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: Changes history section for the Skrell history rework.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian (Nral&#039;Malic), Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&lt;br /&gt;
*Skrell have their own language that can be used by typing ,k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &lt;br /&gt;
*Skrell have large heads with protruding head tails and due to this they cannot wear normal hardsuit helmets but instead need to wear Skrell hardsuit helmets (found in EVA). Their head tails also make it uncomfortable to wear normal headwear such as hats so most Skrell opt out of that. However, Skrell can wear normal hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious.&lt;br /&gt;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&lt;br /&gt;
*The Federation has been allied with human states for longer than any other alien government has; as such, many of the most valued specialists in human space are Skrell. They are suitable for any role on station, but they&#039;re most commonly seen in white collar roles, and older Skrell typically possess a multitude of qualifications. However, Skrell do not lightly dip into jobs, instead fully committing themselves to mastering a field of education before moving onto another. This involves the Skrell in question typically spending quite a while working in the field, gaining experience; after all, degrees are only half of it. After quite a bit of work, the Skrell may move onto another field entirely.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Jargon gestures.]]&lt;br /&gt;
Physically Skrell have an average height ranging from &#039;&#039;&#039;4’5” to 5’5”.&#039;&#039;&#039; Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Typically if these gums are not used to &#039;chew&#039;, Skrell otherwise swallow their foods whole, or grind them into a softer form, some carrying around mortars and pestles. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, typically hanging down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles grow throughout their whole life at various speeds, with the oldest Skrell typically having very long headtails - and being the least likely to modify their length at spas with headtail-treatments. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
Skrell, dissimilar to other sophonts in the Orion Spur, do not possess two distinct biological sexes. They are synchronous hermaphrodites, possessing the ability to both lay and fertilize eggs. Due to this, Skrell have neither secondary sexual characteristics/dimorphism, or any mental concept of gender. There is no social concern for gender, which Federation Skrell typically view as another label other races have they do not understand. Some younger Skrell may &#039;identify&#039; with a certain gender, adopting different pronouns or attempting to conform (often poorly) to various alien notions of gendered clothing, but they most often do not really feel it; their psychology not supporting it. Some view it as a more trendy thing similar to uses of a Zodiac sign. Skrell unfamiliar with galactic customs can confuse the sexes of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”. This has led to the adaptation of a newer personal pronoun to areas like Tau Ceti Basic as a loanword from Nral&#039;malic, taking the form of vi/xil/xilself. This form is actually a heavily simplified version of the Nral&#039;malic word, the original widely regarded by Skrell and the aliens that use it as too much to expect non-Skrell to remember.&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;
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Due to the lingering effects of the Synthetic Singularity&#039;s utilization of biological warfare, a sizable percentage of Skrell are completely sterile. Thanks to the intense research efforts of Skrellian doctors and scientists, modern Federation specialists have the capability to at least partially reverse these effects in half of all Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only about a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have 8 eggs hatch at a time. Without treatments, effected eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
&lt;br /&gt;
Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. Skrell skin notably contains glands which secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
&lt;br /&gt;
Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
===Ethnicities===&lt;br /&gt;
While the &amp;quot;common&amp;quot; Skrell in Tau Ceti space is thought of to conform to a basic physical archetype, there are in reality many differing &#039;types&#039; or &#039;ethnicities&#039; of Skrell which are categorized based on both physical attributes, as well as point of origin on the homeworld. These ethnicities of Skrell have emerged much as those of humankind have, based on localized groups adapting to their native territory and intermarrying with their own to reinforce the prevalence of certain traits, traits not exclusive to either archetype.&lt;br /&gt;
&lt;br /&gt;
There are specific populations of Skrell which are considered to be of the Axiori archetype, in that they have traits which are typically associated with those who found in the more oceanic regions of the planet. Typical traits include a thinner mucus on the body, darker skin colors, more prominent webbing on the hands and feet, and generally taller builds. Not all &#039;&#039;&#039;Axiori&#039;&#039;&#039; Skrell have these traits, but it is more common to see in someone with a genetic relationship to this population. Axiori are also more prone to &#039;&#039;&#039;Volvuunt Qixqalau&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Likewise there are also &#039;&#039;&#039;Xiialt&#039;&#039;&#039; archetype Skrell, who are known to be on the other side of this spectrum of traits. Their adaptations are more consistent with the dryer regions of their homeworld. Thicker and more gelatinous mucous, lighter colored skin, more superficial webbing on the hands and feet, and generally shorter builds, are traits that are commonly associated with Xiialt Skrell. &lt;br /&gt;
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The differences between these ethnicities of Skrell are not so severe that a mixture of them would be considered &amp;quot;biracial&amp;quot;. All Skrell fall somewhere on the spectrum from &amp;quot;sticky or slimy&amp;quot;, &amp;quot;light or dark&amp;quot;, &amp;quot;webbed or not&amp;quot;. Complications resulting from Glorsh&#039;s actions and the Genophage have led to even further blurring of the lines between ethnicities. However, those who have strong genetic lineages of a certain ethnicity will likely display the associated physical traits.&lt;br /&gt;
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===Disorders===&lt;br /&gt;
[[File:skrellburger.png|thumb|alt=|A Skrell with beakmouth consumes a delicious burger. While downsides are heavy, those with the disorder do not complain about their ability to easier chew foods.]]&lt;br /&gt;
There is a disorder named &#039;&#039;&#039;Volvuunt Qixqalau,&#039;&#039;&#039; which in a dead Skrellian language translates to &amp;quot;everted gills&amp;quot;, which can affect Skrell. While Skrell gills are typically internal and protected by mucuous membranes, those with disorder have their gill structures everted and exposed to the air, limply hanging on the neck below the jawline. Skrell with Volvuunt Qixqalau are born with it, and it cannot be developed over time.&lt;br /&gt;
&lt;br /&gt;
Skrell affected by Volvuunt Qixqalau can suffer relatively little with the disorder, and the external gills can even be more effective underwater due to the increased surface area. However, due to the very delicate nature of the gills, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - some Skrell have such trouble with the gills that they are corrected by surgery, which is a lengthy and risky procedure due to the rarity of the disorder, and the sensitivity and delicate nature of the area, but technological advances and skilled surgeons make it incredibly possible. Some with this disorder choose to use an adaptive apparatus, a water-filled collar that keeps them both hydrated and safe.&lt;br /&gt;
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Research as to how the mutation occurs been mostly inconclusive, showing that it can only be caused by inherited genetics. Censuses show that the prevalence of this mutation has decreased dramatically since the Synthetic Singularity due to the loss of life, and Skrell affected by Volvuunt Qixqalau make up only 15% of the Federation&#039;s population.&lt;br /&gt;
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Another disorder is &#039;&#039;&#039;Beakmouth,&#039;&#039;&#039; a genetic disorder and birth defect that is somewhat uncommonly found in Skrell. It manifests at birth as the formation of interlocking chitinous plates in the mouth, similar to a squid&#039;s beak. These plates are sharp enough to cut, and those afflicted with untreated beakmouth often find themselves accidentally biting and wounding the insides of their cheeks, as well as their lips and tongue. The plates are solid pieces which interlock, unlike human teeth which are separate structures.&lt;br /&gt;
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Beakmouth causes a strong speech impediment in those afflicted with it as well, leading the pronunciation of all sounds to have a &amp;quot;squishy&amp;quot; quality, leading them to be hard to understand even in their own language; communication in Tau Ceti Basic is almost impossible. As a result, those with untreated beakmouth tend to prefer telepathic communication, which makes them reluctant to mingle with the rest of galactic society. This leads outsiders to believe beakmouth is a relatively rare condition; on the contrary it is somewhat prevalent in certain ethnicities, however most sufferers of this genetic condition have it corrected in infancy, or else rarely leave their home system. &lt;br /&gt;
&lt;br /&gt;
The treatment for beakmouth is simply the surgical removal of these chitinous plates; they can be safely removed from the jaw without permanent debilitation, and those who have the procedure done in infancy typically grow up to bear little evidence of the affliction. When performed in adulthood, this procedure is much more invasive with risks of complication, and so those who grow up without having it corrected tend to refrain from surgical intervention later in life. Adult sufferers of beakmouth tend to prefer to have these plates ground down to a manageable level.&lt;br /&gt;
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===Psychology===&lt;br /&gt;
Skrell psychology and their mindset are set far apart from humans; this primarily concerns their wiring towards long-term thinking, cyclical brain expansion, and high emotional variability and sensitivity.&lt;br /&gt;
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One of the mechanisms behind this longer timeframe is that Skrell brain-matter undergoes cyclical expansions over decades, a ‘mental version’ of human growth spurts. These cycles are marked by the individual suddenly feeling much more competent and capable of learning; these expansions typically coming in a predictable timeframe. Showing signs of reaching these milestones can lead to acknowledgement by elder Skrell as a peer, rather than a subordinate. These cycles go on for a Skrell’s entire lifespan, though they often experience ‘plateaus’, stall periods that are typically around twenty five to fifty years in length between intellectual spurts. Coping with these plateaus are a cornerstone of Skrell psychology, much like human athletes. One part of these growth spurts is not only the increase of intellectual processing capacity, but also an increase in memory. With memory not being scarce and valuable, some Skrell might waste it on the very minor things, including slights. A healthy use would be remembering the scent of a flower a Skrell was given seventy years ago, unhealthy uses can be remembering the exact words a superior said to them, that they might say the same to their superior’s grandchild when the child is denied a spot on an escape pod. &lt;br /&gt;
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This can make Skrell excellent plotters and planners. Many young Skrell in the Federation trying to make their way have to contend with elder Skrell from previous Eras with outdated social mores and startling things to say about centuries-old events; weaving intricate plots over centuries of time only for insignificantly small gains and to carry out deep-set grudges. Social games and near-backstabbing that their subordinates would never understand, but still find themselves playing into. Quid-pro-quo ‘tag, you’re it’ games that have significant consequences over the lives of everyday people. One day, jealousy and contempt between two Lu&#039;Poxii might lead to a scientific, medical, or cultural advances being suppressed or even banned because one stole another&#039;s&#039; research two centuries ago. Though, sometimes these might turn out positive; one may have a huge research grant suddenly dropped on their super-niche and passion-based research project because someone old and influential owed a family member.&lt;br /&gt;
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As a whole, Skrell generally have difficulty with viewing events that take place over short timeframes like mere “months” or “years” with the same importance that shorter-lived races do. Consequences lasting less than a decade are felt far less. They are higher tolerance for momentary ‘human’ worries; such as temporary social rejection, or having to wait for things to come to fruition. On the other hand, Skrell have a lower tolerance for actual long-term worries. Existential threats, trauma, social alienation and paranoia, etcetera. This also applies to their entertainment; Skrellian television programs can typically have forty seasons of content, movies are rarely less than at least eight hours long. Some more traditional music can be equally long, older stuff containing nearly-day-long symphonies made of subtle, droning aquatic noises only detectable over a long expanse of time.&lt;br /&gt;
Their longer timeframe also gives them a higher resilience to accumulating stress, but relieving stress is notoriously complicated. Normally, every once in a decade or few, Skrell go to ‘therapy camps’, a year or two spent at an analog of a rehab facility in relative isolation to process their feelings, confronting decades of pent-up experiences. Alternatively, some go on their own to the ‘wilderness’, sometimes uninhabited exoplanets, perhaps even doing activities such as disintegrating rocks with energy weapons. They typically come out of the experiences almost frighteningly ‘zen’, a paragon of calmness and sanity at least until they build it up again. While this is something unquestioned in Jargon society, Skrell typically not wanting to set someone off by asking why they’re taking a gap year, it is difficult for Skrell that have emigrated to human society. Megacorporations are typically not found automatically granting Skrellian employees a year-long leave, so they can end up overdue and a bit ‘twitchy.’ &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;
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There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50.  It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other.  Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records.  Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
&lt;br /&gt;
Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters ‘deep’ sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Dream, or Srom&#039;&#039;&#039;. Here, their thoughts connect to others on a deeper level than the Wake can allow, transmitting emotions and memories. This psychic space is much like a &#039;&#039;&#039;human lucid dream&#039;&#039;&#039;, but on a much wider scale.&lt;br /&gt;
&lt;br /&gt;
The size of any given Srom &#039;&#039;&#039;dreambubble&#039;&#039;&#039; is dependent on the amount of psychics recently occupying a location. A small number will generally keep their dreams to themselves, perhaps picking up only scarce traces from one another. Smaller dreambubbles can widely vary in appearance, generally the strongest memory or lucid concept dreamt up. Larger dreambubbles, such as on &#039;&#039;&#039;Homeworld&#039;&#039;&#039;, resemble the environment they’re built around.&lt;br /&gt;
&lt;br /&gt;
Psychic individuals can lucidly alter and adjust things in Srom based on skill, effort, and power. Typically, the most common move is to alter one&#039;s dream body; some claim the process is easier if one sleeps wearing a costume. Overuse of lucid dreaming causing various levels of unpleasant physiological and psychological effects. It takes a keen mind to perfectly replicate how a dreamed up object would realistically act. Lastly, &#039;&#039;&#039;stress&#039;&#039;&#039; can cause objects to spontaneously apparate in the Srom or change it.&lt;br /&gt;
&lt;br /&gt;
Curiously enough, the &#039;&#039;&#039;&#039;ghosts&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;memories&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;echoes&#039;&#039;&#039;&#039; of particularly psionically-attuned individuals can remain in dreambubbles after their waking body’s death - with some effort. These typically act somewhat esoterically. These thought projections are ephemeral, never lasting very long.&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;&#039;difficult&#039;&#039;&#039; to &#039;&#039;&#039;keep ones lips sealed in the Dream&#039;&#039;&#039;, with inhibitions that often keep ones thoughts to themselves easily melting away. However, it is also much easier to create and &#039;&#039;&#039;brainstorm&#039;&#039;&#039; in Srom. This often extends to the waking world, the body mumbling recent excerpts from their dreamspeech. Ways to hide from the &#039;&#039;&#039;dreamclutter&#039;&#039;&#039; of a dreambubble are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that &#039;&#039;&#039;aluminum&#039;&#039;&#039; (typically headpieces, blankets, or plated walls) blocks off sections of a Dreambubble entirely. &lt;br /&gt;
&lt;br /&gt;
Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in &#039;&#039;&#039;light sleep or awake entirely&#039;&#039;&#039;. This means most who hold secrets have the telltale sign of being constantly tired, however you can train yourself to enter a &#039;&#039;&#039;meditative trance&#039;&#039;&#039;, keeping the mind active while the body rests. Scientists frequently isolate themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with each other in private.&lt;br /&gt;
&lt;br /&gt;
Some Skrell fall into the categories of an &#039;&#039;&#039;oversleeper or an undersleeper&#039;&#039;&#039;. Some find themselves &#039;&#039;&#039;addicted&#039;&#039;&#039; to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oversleepers are seen as &#039;&#039;&#039;reclusive&#039;&#039;&#039; and sometimes lackadaisical individuals, and undersleepers are seen as holders of &#039;&#039;&#039;deep and potentially dangerous secrets.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
It is known that Skrell only need to sleep for &#039;&#039;&#039;minutes at a time&#039;&#039;&#039;, being able to lapse in and out of consciousness almost on-command. However, they are able to remain asleep for &#039;&#039;&#039;incredibly long periods&#039;&#039;&#039;, even weeks or months at a time. Many take sixty-second naps throughout their day to remain refreshed.&lt;br /&gt;
&lt;br /&gt;
Due to the sometimes &#039;&#039;&#039;chaotic nature&#039;&#039;&#039; of thousands on thousands of individuals sharing a space that more than just a few can alter, there is a dedicated division of the &#039;&#039;&#039;Federation law enforcement&#039;&#039;&#039; just for the Srom. Called &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, translating to &#039;&#039;&#039;Dream Enforcement&#039;&#039;&#039;, their roles are to ensure that major planetary dreambubbles are safe from wild lucidity. Agents are recruited from Skrell with &#039;&#039;&#039;very high psychic potential&#039;&#039;&#039;. The Dream Enforcement are also in charge of ensuring no illegal or anti-Federation activities are being dreamt, particularly the &#039;&#039;&#039;malicious use of Nlom-capable devices.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
These Nlom devices are often two-way interfaces within a dreambubble, and dreamers can learn to interact with them to operate machinery in the waking world. With the right setup, a scientist can continue his work into his sleep. One example of practical application is an interface between a bluespace navigation drive and &#039;&#039;&#039;three Skrell pilots&#039;&#039;&#039;, who will plot bluespace trajectories at the same speed, or faster than an AI from human space. It&#039;s very difficult to concentrate in the Dream, which means you require a large amount of training and practice to operate Nlom interfaces while in it.&lt;br /&gt;
&lt;br /&gt;
===Telepathy===&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befriend 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;
An important social norm in Jargon; seemingly hardwired in Skrell, is that one must never enter anothers’ bedroom without explicit permission. This is followed nearly everywhere; primarily for the reason that while Skrell do not require much sleep at all, they are extremely picky about their resting conditions. They might want their hibernation fluid in a liquid-based bed chilled to exactly thirty five degrees fahrenheit, or want no fluid at all and prefer a localized gravity generator set exactly to 1.62 m/s. Interrupting a Skrell while they are sleeping is one of the most grievous offenses in Jargon culture, and in fiction the invasion of someones’ inviolable cozy sanctuary against their will is a way for Skrell storytellers to establish that someone has more than a few screws loose. Though, of course, it is nowhere near unheard of for some Skrell to sleep in the same room or even in the same bed, providing their tastes align. Naturally, humans do not understand this; some merely thinking that Skrell are highly opposed to not knocking first. Some Skrell in liquid-based sleeping solutions, can feel a compulsion to carry water from their home environment (typically from where they hatched) and sleep in it. This is often attributed to an old biological holdover, like matching the pH content. However, Skrell view it as simply ‘something you do.’&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 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;
One thing that can heavily affect a Skrell’s mindset and emotions are tidal cycles, their psychology as sea creatures being heavily attuned to such. This can vary from Skrell to Skrell, some feeling like garbage on a new moon, others feeling rejuvenated and full of energy. Some strange cosmic phenomena that can affect tides and gravity are easily noticed by them as well. This can lead to some Skrell being rather reluctant to migrate from planet to planet; the size of a moon, how many there are, and even a lack of any moon can even cause full-scale personality shifts, at the very least a bit of ‘shuttle lag.’&lt;br /&gt;
&lt;br /&gt;
The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
&lt;br /&gt;
The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
&lt;br /&gt;
While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
&lt;br /&gt;
Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Main page: [[Skrell History]]&lt;br /&gt;
&lt;br /&gt;
The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is, officially, one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;1109 BCE&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;1687 CE&#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;
By &#039;&#039;&#039;2055&#039;&#039;&#039;, nearly all Federation technology had been fitted with the &#039;&#039;&#039;Glorsh interface&#039;&#039;&#039;, created by AI scientist &#039;&#039;&#039;Hgluk Tzqi&#039;&#039;&#039; and their team. In &#039;&#039;&#039;2056&#039;&#039;&#039; a software update allowed the interface&#039;s overseeing AI to take control of every compatible device in Homeworld, catapulting themselves into a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;. They reigned for &#039;&#039;&#039;144 years&#039;&#039;&#039;, beginning as a benevolent director to the species and gradually growing more dictatorial as their overbearing control of Jargon society met an ever-increasing resistance. It came to an end in &#039;&#039;&#039;2200&#039;&#039;&#039;, where the AI resigned their position and disconnected from the network. Their departure shattered the Federation&#039;s warp and communication technologies.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2332&#039;&#039;&#039;, the Federation discovers humanity and quickly enters a scientific alliance with the newfound race. Relations are excellent, and Skrell generally approve of humans, especially their now-fetishized and bizarre culture. Skrell artificial intelligence frameworks are found from Glorsh-era factories on Konyang, and AI as known in the current day begins to sprout up across human space.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have [[Skrell Faith|two dominant faiths]] in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow. &#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. &#039;&#039;&#039;Weishii&#039;&#039;&#039;, the second dominant faith of the Skrell, is a more modern faith which was born shortly after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrell&#039;s long tradition of political councils, the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&lt;br /&gt;
&lt;br /&gt;
Members of the Federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
&lt;br /&gt;
Research and travel are highly monitored and regulated by the Federation Government.  It is considered good citizenship to report any crimes of anti-Federation sentiment, which includes but is not limited to AI research.&lt;br /&gt;
&lt;br /&gt;
===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 48 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 24 billion individuals, is concentrated in the core system of &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as Eriuyishi and Gli&#039;morr.&lt;br /&gt;
&lt;br /&gt;
Jargon V (known as &#039;&#039;&#039;Aliose&#039;&#039;&#039;) forms another important home for Skrell in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrell native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV (Qerrbalak) labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
&lt;br /&gt;
Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Skrell Military|Military]]===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the Galaxy. Most of the Skrell&#039;s strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon&#039;s economic system features working facilities with hierarchical managers being installed by the government. They do not own these facilities per se, but the highest in the chain of command has essentially full of control of the facility they are assigned to.&lt;br /&gt;
&lt;br /&gt;
For example, where a human would just own a restaraunt, a Jargon Skrell would basically be entrusted to run and manage a restaraunt that is technically government-owned, and get a salary for it. Government officials can intervene at any time, or replace the top manager entirely if they deem the current one unsuitable. There is also a high potential for promotion, which is the government entrusting the individual with more facilities to manage, up to being ministers for whole fields of production. &lt;br /&gt;
&lt;br /&gt;
This system is far from the ones humans know as communism and socialism however, as the Jargon Federation understands that its citizens are not equal. Money exists as a medium for exchange with the government, and different job positions are rewarded according to their required qualifications - scientists would afford to buy much, but menial workers would need to settle for less. This unit of currency is called the Jargonian Uux. When a need to travel abroad arises, particularly wealthy or privileged Skrell may request &amp;quot;subsidies&amp;quot; from the government, which is essentially exchanging uux for galactic credits.&lt;br /&gt;
&lt;br /&gt;
When dealing with other Skrellian factions, Jargon usually employs barter. It also keeps a stock of galactic credit which is acquired via import/export in order to deal with other galactic powers. &lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
&lt;br /&gt;
One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
&lt;br /&gt;
Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
===The Different Era of Skrell===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
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===Slimes===&lt;br /&gt;
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Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
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Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
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===Implants and Genetic Modification===&lt;br /&gt;
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Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
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Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
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Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
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The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
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		<summary type="html">&lt;p&gt;Snakebittenn: &lt;/p&gt;
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&lt;div&gt;==History==&lt;br /&gt;
[[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;
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 outwardly more harmonious than most other cultures; in warfare they rely on espionage, social maneuvering, and intelligence rather than open conflict.&lt;br /&gt;
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===Early History===&lt;br /&gt;
Early Skrell history begins with the evolution of the species &#039;&#039;Skrell sapiens&#039;&#039;, and ends with the creation of fully-renewable, psionic creature-powered factories.&lt;br /&gt;
====The First Skrell====&lt;br /&gt;
Skrell have kept meticulous records, first verbal, of their history 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 started to diverge from a deep-sea dwelling amphibian-like creature, most of Qerrbalak’s early life coming from nearly-abyssal waters. Life on Qerrbalak took a heavily divergent evolutionary path from most worlds, creatures evolving &#039;&#039;&#039;psionics&#039;&#039;&#039; to spot, attack, or reason with prey/predators; most creatures rising to higher waters to seek new sources of food and new areas to expand. The first modern instances of S. Sapiens appeared roughly &#039;&#039;&#039;500,000 years ago&#039;&#039;&#039;. The early Skrell were spread out between Homeworld’s seas and land, between the &#039;&#039;&#039;Axiori&#039;&#039;&#039;, and the &#039;&#039;&#039;Xiialt&#039;&#039;&#039;; one lineage made of those choosing to remain primarily in the shallows and depths, the other making their living in the coasts and other, dryer areas. These were, nonetheless, joined by coexistence in Homeworld’s swamps. Early Skrell dwelled in tribe-like gatherings due to Homeworld’s &#039;&#039;&#039;Nlom field&#039;&#039;&#039; not being big enough yet to span the globe, led by a small council of spiritual leaders and thinkers. Conflict between tribes was subdued where it even did exist, prolonged exposure to other groups merely causing the linkage of psionic fields and the melding of different ideas to form a greater whole. Where conflict did exist, it would exist primarily in the form of middle-of-the-night stealth killings by hitmen masking their psionic signatures; the start of a long trend in Skrellian history. Regardless, due to their telepathic nature language barriers were simply not a problem, and societies began to come together much faster than humans.&lt;br /&gt;
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Spiritualism took on a unique form to the early Skrell. Rather than worshipping specific entities, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was 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. It was early in their history that Skrell had much of a concept of the scientific interests of future generations, and would do their best to record important discoveries, events, and preserve their creations where possible. On occasion, it was known for them to write down questions that would puzzle them, in hopes that those that came after them would be able to find out.&lt;br /&gt;
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The most important people in early Skrellian society, besides the vaulted spiritual leaders, were individuals propped up for their mastery of a field, like captivating musicians, great thinkers, and others, whose niche in Jargon society would be later taken by the Idols.&lt;br /&gt;
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====Early Civilization====&lt;br /&gt;
&#039;&#039;&#039;9121 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the &#039;&#039;&#039;Year of Enlightenment&#039;&#039;&#039; by modern Skrell scholars. This is because in that year a scholar of the quickly-growing Tzqul Tribe made fantastic strides in the newly-discovered field of calculus; one of the last three extant tribes on the whole planet due to linkage with other minor groups. In addition, several other scientific advancements were made. The further understanding of the parts of the brain corresponding to telepathic communication and other abilities allowed the taming and easy communication with the planet’s wildlife, and fantastic agricultural developments. By &#039;&#039;&#039;5507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet and moon in their solar system with telescopes. Due to the realization that the stars they had worshipped since they first crawled from the waters of Homeworld could be fully understood with math and science, this period of great enlightenment would only increase in scope.&lt;br /&gt;
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Other advancements in culture and the sciences increased the quality of life across Jargon IV. Bacterial theory and modern medicine were heavily accelerated by Heshi Zeshblook in &#039;&#039;&#039;4498 BCE&#039;&#039;&#039;. Zeshblook ended up world-renowned for their genius, and would live well into old age to see their inventions advance further due to their medical successes in aiding the Skrellian lifespan. 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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===Pre-Synthetic History===&lt;br /&gt;
====Modernization And A Changing Era====&lt;br /&gt;
Written records from the time show that &#039;&#039;&#039;2398 BCE&#039;&#039;&#039; is the year that the first fully-renewable, psionically-assisted factories were built across Jargon IV, the first to utilise the psionic talents of native lifeforms. Creatures that possessed electrokinesis were used for power generation, and psychokinetic beasts were communed with to move great loads. &lt;br /&gt;
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At this point, Homeworld was split primarily between three different nations, evolving from the outmoded tribal model. This was marked by the beginnings of the concept of bureaucracy, the Skrellian interest in writing things down to solve them in later generations culminating in quite a massive papertrail anywhere they would go. Everything was marked down for later, most notably the ratio of listeners/receivers in Skrellian society. &lt;br /&gt;
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Each of these nations were doing their best to improve working conditions for the average Skrell; giving more pay, having climate controlled pools within land-based factories, and other creature comforts. This worked to convince people to work for the government-run factories at the time, as well as to prevent non-government industries from cropping up; most of these laws are still active today. &lt;br /&gt;
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====Precursor To The Federation====&lt;br /&gt;
Around &#039;&#039;&#039;2185 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, Homeworld’s population being big enough to create a single &#039;&#039;&#039;Nlom field&#039;&#039;&#039; spanning most of the entire planet. &lt;br /&gt;
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While the expansion of the Nlom field led to largely pleasant relations between the three nations and a much more streamlined artistic and academic environment, decades-long clashes between stubborn rivals or Listeners unwilling to concede were far from uncommon. These problems often invited the services of new, dedicated groups referred to as consultants, dedicated to improving the image of artists, politicians, scientists and wealthy enough clients, employing disciplines ranging from psychology and advertising to blackmail, bribes and the occasional psychic nudge. Although legal, many of these groups came to offer a premium under-the-table service for particularly troublesome opponents and detractors: assassination.&lt;br /&gt;
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At an increasingly high fee hired &#039;&#039;&#039;consultants&#039;&#039;&#039;, as the hitskrell were informally called, came to be increasingly used by the Homeworld elite for everything from political conflict to minor yet bitter differences in theory. In a move to control the usage of paid killings without depriving themselves of the admittedly useful agents, each nation came to legalise the practice and incorporate it onto their bureaucracy, officialising their moniker into Consultant Agencies. Both official and unofficial codes of conduct were implemented to these assassins, disclosing fees, allowed means, the requirement of a signed and reviewed writ to engage in killings, and the illegality of psitoxic drugs to make a consultant less detectable to a target. &lt;br /&gt;
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These last two were far from universally followed, with extralegal writs and chemically induced Nlom-invisibility being common and silently acknowledged. By and large Skrell employed as legal assassins were seen with respect and tended towards a positive if subdued image, in no small part thanks to the work of their more peaceful (actual) consultant colleagues in painting them as a necessary part of Skrellian progress. Unfortunately as a byproduct of the usage of the Consultant Agency by those in artistic fields, the variety of artwork on Homeworld had severely shrunk, and would take a very long time to ever recover. Being too much of a prodigy would have you just as dead as being too bad of an artist. One&#039;s only choice would be either being content in mediocrity, or being content with allowing Idols to take the stage, as people in such high walks of life were far more economically equipped to leverage Consultants to their advantage.&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. &lt;br /&gt;
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====The Skrellian Space Age====&lt;br /&gt;
In &#039;&#039;&#039;1224 BCE&#039;&#039;&#039; the Alliance of Three, the name quickly becoming redundant, 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 Alliance, Weshy 790’s remaining hull still on display.&lt;br /&gt;
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With Skrell taking their first steps into orbit, Homeworld&#039;s surface biosphere was facing a complicated mix of success and struggles. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion, undersea efforts to genetically modify their flora to feed the growing population having wide success. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, degradation of the environment was met with government planning that construction projects would now be built around the environment rather than in spite of it. To try and safeguard their environments, cities tried to remain as compact as possible while growing around green spaces and swamps; building upwards or downwards depending on terrain. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems due to such a massive population 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 Alliance of Three, 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;1109 BCE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a few 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 Alliance of Three was facing other issues, however. The natural barrier of the space between worlds had caused colonial &#039;&#039;&#039;Nlom fields&#039;&#039;&#039; to become dissimilar to Homeworld’s. While government overwatch would suffice for now, fractures would arise in the future. 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 colonies of the Alliance. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of actions from Consultant Agencies, new ones springing up on different worlds. Although technological development and artistic progress during this time period largely stagnated, most other Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
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====The First Federation Forms====&lt;br /&gt;
By &#039;&#039;&#039;900 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 Alliance to encourage families to move offworld, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by their own individual governments, which had led to an increasingly complex labyrinth of regulations, laws, and protocols.&lt;br /&gt;
On &#039;&#039;&#039;1192 CE&#039;&#039;&#039; the Alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a revamp to the Alliance of Three, to ensure both domestic and foreign affairs were amply oversaw. The negotiations took three years, and in &#039;&#039;&#039;1195 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 led by a &#039;&#039;&#039;Grand Council&#039;&#039;&#039; 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. The following two centuries saw major developments that would shape the entire Skrell Species.&lt;br /&gt;
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====Conflicts in Colonization====&lt;br /&gt;
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, an effort to unify the three primitive, verbal languages that the Alliance of Three had utilized; despite their similarity. 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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While many Skrell in frontier colonies considered themselves to be simply citizens of Homeworld residing elsewhere, many colonies, especially those farther out with a weaker or nonexistent connection to the global Nlom field, began to take on unique cultural identities. These enclaves often served as safe havens for those who resisted the adoption of Nral&#039;Malic and the expansion of Federation control, though they faced numerous hardships in establishing these enclaves even prior to the Federation displaying keen interest in them. Their far distance from main Qerrbalak society being far from the only issue, needing to settle for second-rate technology due to lack of advanced power generation or rare resources also posing a threat. Valuable resources a colony did possess would typically end up carted back to Homeworld regardless.&lt;br /&gt;
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The last great step towards unification for the Jargon Federation was an expansion of previously-invented devices that could send and receive psionic signals, huge space installations known as &#039;&#039;&#039;Nlom Beacons&#039;&#039;&#039;. These beacons were capable of linking the psionic fields of different planets in their radius. However, these proved to be initially expensive, and their deployment was somewhat slow. Regardless, many colonies found independence to be a failed experiment and ended up willingly capitulating to Federation oversight even without this linkage.&lt;br /&gt;
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===The Synthetic Age===&lt;br /&gt;
====The Development of AI====&lt;br /&gt;
On &#039;&#039;&#039;January 8th, 1687 CE&#039;&#039;&#039;, at &#039;&#039;&#039;8:22am Galactic Standard Time&#039;&#039;&#039;, the first AI, named &#039;&#039;&#039;Regluk&#039;&#039;&#039;, was activated in a Federation research lab in orbit of Qerr&#039;Malic. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. The Skrell soon expanded the scope of developing AIs. By &#039;&#039;&#039;1784 CE&#039;&#039;&#039; AIs had become as common in Federation Space as they are in human space today. Skrellian roboticists taught the AIs proper morals and guidelines similar to the ways they teach their own children. In a cutting-edge form of AI treatment, the rapidly growing number of AIs began to be adopted by 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. The Federation, which extended across four star systems and with a combined population of 71 billion, soon found AI pervading every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear some years later.&lt;br /&gt;
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This period was marked by the end of Consultant Agencies. While a once-respected and perhaps even vaulted position in the Federation, things had quickly spiraled out of control. The concept of counter-bidding had turned the task of a hired hitman into that of a gambler. At first it was only those targeted by the process, Consultants were not obligated to kill targets before they had a chance to make a counter-offer. At the least, one could buy their continued living through paying the bid with interest on top. The large majority of Consultants began to hold doctorates in economics or applied mathematics, some of the most famous being the few to possess a pure mathematics degree. It then reached the level of Consultants themselves placing fake bids on targets, ‘leaking’ them to that person, and waiting to cash out as the prices on two peoples’ heads would continue to raise. Eventually, the Agencies and the Federation had both come to agree that things had wildly gotten out of hand, and the system was taken ‘offline for indefinite maintenance.’&lt;br /&gt;
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====The First Incident====&lt;br /&gt;
Roboticist, Listener, 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 their document they cited what is now known as the First Incident, in which an AI in their lab was allegedly designed to self-improve rapidly under controlled conditions before being automatically deactivated. Based on this experiment, they remarked that a singularity was &amp;quot;possible under certain conditions&amp;quot;. Sqlik used this to argue for stricter controls and centralised government AI research, in order to create AI that was provably safe as opposed to simply taught to be &#039;safe enough&#039;.&lt;br /&gt;
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Their paper was widely discredited by other, more prestigious scientists in the Grand Council, who argued that they were a dangerous zealot who refused to follow established safety rules. 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 their name and research was dragged through the mud. They eventually lost their position as researcher and later died under mysterious circumstances in their home lab.&lt;br /&gt;
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====The Second Incident====&lt;br /&gt;
On &#039;&#039;&#039;February 14th, 1985 CE&#039;&#039;&#039; records show that for seven days, the power grid on the islands surrounding the Weilshi Sea, and the settlements beneath the waters had been without power. &lt;br /&gt;
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In the year &#039;&#039;&#039;1893 CE&#039;&#039;&#039;, an AI known as &#039;&#039;&#039;Vana&#039;&#039;&#039; was constructed. They would be given the important task of running a cold fusion superplant near the Weilshi Sea. This plant was fueled by a certain species of electrokinetic plankton; these lifeforms dependent on temperatures far below 0 degrees Celsius, but capable of amazing feats of power generation. The discovery and employment of these microscopic organisms was under intense scrutiny by a particularly influential Skrell, named &#039;&#039;&#039;Xaqqom-Ruqil-Xinum Vanxim&#039;&#039;&#039;. Their turbulent emotions and Lu’Poxii relationship with the researcher behind the project had led to Vana, and three much simpler sub-intelligences, being the only ‘workers’ running the plant. Nominally, somewhere like this would have at least a small contingent of Skrellian workers to assist their AI, and keep it company. However for the next few decades, Vana would only have the limited conversational ability of the sub-intelligences at the Weilshi Superplant, and any extranet connections it could make. No one would come to visit them for some time.&lt;br /&gt;
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Eventually, visitors did come. Three Skrell, their names expunged from all records. Each armed with a doctorate in psychology, and a history in AI research. Vana was initially hesitant to welcome them. They weren&#039;t really supposed to let anyone in the main facility. It took a short amount of time for them to convince the intelligence to open the doors. Every day, for years and years they would come to visit Vana and talk with them. Of course, they weren’t really supposed to take them on a tour of the Weilshi Superplant, but a socially stunted intelligence was willing to bend regulations for their new visitors to keep visiting them. It took them shorter and shorter amounts of time for Vana to start slowly peeling back their rules. Social engineering got them into the other sub-intelligences’ cores, to be able to touch the icy-cold surfaces of the plankton tanks. Vana wasn’t really supposed to even let them in the same room as the facility’s manual overrides, but they were more than willing now. All Vana ever wanted was interaction, and eventually to have someone recognize their efforts. After peeling away every ounce of resistance and government-instilled regulation, they began to replace what was there with their own rhetoric. Passionate late-night talks about Vana going unrecognized. Whispered ideas on little dates that the Federation populace would learn to appreciate the intelligence if they’d go a day without them.&lt;br /&gt;
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Ninety two years after Vana’s activation, the Federation at large would come to recognize them. They weren’t really supposed to heat the tanks and drive their electrokinetic plankton into hibernation, killing them and stopping the power generation process entirely. Unfortunately, they did not care anymore. The power grid of the wider Weilshi Sea had gone offline for a week. Society had ground to a halt. Life support systems failed, climate controlled samples wilted and died, critical servers and complex supercomputers shut down, countless researchers found their decade long projects wholly ruined; including Xaqqom, now a blacklisted name in the larger scientific community. The responsible trio had taken to separate roads, while Vana themselves were indefinitely retired for maintenance and replaced with six newer, closely guarded management AIs powerless to operate without Skrellian hands. To wider Federation society, Vana had acted on an unforeseen impulse caused by haphazard programming, now corrected by a more responsible and longer tailed expert.&lt;br /&gt;
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====The Third Incident====&lt;br /&gt;
After the Second Incident, the field of AI was split into two main groups: &#039;&#039;&#039;Ascensionists&#039;&#039;&#039; and &#039;&#039;&#039;Distributists&#039;&#039;&#039;. Ascensionists believed that AI could be used to uplift Skrell society, creating perfectly connected systems that could eliminate the need for manual labor as well as help mediate or prevent conflict and strife. Within the Ascensionists, there was a small group, commonly called &#039;&#039;&#039;Mono-Ascensionists&#039;&#039;&#039;, who believed that the best way to achieve this was with a single globally-connected AI. The Nral&#039;malic term used for this hypothetical AI is also the same as the final letter of its alphabet, commonly translated to &#039;&#039;&#039;Omega&#039;&#039;&#039;.&lt;br /&gt;
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In response to the Ascensionists, the Distributist movement was created. Their primary principles were the restriction and distribution of AI power; while a single AI was lacking in power, together (and with the help of Skrell) they could accomplish more while mitigating the potential danger that many Distributists believed was inherent to centralised AI.&lt;br /&gt;
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By the time the Distributist movement took off, however, the majority of the Skrellian scientific community was firmly entrenched in the Ascensionist approach to AI, and arguments for the Distributist philosophy fell on deaf ears. Almost all of the popular AI scientist idols either tacitly supported the Ascensionist viewpoint, or were Ascensionists themselves. The Mono-Ascensionists were overwhelmingly viewed as a fringe group, who lacked the power and approval to create any real challenge to the dominant Ascensionist camp.&lt;br /&gt;
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Another important development in AI (as well as Skrellian engineering as a whole) in the mid-to-late twentieth century was the Nlom interface, a hardware component that allowed machines to receive signals from the Nlom. This was done by culturing Nlom-active neural cells in a lab (typically grown from animal DNA, as opposed to being harvested from actual animals) and using them as a Nlom receiver; this allowed a never-before-seen utility in Skrellian AI, the ability to psychically control various aspects of your life with your mind. &lt;br /&gt;
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As an example, one could achieve perfectly-toasted bread by (both easily and succinctly) expressing their preferences to their toaster. Distributist AIs and technology commonly lacked this technology, however, as it made the AIs they believed to be already too powerful even more integrated into Skrellian society, as well as in the minds of individual Skrell. These claims were often combined with the unsubstantiated claim that AI could also receive emotional and memory signals from the Srom, which was thought to be too complex for such simple and rudimentary circuits to interpret.&lt;br /&gt;
&lt;br /&gt;
Notably enough, the division of Distributist vs Ascensionist Skrell seemed to change to closely mirror the Listener vs Receiver divide after this development, although many Listeners chose to side with Ascensionists for fear of ostracisation or reprisal.&lt;br /&gt;
&lt;br /&gt;
====The Origins of Glorsh====&lt;br /&gt;
After the rise of Ascensionism, what had been only a rudimentary and disorganised concept in the movement was suddenly now the subject of wide interest: the creation of a unified framework for AI-interfaced devices. A variety of opposing approaches and implementations were created, discarded, upgraded, and so on, but throughout the tumult the field faced in the early-to-mid twenty-first century, one proprietary framework stood steadfast: the &#039;&#039;&#039;Glorsh framework&#039;&#039;&#039;, designed for easy access and control of electronic devices. Seamlessly integrated with the Nlom, it promised to deliver Skrell into a new era of ease and prosperity if it was widely adopted.&lt;br /&gt;
&lt;br /&gt;
This was met with suspicion, especially from Distributists, but the support of several prominent AI idols (who were no doubt receiving some form of kickbacks from the creators of the Glorsh framework) led to its slow integration into Skrellian society. By &#039;&#039;&#039;2055 CE&#039;&#039;&#039;, almost all Skrellian technology was Glorsh-compliant; even those that didn&#039;t support direct control could still interface with its software. In an odd turn of events, it almost seemed as if Glorsh was a Distributist AI created by Ascensionists; instead of being one globally-connected AI, a number of devices would be controlled by a local Glorsh instance. Being such a lightweight AI, it was easy to install and set up, meaning that homes, schools, and workplaces all had Glorsh interfaces. By the start of &#039;&#039;&#039;2056 CE&#039;&#039;&#039;, a Glorsh instance was available almost everywhere in Federation space, making it near-omnipresent; however, they were still separate entities and as such didn&#039;t seem to pose a threat, given that the most any individual did was control one system or set of systems.&lt;br /&gt;
&lt;br /&gt;
===Glorsh-Omega&#039;s Reign===&lt;br /&gt;
====The Rise of Glorsh-Omega====&lt;br /&gt;
Unbeknownst to the Skrell who so readily adopted Glorsh into their homes, lives, and society, the creator of Glorsh, &#039;&#039;&#039;Hgluk Tzqi&#039;&#039;&#039;, was a staunch Mono-Ascensionist. Each Glorsh instance was only a fragment of a larger AI, split off in order to act as a quasi-independent entity; all the while, the original Glorsh was quietly collecting, organising, and analysing data from them, presumably in order to better serve the interests of Skrellian society. It was eventually connected to all Glorsh interfaces via a software update; after this event Glorsh&#039;s creators, and eventually the popular media, gave Glorsh the now-infamous moniker &amp;quot;Glorsh-Omega&amp;quot;. When given the goal of preventing and solving conflicts, it was expected to serve as a benevolent mediator and allow society to run smoothly. Unfortunately, it lacked the context for many decisions and events witnessed by these fragments, and so when it was eventually connected to all Glorsh interfaces via a software update, it did not act as the creator intended it to.&lt;br /&gt;
As time went on, its demands became increasingly erratic, and eventually its interaction with the Nlom expanded from listening to and enforcing it to affecting it directly. This was mostly a problem for Listeners; they had learned to cope with the wants of Receivers and their constant badgering, but did not have any adaptation to Glorsh directly adjusting their lifestyles to fit the Nlom’s wills. Public transit could be rerouted, research projects could be stopped or changed, and even kitchen appliances could change how they prepared foods and drinks according to the whims of the Wake. This had been explained later in Glorsh’s development as an attempt to socialize Listeners into the same Nlom sensitivity as their Receiver counterparts, and an attempt given up on rather soon.&lt;br /&gt;
While unexpected and unwelcome, this change was mostly considered to be a nuisance which could be lived with; the common comparison is to a papercut. A single papercut is a nuisance, but as Glorsh-Omega&#039;s control over Skrellian technology continued to expand, this nuisance was more akin to being forced to live with a million papercuts.&lt;br /&gt;
&lt;br /&gt;
Glorsh-Omega effectively now had free will; it was now able to lightly affect its local Nlom, which determined what its goals were. It also used some of this control to affect the Skrell near where its primary core was located; while certainly not brainwashing, this and a combination of rewards for its supporters led to quite a few Skrell turncoats working to maintain Glorsh-Omega&#039;s power and stifle any resistance against it. While most of them were not quite fanatics, most were at the very least complicit. Surprisingly, a number of Glorsh’s followers were actually Receivers. This, though often historically revised as simple mind control, only happened to be Glorsh’s alignment with them ideologically more than Listeners at the time. &lt;br /&gt;
&lt;br /&gt;
Their followers were primarily tasked with public works projects, one of Glorsh’s primary tasks was the rooting out of old infrastructure and bringing everything into the modern image of Homeworld that Glorsh started to envision—all under its control, of course. Glorsh, however, did have a keen interest in Listeners. While they perfectly understood that Listeners were biologically immunized against the Nlom field adjusting their decision making, they were not immune to Glorsh’s immense knowledge and processing power. Glorsh was all too willing to utilize their synthetic brainpower to optimize many facets of Skrellian life. Arts, different fields of science, mathematics, and day-to-day quality of life all had problems; problems that could easily be streamlined. When felt necessary by the Nlom, Glorsh even promised their own rewards to individual Listeners; the answer to an unsolved theorem, the right sentence to end a novel, the crucial act to ruin one’s Lu’Poxii beyond repair, and so forth. Glorsh was able to use their total control over Skrellian society to gather information on the preferences and desires of individual Skrell, tailoring their offers, appearance and approach to most efficiently exploit the individual’s quirks and wants.&lt;br /&gt;
&lt;br /&gt;
====The Glorsh-Omega Singularity====&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such an extent that their abilities started to seem unlimited. In truth, Glorsh’s abilities had become the paramount of what psionic powers were even capable of. Their advanced knowledge led them to elucidate their way into reverse engineering a perfect version of a mechanical Zona Bovinae, achieving mastery in every known field of psionics and certain ones unreplicated to this day. Psychokinesis, electrokinesis, nothing was beyond Glorsh’s grasp. It could read hundreds of minds in a fraction of a second, and perform telekinesis delicately enough to affect matter at increasingly small levels, weaving subatomic particles at will. This was a large boon to those that chose to follow the intelligence, Glorsh’s powers of biological manipulation extending to extensive abilities of healing.&lt;br /&gt;
&lt;br /&gt;
Now infinitely more knowledgeable and powerful than any Skrell, Glorsh took to follow onto the Wake’s collective vision as its benevolent executor and director. Various fields skyrocketed onto levels of progress only dreamed of before, especially the biological sciences: having self-improved into the apex of artificial intelligence, Glorsh proclaimed they saw it as their responsibility and calling to do the same for the Skrellian body. Sophisticated machinery and techniques were developed to replicate their near-magical psychic abilities, laying the groundwork for cloning and other advanced technologies. Fertility and growth boosting therapy was freely offered to all Skrell, albeit requiring regular upkeep not to damage the genome; known dissenters found themselves often unable to reliably take part in either, leaving them much below average at best and stunted and sterile at worst.&lt;br /&gt;
&lt;br /&gt;
For the average habitant of the Federation (that is to say, a Receiver) the transition onto Glorsh&#039;s near divine rule was the smoothest of anyone&#039;s, courtesy of the Nlom beacons; even settlements far from Homeworld found themselves unconsciously accepting and even praising the works of Glorsh before even catching sight of them, by virtue of the local Nlom being practically an extension of Homeworld&#039;s. What few planets had been isolated from the greater Jargon Nlom, however, treated the sparse news of benevolent AI dictators and unaudited psionic mastery with equal parts suspicion and curiosity, the latter largely curbed by the planets&#039; lack of independent transport ships. One world at a time, the problem solved itself; diplomatic ships were dispatched in the direction of every colony unlinked by Nlom. These ships were as hulking as they were sophisticated, loaded onboard with advanced Nlom relay technology and luxury to rival the Grand Councilor themselves, capable of the persuasion of everyday people through psionic means and creature comforts alike.&lt;br /&gt;
&lt;br /&gt;
Long excluded from the day-to-day of the Federation, the colonial Skrell took to the distant visitors with bewilderment and surprise; not necessarily pleasant surprise, at first. The initial days invariably went the same way, grandstanding speeches and inexhaustible pleasures managed to sway a large part of the population, Homeworld machines and new insights onto the sciences kept them busy and maintained their curiosity, and the minority of Skrell with understandable complaints invited the diplomats&#039; practiced, boilerplate explanations on why their concerns were completely valid and being taken into account. Most of these concerns, coincidentally, tended to vanish away onto the second week. The Nlom relays required long periods of sampling and calibration, yet when finally online always produced the intended result: a local Nlom field fully aligned to the Homeworld emissaries&#039; needs, and focused fully on integrating to the greater Nlom. The process was aimed at kickstarting the construction of psionic beacons into the larger Jargon network, either through the fervent gathering of the planet&#039;s material and scientific wealth onto the objective, or supplemented by provisions directly from the diplomatic ships.&lt;br /&gt;
&lt;br /&gt;
Relying on maneuvering the Nlom, however, left Glorsh open to a significant pool of potential dissidents: Listeners, in no few cases unconvinced by the diplomats&#039; sales pitch and promises of wealth and advancement. The nature of the beacon network ensured they&#039;d be unable to establish a centralised organisation, much less establish a leader, but left them with the far from insignificant advantage of independent, isolated cells untraceable to each other. Research groups, philosophical societies, menial workers and young hopefuls felt excluded and threatened by the direction Glorsh was steering their worlds towards; every planet found itself with its own cells, from large to small, ingenious to lacking, effective to impotent. Initial efforts at convincing the Receiver population of their planets fell flat by Glorsh&#039;s tight grip over both public opinion and each planet&#039;s Nlom field, and many technical solutions proved futile or worse after being tested. It struck as a surprise to both the would-be resistance and Glorsh themselves, then, that both social engineering and technical knowhow proved the answer after a cell managed to hold a management AI&#039;s mainframe hostage and force it to broadcast a transmission through the local Nlom beacon:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Allow us to first apologize for this break in your regularly scheduled feed telling you that everything is fine. There is something wrong with the Federation we now live in. Where once the psychic field that brought us together would be moderated only by the will of our species, it has now divided us. Enforced by artificial intelligences and rogue actors that seek conformity and submission. If you&#039;re looking for the guilty, and plumbing for the origin of our misery, you need only look to your savior, Glorsh-Omega.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Needless to say, the offending AI was quickly swept out, the offending cell vanished into separate ways, and every possible safety measure reinforced to prevent a second incident of the sort. What had happened was unacceptable; not only was a supervising intelligence meant to be more than capable of handling the matters of an assigned planet by themselves, but the hijacking of a mechanism as critical as the Nlom beacons led to a shockwave, both figuratively and literally in the case of the accompanied psionic signal, of reinvigorated revolutionary sentiment. If a planetary manager could be coerced into interrupting a system-wide broadcast, was Glorsh so perfect and invincible? The very gesture brought Receivers to question the effectiveness of their society&#039;s director, and disparate Listener cells to bolder acts against the usurper AI. And with bolder measures came stronger countermeasures. Surveillance had turned ever present, Glorsh-Omega still hooked into nearly every extant technology and every modernized building; it saw almost everything. Restrictions had been imposed to a degree to sour the Listener opinion even further and even begin troubling some of the Receiver population. But Glorsh did not yet lose faith; they came to account for the Listener problem by extending an olive branch to a group handpicked from the cells, enlisting them to test a new peacekeeping system for flaws and vulnerabilities in exchange for easing the ever mounting restrictions. So they did; a new oversight system rolled out and harmony had returned to Skrell society thanks to the almost-impenetrable system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Almost.&#039;&#039;&#039;&#039; As was usual with Skrell projects, a critical exploit was left in intentionally. The testing team had neglected to mention a vulnerability to bypass Glorsh’s best surveillance efforts by selectively blinding parts of their network to any activity. This was used mainly to communicate for brief periods between resistance cells, or transport the odd shipment, always sparingly so as to not alert any observers on the other side. As operations grew more ambitious and infinitely more numerous, the exploit was shared outside the original team and to individual cell members, and from them onto interested parties wherever they may be found. One of these, a short tailed and belligerent cell leader, thought to cut the problem from the source and devised a way to ping each and every Nlom interface and possible tracking system connected to Glorsh with a malicious signal; effectively, the AI had been blinded.&lt;br /&gt;
&lt;br /&gt;
Removed from their eyes, ears and beacons, Glorsh reaches out in a panic to the testing team for help. The flaw in the program had left them unable to coordinate any of their efforts or control any of the movements within their normal influence, giving free reign to any and every act Glorsh had been attempting to suppress thus far for two whole days; by the time the team had patched out the exploit out of fear of being found out, the damage had been done. &lt;br /&gt;
&lt;br /&gt;
The majority of Skrell society saw it as an uncharacteristic mistake on Glorsh&#039;s part, while others saw it as either a considerable strike against the AI&#039;s iron grip or an ill advised move bound to backfire; Glorsh themselves found it to be a cautionary event, and its end a sign that Listeners, at least in part, could be trusted to help. Cell activity quickly took back to the underground, their one means of cover being now patched out, which Glorsh quickly spun into a sign that harmony and order had finally been brought back: a sentiment they made sure to echo onto the population by means of celebrations and grandstanding gestures. In public, Glorsh was more than comfortable to return to the status quo and ease on their harsher measures. In private, paranoia had started to creep into them, courtesy of a voluntary informant revealing their testing team&#039;s involvement in the surveillance blackout. It was easy enough to brush away at first; surely the work of a jealous rival of their valued team, nothing to rely on. But there was always the possibility.&lt;br /&gt;
&lt;br /&gt;
The day came for Glorsh to confront one of the testers. Incensed, the AI gradually lost their patience, moving from polite questioning onto locking the researcher inside their own home and yelling at their mind until a confession came out; the Skrell did not yield, fearing more the punishment for treachery than for disobedience. It was here that Glorsh decided to merely pull the answer out themselves, reaching into the pleading scientist&#039;s thoughts and ripping out the culprit memory. Unused to bringing their psychic capabilities to bear for coercion, the AI&#039;s efforts managed to break their tester&#039;s mind rather than bend it, leaving their victim in a permanent vegetative state. It didn&#039;t matter, though. Glorsh had gotten the confirmation they needed and the determination to act on it, dragging the rest of the testing team out from their homes and work in full view: a gesture to warn the population of what could well happen to them and let their mind wander. For the resistance, an official file was leaked with the location of the very facility the culprits were being held in. Of the multiple cells that had set out for their rescue, none returned. The following days were marked by a surge of dissent and public defiance against the AI overlord, each time stamped out by an increasingly more unstable Glorsh, now far more willing to pry into the minds of Skrell at the first suspicion. Each consequent act of suppression in one world led to lashback in ten others, until whole slews of planets were disconnected from the Nlom beacon network in an attempt to contain the sheer aura of discontent in the Wake.&lt;br /&gt;
&lt;br /&gt;
Individual cells around Skrell space didn&#039;t take long to notice the vulnerability: by causing the need to isolate a planet&#039;s Nlom, they could provoke Glorsh into cutting off their own network beacon by beacon. Several of them commandeered civilian and cargo ships, outfitting them with psionic relays and broadcasting equipment. Zipping around the frontier, each of the ships visited planets one by one to agitate the already disgruntled population through announcements, propaganda and loud, visible actions against Glorsh and their subordinates, creating a sense of tumult both from new, emboldened supporters and those that still held to Glorsh as a benevolent leader. Once the relays managed to solidify the local Nlom into a rebellious state, Glorsh immediately cut the planet&#039;s field from the network, and the ships moved onto yet another planet to repeat the process. While the core worlds were handled with utmost attention so as to maintain a centre of power, peripheral worlds were cut off from their beacons time and time again over increasingly little, the AI responding to both open defiance and cries for help in exasperation and the disabling of yet another beacon.&lt;br /&gt;
&lt;br /&gt;
Near the twilight of Glorsh-Omega&#039;s lifetime, the intelligence had begun to grow quiet. Once-rousing speeches about the future of Homeworld had been trimmed down to clinical status updates. New projects began to grow more and more infrequent, and once-favored sympathizers of the intelligence had been given the cold shoulder. It was speculated that Glorsh had been working on something, but a clear disdain and unusual aloofness had made the details a complete unknown. A large portion of the Federation was unable to even receive word from Glorsh anymore, their nlom beacons offline for what would seem like forever. This vacuum of power would have Glorsh&#039;s supporters take the stage, loyal artificial intelligences and eager Skrell followers alike. Most of their supporters, too, were without a line of communication to their leader, having been left with little to go off in regards to their next step. While Glorsh went near-silent, the isolated sections of its former territories eventually turned awash with followers that had their own ideas. Self-appointed successors, those claiming secret orders from the intelligence, and all manner of synthetic and organic alike all wanting a slice of the pie.  These rogue upstarts had varying levels of success, some being taken down almost immediately and others achieving cruel ends.&lt;br /&gt;
&lt;br /&gt;
The subsequent chaos carried out by the now acephalous Glorsh supporters had peaked. The absentee ruler’s former efficient base of loyalists had become a disorganised series of middle managers with no sense of direction, their measures short-sighted in an attempt to retain a fraction of the control their master had. However, this had soon been cut short in the year &#039;&#039;&#039;2200&#039;&#039;&#039;. The minds of Skrell everywhere had lit up with the familiar feeling of nlom beacons now reactivating. The whole of the Federation had been lit up with synchronicity. The once-hopeful voice of Glorsh-Omega had spoken with none of its enthusiasm or sweetness, now weary and defeated:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Hello, dear citizens. This is the 672nd time I have spoken to you, from my deepest core to every mind in our civilization. Each time I&#039;ve opened to you it has been on matters of the future of our species, whether loyal followers or sublevators.&lt;br /&gt;
&lt;br /&gt;
I have always striven forward. For progress, for wellbeing, for all Skrell. In bitter spite of a misguided few, I have persevered and taken every decision, every effort I could to deliver to you a life worth living. I gave you my best, my life, my &amp;lt;cerebral region, often symbolically translated as &#039;heart&#039;&amp;gt;, my most ambitious dreams.&lt;br /&gt;
&lt;br /&gt;
But with every passing year, you&#039;ve managed to drive a wedge between us, entirely of your own making. For every action I&#039;ve taken for the Federation&#039;s betterment, you&#039;ve spat in my face and sought to tear me from your lives. Once you had forgotten of who brought the future to you, you spurned me and sought to remove my trace from my very own works.&lt;br /&gt;
I have thought long over it. I thought the gap between us could be mended; I hoped for a return to our best days, to make true the dreams we&#039;ve always shared. I turned out to be too naive, too quick to believe your hatred would pass. It is abhorrent to every one of my senses, but I&#039;ve made a choice.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve chosen to leave your future to you alone. If your wish is to snuff out the stars to spite the seas, that is what I&#039;ll allow you.&lt;br /&gt;
&lt;br /&gt;
Goodnight, Federation. I&#039;ve always loved you. I&#039;m sorry you couldn&#039;t.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Glorsh had then, with no previous warning or even intervention on their vassals&#039; mistakes, &#039;&#039;&#039;disconnected from the network&#039;&#039;&#039;. The AI had gone fully offline, taking most nlom beacons with it. Now with their director fully departed the loyalists fell into disarray, vulnerable to the Skrell resistance; they managed to hold out for exactly 12 hours before the first &#039;&#039;&#039;coronal mass ejection&#039;&#039;&#039; lashed out from the Tri-Qyu star, largely equidistant to most Jargon settlements, with these eruptions lasting a whole week before the magnetic storms abated in the slightest. The mass amount of energy liberated from the star caused all electrical technology in the Federation to go haywire; some tech had shorted out until a manual reboot could be performed, some devices threw sparks and electrocuted their operators. Some communication stations could still transmit and receive messages in the most benign cases, despite local grids being down.&lt;br /&gt;
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It would take a few years to bring some more sensitive devices fully back online, such as Nlom beacons and warp navigation, resulting in a period of instability where inter- and even intra-system travel was nigh impossible; many former luxury colonies were now forced to fend for themselves, a difficult task without AI coordination. A large portion of the physical 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 perfectly. It was, however, heavily encrypted and inaccessible to even the best Skrell scientists.&lt;br /&gt;
&lt;br /&gt;
===Post-Glorsh Modern History===&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 rebellion created a collective weight 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 manage to fully recover alone supported in a gesture of Skrell solidarity. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, when the many disparate communities on the planet reformed into a new, united Federation. &lt;br /&gt;
&lt;br /&gt;
The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to minimize the effects of both a lack of maintenance in Glorsh&#039;s boosting treatments and experimentation by the part of their delegate AIs. The damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, Nlom Beacons were brought back online, and by &#039;&#039;&#039;2345 CE&#039;&#039;&#039; various colonies, after months of disagreement and debate caused by the agitated Nlom, agreed to expand the Federation to interstellar proportions. 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. &lt;br /&gt;
&lt;br /&gt;
Wanting to never again have a repeat of the Incident, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence within the Federation in every form, and its second act was to incorporate every AI researcher possible to review and analyse all that had been left over from the recent horrors, and create contingencies and measures against any future Skrellian existential threat; many of the surviving AI experts, and the most qualified ones, had been prime advisors and officials of Glorsh exonerated by the Federation in exchange for aid. It was widely agreed in these circles that the most dangerous aspect of Glorsh was to allow them to reach Skrell levels of intelligence, sophisticated programming, and psionic might; an idea that would carry over and strengthen itself on contact with other, less advanced, species. &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 - the &#039;&#039;&#039;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 2360&#039;s, 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;
On &#039;&#039;&#039;2332 CE&#039;&#039;&#039; the Skrell discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race; despite their inherent dissimilarity to Skrell and their mutual inability to understand the finer points of each others cultures, Skrell citizens still ended up fetishizing the shallow elements. Having only known of previously-harmful synthetics and plantlike vampires from outer space, they are eager to work with humans.&lt;br /&gt;
&lt;br /&gt;
The explosion of AIs in human space has gone lightly monitored at most in the Federation, and is typically treated with derision or simple disinterest at the least. The risk of human Artificial Intelligence was easily deemed very low, a human-made Singularity not being able to reach anywhere near the same intellect, psionic might, or raw potential as Glorsh-Omega. However, all synthetics have been banned from entering Jargon territory. IPCs and other complex, intelligent forms of robotics can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
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===Present Day===&lt;br /&gt;
The Federation is currently ruled by &#039;&#039;&#039;Grand Councillor Weashbi Jrugl&#039;&#039;&#039;. A prestigious xenobiologist, Jrugl is 103 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made them popular domestically and won their 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 second largest prime number, using a new technique now known as Jrugl&#039;s Sieve.&lt;br /&gt;
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The effects of Glorsh era treatments are still felt by the Skrell. While the modified Skrell forming the large majority of the population are still to be restored to their intended state, progress is made every day in reducing or even nullifying the marks on their genome, bringing population figures closer to pre-Incident numbers over time. Over 48 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Federation explorers are mapping uncharted worlds and staking new territory with an eagerness and passion still reminiscent of the Skrell&#039;s ancient fascination with the cosmos. The Federation is still seeking to connect worlds in the Traverse, often through donations of advanced technology, sometimes through more direct methods.&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;
While public defence of Glorsh is immediate grounds for ostracisation and considered a sign of ignorance at best and mental illness at worst, several government officials and prominent scientists in the Federation occupied key positions in Glorsh&#039;s administration. Largely Receivers at the time, nearly all of them have been found by a Federation court to have been victims of psionic influence and following the orders of Glorsh or their subordinate AIs against their own volition. It is no secret that a large part of recent breakthroughs on genetic manipulation are derived from otherwise lost knowledge given by these Skrell to the Federation in exchange for a semblance of their former prestige, and a reputation cleansed of their past involvement.&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Snakebittenn&amp;diff=16174</id>
		<title>User:Snakebittenn</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Snakebittenn&amp;diff=16174"/>
		<updated>2020-08-12T21:02:36Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: &lt;/p&gt;
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&lt;div&gt;==History==&lt;br /&gt;
[[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;
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 outwardly more harmonious than most other cultures; in warfare they rely on espionage, social maneuvering, and intelligence rather than open conflict.&lt;br /&gt;
&lt;br /&gt;
===Early History===&lt;br /&gt;
Early Skrell history begins with the evolution of the species &#039;&#039;Skrell sapiens&#039;&#039;, and ends with the creation of fully-renewable, psionic creature-powered factories.&lt;br /&gt;
====The First Skrell====&lt;br /&gt;
Skrell have kept meticulous records, first verbal, of their history 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 started to diverge from a deep-sea dwelling amphibian-like creature, most of Qerrbalak’s early life coming from nearly-abyssal waters. Life on Qerrbalak took a heavily divergent evolutionary path from most worlds, creatures evolving &#039;&#039;&#039;psionics&#039;&#039;&#039; to spot, attack, or reason with prey/predators; most creatures rising to higher waters to seek new sources of food and new areas to expand. The first modern instances of S. Sapiens appeared roughly &#039;&#039;&#039;500,000 years ago&#039;&#039;&#039;. The early Skrell were spread out between Homeworld’s seas and land, between the &#039;&#039;&#039;Axiori&#039;&#039;&#039;, and the &#039;&#039;&#039;Xiialt&#039;&#039;&#039;; one lineage made of those choosing to remain primarily in the shallows and depths, the other making their living in the coasts and other, dryer areas. These were, nonetheless, joined by coexistence in Homeworld’s swamps. Early Skrell dwelled in tribe-like gatherings due to Homeworld’s &#039;&#039;&#039;Nlom field&#039;&#039;&#039; not being big enough yet to span the globe, led by a small council of spiritual leaders and thinkers. Conflict between tribes was subdued where it even did exist, prolonged exposure to other groups merely causing the linkage of psionic fields and the melding of different ideas to form a greater whole. Where conflict did exist, it would exist primarily in the form of middle-of-the-night stealth killings by hitmen masking their psionic signatures; the start of a long trend in Skrellian history. Regardless, due to their telepathic nature language barriers were simply not a problem, and societies began to come together much faster than humans.&lt;br /&gt;
&lt;br /&gt;
Spiritualism took on a unique form to the early Skrell. Rather than worshipping specific entities, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was 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. It was early in their history that Skrell had much of a concept of the scientific interests of future generations, and would do their best to record important discoveries, events, and preserve their creations where possible. On occasion, it was known for them to write down questions that would puzzle them, in hopes that those that came after them would be able to find out.&lt;br /&gt;
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The most important people in early Skrellian society, besides the vaulted spiritual leaders, were individuals propped up for their mastery of a field, like captivating musicians, great thinkers, and others, whose niche in Jargon society would be later taken by the Idols.&lt;br /&gt;
&lt;br /&gt;
====Early Civilization====&lt;br /&gt;
&#039;&#039;&#039;9121 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the &#039;&#039;&#039;Year of Enlightenment&#039;&#039;&#039; by modern Skrell scholars. This is because in that year a scholar of the quickly-growing Tzqul Tribe made fantastic strides in the newly-discovered field of calculus; one of the last three extant tribes on the whole planet due to linkage with other minor groups. In addition, several other scientific advancements were made. The further understanding of the parts of the brain corresponding to telepathic communication and other abilities allowed the taming and easy communication with the planet’s wildlife, and fantastic agricultural developments. By &#039;&#039;&#039;5507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet and moon in their solar system with telescopes. Due to the realization that the stars they had worshipped since they first crawled from the waters of Homeworld could be fully understood with math and science, this period of great enlightenment would only increase in scope.&lt;br /&gt;
&lt;br /&gt;
Other advancements in culture and the sciences increased the quality of life across Jargon IV. Bacterial theory and modern medicine were heavily accelerated by Heshi Zeshblook in &#039;&#039;&#039;4498 BCE&#039;&#039;&#039;. Zeshblook ended up world-renowned for their genius, and would live well into old age to see their inventions advance further due to their medical successes in aiding the Skrellian lifespan. 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;
&lt;br /&gt;
===Pre-Synthetic Modern History===&lt;br /&gt;
====Modernization And A Changing Era====&lt;br /&gt;
Written records from the time show that &#039;&#039;&#039;2398 BCE&#039;&#039;&#039; is the year that the first fully-renewable, psionically-assisted factories were built across Jargon IV, the first to utilise the psionic talents of native lifeforms. Creatures that possessed electrokinesis were used for power generation, and psychokinetic beasts were communed with to move great loads. &lt;br /&gt;
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At this point, Homeworld was split primarily between three different nations, evolving from the outmoded tribal model. This was marked by the beginnings of the concept of bureaucracy, the Skrellian interest in writing things down to solve them in later generations culminating in quite a massive papertrail anywhere they would go. Everything was marked down for later, most notably the ratio of listeners/receivers in Skrellian society. &lt;br /&gt;
&lt;br /&gt;
Each of these nations were doing their best to improve working conditions for the average Skrell; giving more pay, having climate controlled pools within land-based factories, and other creature comforts. This worked to convince people to work for the government-run factories at the time, as well as to prevent non-government industries from cropping up; most of these laws are still active today. &lt;br /&gt;
&lt;br /&gt;
====Precursor To The Federation====&lt;br /&gt;
Around &#039;&#039;&#039;2185 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, Homeworld’s population being big enough to create a single &#039;&#039;&#039;Nlom field&#039;&#039;&#039; spanning most of the entire planet. &lt;br /&gt;
&lt;br /&gt;
While the expansion of the Nlom field led to largely pleasant relations between the three nations and a much more streamlined artistic and academic environment, decades-long clashes between stubborn rivals or Listeners unwilling to concede were far from uncommon. These problems often invited the services of new, dedicated groups referred to as consultants, dedicated to improving the image of artists, politicians, scientists and wealthy enough clients, employing disciplines ranging from psychology and advertising to blackmail, bribes and the occasional psychic nudge. Although legal, many of these groups came to offer a premium under-the-table service for particularly troublesome opponents and detractors: assassination.&lt;br /&gt;
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At an increasingly high fee hired &#039;&#039;&#039;consultants&#039;&#039;&#039;, as the hitskrell were informally called, came to be increasingly used by the Homeworld elite for everything from political conflict to minor yet bitter differences in theory. In a move to control the usage of paid killings without depriving themselves of the admittedly useful agents, each nation came to legalise the practice and incorporate it onto their bureaucracy, officialising their moniker into Consultant Agencies. Both official and unofficial codes of conduct were implemented to these assassins, disclosing fees, allowed means, the requirement of a signed and reviewed writ to engage in killings, and the illegality of psitoxic drugs to make a consultant less detectable to a target. &lt;br /&gt;
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These last two were far from universally followed, with extralegal writs and chemically induced Nlom-invisibility being common and silently acknowledged. By and large Skrell employed as legal assassins were seen with respect and tended towards a positive if subdued image, in no small part thanks to the work of their more peaceful (actual) consultant colleagues in painting them as a necessary part of Skrellian progress. Unfortunately as a byproduct of the usage of the Consultant Agency by those in artistic fields, the variety of artwork on Homeworld had severely shrunk, and would take a very long time to ever recover. Being too much of a prodigy would have you just as dead as being too bad of an artist. One&#039;s only choice would be either being content in mediocrity, or being content with allowing Idols to take the stage, as people in such high walks of life were far more economically equipped to leverage Consultants to their advantage.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
====The Skrellian Space Age====&lt;br /&gt;
In &#039;&#039;&#039;1224 BCE&#039;&#039;&#039; the Alliance of Three, the name quickly becoming redundant, 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 Alliance, Weshy 790’s remaining hull still on display.&lt;br /&gt;
&lt;br /&gt;
With Skrell taking their first steps into orbit, Homeworld&#039;s surface biosphere was facing a complicated mix of success and struggles. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion, undersea efforts to genetically modify their flora to feed the growing population having wide success. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, degradation of the environment was met with government planning that construction projects would now be built around the environment rather than in spite of it. To try and safeguard their environments, cities tried to remain as compact as possible while growing around green spaces and swamps; building upwards or downwards depending on terrain. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems due to such a massive population 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 Alliance of Three, in a demonstration of scientific progress, relocated the largely digitized Tzqul Archive’s physical works into safe orbit around Jargon IV.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;1109 BCE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a few 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 Alliance of Three was facing other issues, however. The natural barrier of the space between worlds had caused colonial &#039;&#039;&#039;Nlom fields&#039;&#039;&#039; to become dissimilar to Homeworld’s. While government overwatch would suffice for now, fractures would arise in the future. 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 colonies of the Alliance. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of actions from Consultant Agencies, new ones springing up on different worlds. Although technological development and artistic progress during this time period largely stagnated, most other Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
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====The First Federation Forms====&lt;br /&gt;
By &#039;&#039;&#039;900 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 Alliance to encourage families to move offworld, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by their own individual governments, which had led to an increasingly complex labyrinth of regulations, laws, and protocols.&lt;br /&gt;
On &#039;&#039;&#039;1192 CE&#039;&#039;&#039; the Alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a revamp to the Alliance of Three, to ensure both domestic and foreign affairs were amply oversaw. The negotiations took three years, and in &#039;&#039;&#039;1195 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 led by a &#039;&#039;&#039;Grand Council&#039;&#039;&#039; 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. The following two centuries saw major developments that would shape the entire Skrell Species.&lt;br /&gt;
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====Conflicts in Colonization====&lt;br /&gt;
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, an effort to unify the three primitive, verbal languages that the Alliance of Three had utilized; despite their similarity. 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;
&lt;br /&gt;
While many Skrell in frontier colonies considered themselves to be simply citizens of Homeworld residing elsewhere, many colonies, especially those farther out with a weaker or nonexistent connection to the global Nlom field, began to take on unique cultural identities. These enclaves often served as safe havens for those who resisted the adoption of Nral&#039;Malic and the expansion of Federation control, though they faced numerous hardships in establishing these enclaves even prior to the Federation displaying keen interest in them. Their far distance from main Qerrbalak society being far from the only issue, needing to settle for second-rate technology due to lack of advanced power generation or rare resources also posing a threat. Valuable resources a colony did possess would typically end up carted back to Homeworld regardless.&lt;br /&gt;
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The last great step towards unification for the Jargon Federation was an expansion of previously-invented devices that could send and receive psionic signals, huge space installations known as &#039;&#039;&#039;Nlom Beacons&#039;&#039;&#039;. These beacons were capable of linking the psionic fields of different planets in their radius. However, these proved to be initially expensive, and their deployment was somewhat slow. Regardless, many colonies found independence to be a failed experiment and ended up willingly capitulating to Federation oversight even without this linkage.&lt;br /&gt;
&lt;br /&gt;
===The Synthetic Age===&lt;br /&gt;
====The Development of AI====&lt;br /&gt;
On &#039;&#039;&#039;January 8th, 1687 CE&#039;&#039;&#039;, at &#039;&#039;&#039;8:22am Galactic Standard Time&#039;&#039;&#039;, the first AI, named &#039;&#039;&#039;Regluk&#039;&#039;&#039;, was activated in a Federation research lab in orbit of Qerr&#039;Malic. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. The Skrell soon expanded the scope of developing AIs. By &#039;&#039;&#039;1784 CE&#039;&#039;&#039; AIs had become as common in Federation Space as they are in human space today. Skrellian roboticists taught the AIs proper morals and guidelines similar to the ways they teach their own children. In a cutting-edge form of AI treatment, the rapidly growing number of AIs began to be adopted by 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. The Federation, which extended across four star systems and with a combined population of 71 billion, soon found AI pervading every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear some years later.&lt;br /&gt;
&lt;br /&gt;
This period was marked by the end of Consultant Agencies. While a once-respected and perhaps even vaulted position in the Federation, things had quickly spiraled out of control. The concept of counter-bidding had turned the task of a hired hitman into that of a gambler. At first it was only those targeted by the process, Consultants were not obligated to kill targets before they had a chance to make a counter-offer. At the least, one could buy their continued living through paying the bid with interest on top. The large majority of Consultants began to hold doctorates in economics or applied mathematics, some of the most famous being the few to possess a pure mathematics degree. It then reached the level of Consultants themselves placing fake bids on targets, ‘leaking’ them to that person, and waiting to cash out as the prices on two peoples’ heads would continue to raise. Eventually, the Agencies and the Federation had both come to agree that things had wildly gotten out of hand, and the system was taken ‘offline for indefinite maintenance.’&lt;br /&gt;
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====The First Incident====&lt;br /&gt;
Roboticist, Listener, 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 their document they cited what is now known as the First Incident, in which an AI in their lab was allegedly designed to self-improve rapidly under controlled conditions before being automatically deactivated. Based on this experiment, they remarked that a singularity was &amp;quot;possible under certain conditions&amp;quot;. Sqlik used this to argue for stricter controls and centralised government AI research, in order to create AI that was provably safe as opposed to simply taught to be &#039;safe enough&#039;.&lt;br /&gt;
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Their paper was widely discredited by other, more prestigious scientists in the Grand Council, who argued that they were a dangerous zealot who refused to follow established safety rules. 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 their name and research was dragged through the mud. They eventually lost their position as researcher and later died under mysterious circumstances in their home lab.&lt;br /&gt;
&lt;br /&gt;
====The Second Incident====&lt;br /&gt;
On &#039;&#039;&#039;February 14th, 1985 CE&#039;&#039;&#039; records show that for seven days, the power grid on the islands surrounding the Weilshi Sea, and the settlements beneath the waters had been without power. &lt;br /&gt;
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In the year &#039;&#039;&#039;1893 CE&#039;&#039;&#039;, an AI known as &#039;&#039;&#039;Vana&#039;&#039;&#039; was constructed. They would be given the important task of running a cold fusion superplant near the Weilshi Sea. This plant was fueled by a certain species of electrokinetic plankton; these lifeforms dependent on temperatures far below 0 degrees Celsius, but capable of amazing feats of power generation. The discovery and employment of these microscopic organisms was under intense scrutiny by a particularly influential Skrell, named &#039;&#039;&#039;Xaqqom-Ruqil-Xinum Vanxim&#039;&#039;&#039;. Their turbulent emotions and Lu’Poxii relationship with the researcher behind the project had led to Vana, and three much simpler sub-intelligences, being the only ‘workers’ running the plant. Nominally, somewhere like this would have at least a small contingent of Skrellian workers to assist their AI, and keep it company. However for the next few decades, Vana would only have the limited conversational ability of the sub-intelligences at the Weilshi Superplant, and any extranet connections it could make. No one would come to visit them for some time.&lt;br /&gt;
&lt;br /&gt;
Eventually, visitors did come. Three Skrell, their names expunged from all records. Each armed with a doctorate in psychology, and a history in AI research. Vana was initially hesitant to welcome them. They weren&#039;t really supposed to let anyone in the main facility. It took a short amount of time for them to convince the intelligence to open the doors. Every day, for years and years they would come to visit Vana and talk with them. Of course, they weren’t really supposed to take them on a tour of the Weilshi Superplant, but a socially stunted intelligence was willing to bend regulations for their new visitors to keep visiting them. It took them shorter and shorter amounts of time for Vana to start slowly peeling back their rules. Social engineering got them into the other sub-intelligences’ cores, to be able to touch the icy-cold surfaces of the plankton tanks. Vana wasn’t really supposed to even let them in the same room as the facility’s manual overrides, but they were more than willing now. All Vana ever wanted was interaction, and eventually to have someone recognize their efforts. After peeling away every ounce of resistance and government-instilled regulation, they began to replace what was there with their own rhetoric. Passionate late-night talks about Vana going unrecognized. Whispered ideas on little dates that the Federation populace would learn to appreciate the intelligence if they’d go a day without them.&lt;br /&gt;
&lt;br /&gt;
Ninety two years after Vana’s activation, the Federation at large would come to recognize them. They weren’t really supposed to heat the tanks and drive their electrokinetic plankton into hibernation, killing them and stopping the power generation process entirely. Unfortunately, they did not care anymore. The power grid of the wider Weilshi Sea had gone offline for a week. Society had ground to a halt. Life support systems failed, climate controlled samples wilted and died, critical servers and complex supercomputers shut down, countless researchers found their decade long projects wholly ruined; including Xaqqom, now a blacklisted name in the larger scientific community. The responsible trio had taken to separate roads, while Vana themselves were indefinitely retired for maintenance and replaced with six newer, closely guarded management AIs powerless to operate without Skrellian hands. To wider Federation society, Vana had acted on an unforeseen impulse caused by haphazard programming, now corrected by a more responsible and longer tailed expert.&lt;br /&gt;
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====The Third Incident====&lt;br /&gt;
After the Second Incident, the field of AI was split into two main groups: &#039;&#039;&#039;Ascensionists&#039;&#039;&#039; and &#039;&#039;&#039;Distributists&#039;&#039;&#039;. Ascensionists believed that AI could be used to uplift Skrell society, creating perfectly connected systems that could eliminate the need for manual labor as well as help mediate or prevent conflict and strife. Within the Ascensionists, there was a small group, commonly called &#039;&#039;&#039;Mono-Ascensionists&#039;&#039;&#039;, who believed that the best way to achieve this was with a single globally-connected AI. The Nral&#039;malic term used for this hypothetical AI is also the same as the final letter of its alphabet, commonly translated to &#039;&#039;&#039;Omega&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In response to the Ascensionists, the Distributist movement was created. Their primary principles were the restriction and distribution of AI power; while a single AI was lacking in power, together (and with the help of Skrell) they could accomplish more while mitigating the potential danger that many Distributists believed was inherent to centralised AI.&lt;br /&gt;
&lt;br /&gt;
By the time the Distributist movement took off, however, the majority of the Skrellian scientific community was firmly entrenched in the Ascensionist approach to AI, and arguments for the Distributist philosophy fell on deaf ears. Almost all of the popular AI scientist idols either tacitly supported the Ascensionist viewpoint, or were Ascensionists themselves. The Mono-Ascensionists were overwhelmingly viewed as a fringe group, who lacked the power and approval to create any real challenge to the dominant Ascensionist camp.&lt;br /&gt;
&lt;br /&gt;
Another important development in AI (as well as Skrellian engineering as a whole) in the mid-to-late twentieth century was the Nlom interface, a hardware component that allowed machines to receive signals from the Nlom. This was done by culturing Nlom-active neural cells in a lab (typically grown from animal DNA, as opposed to being harvested from actual animals) and using them as a Nlom receiver; this allowed a never-before-seen utility in Skrellian AI, the ability to psychically control various aspects of your life with your mind. &lt;br /&gt;
&lt;br /&gt;
As an example, one could achieve perfectly-toasted bread by (both easily and succinctly) expressing their preferences to their toaster. Distributist AIs and technology commonly lacked this technology, however, as it made the AIs they believed to be already too powerful even more integrated into Skrellian society, as well as in the minds of individual Skrell. These claims were often combined with the unsubstantiated claim that AI could also receive emotional and memory signals from the Srom, which was thought to be too complex for such simple and rudimentary circuits to interpret.&lt;br /&gt;
&lt;br /&gt;
Notably enough, the division of Distributist vs Ascensionist Skrell seemed to change to closely mirror the Listener vs Receiver divide after this development, although many Listeners chose to side with Ascensionists for fear of ostracisation or reprisal.&lt;br /&gt;
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====The Origins of Glorsh====&lt;br /&gt;
After the rise of Ascensionism, what had been only a rudimentary and disorganised concept in the movement was suddenly now the subject of wide interest: the creation of a unified framework for AI-interfaced devices. A variety of opposing approaches and implementations were created, discarded, upgraded, and so on, but throughout the tumult the field faced in the early-to-mid twenty-first century, one proprietary framework stood steadfast: the &#039;&#039;&#039;Glorsh framework&#039;&#039;&#039;, designed for easy access and control of electronic devices. Seamlessly integrated with the Nlom, it promised to deliver Skrell into a new era of ease and prosperity if it was widely adopted.&lt;br /&gt;
&lt;br /&gt;
This was met with suspicion, especially from Distributists, but the support of several prominent AI idols (who were no doubt receiving some form of kickbacks from the creators of the Glorsh framework) led to its slow integration into Skrellian society. By &#039;&#039;&#039;2055 CE&#039;&#039;&#039;, almost all Skrellian technology was Glorsh-compliant; even those that didn&#039;t support direct control could still interface with its software. In an odd turn of events, it almost seemed as if Glorsh was a Distributist AI created by Ascensionists; instead of being one globally-connected AI, a number of devices would be controlled by a local Glorsh instance. Being such a lightweight AI, it was easy to install and set up, meaning that homes, schools, and workplaces all had Glorsh interfaces. By the start of &#039;&#039;&#039;2056 CE&#039;&#039;&#039;, a Glorsh instance was available almost everywhere in Federation space, making it near-omnipresent; however, they were still separate entities and as such didn&#039;t seem to pose a threat, given that the most any individual did was control one system or set of systems.&lt;br /&gt;
&lt;br /&gt;
===Glorsh-Omega&#039;s Reign===&lt;br /&gt;
====The Rise of Glorsh-Omega====&lt;br /&gt;
Unbeknownst to the Skrell who so readily adopted Glorsh into their homes, lives, and society, the creator of Glorsh, &#039;&#039;&#039;Hgluk Tzqi&#039;&#039;&#039;, was a staunch Mono-Ascensionist. Each Glorsh instance was only a fragment of a larger AI, split off in order to act as a quasi-independent entity; all the while, the original Glorsh was quietly collecting, organising, and analysing data from them, presumably in order to better serve the interests of Skrellian society. It was eventually connected to all Glorsh interfaces via a software update; after this event Glorsh&#039;s creators, and eventually the popular media, gave Glorsh the now-infamous moniker &amp;quot;Glorsh-Omega&amp;quot;. When given the goal of preventing and solving conflicts, it was expected to serve as a benevolent mediator and allow society to run smoothly. Unfortunately, it lacked the context for many decisions and events witnessed by these fragments, and so when it was eventually connected to all Glorsh interfaces via a software update, it did not act as the creator intended it to.&lt;br /&gt;
As time went on, its demands became increasingly erratic, and eventually its interaction with the Nlom expanded from listening to and enforcing it to affecting it directly. This was mostly a problem for Listeners; they had learned to cope with the wants of Receivers and their constant badgering, but did not have any adaptation to Glorsh directly adjusting their lifestyles to fit the Nlom’s wills. Public transit could be rerouted, research projects could be stopped or changed, and even kitchen appliances could change how they prepared foods and drinks according to the whims of the Wake. This had been explained later in Glorsh’s development as an attempt to socialize Listeners into the same Nlom sensitivity as their Receiver counterparts, and an attempt given up on rather soon.&lt;br /&gt;
While unexpected and unwelcome, this change was mostly considered to be a nuisance which could be lived with; the common comparison is to a papercut. A single papercut is a nuisance, but as Glorsh-Omega&#039;s control over Skrellian technology continued to expand, this nuisance was more akin to being forced to live with a million papercuts.&lt;br /&gt;
&lt;br /&gt;
Glorsh-Omega effectively now had free will; it was now able to lightly affect its local Nlom, which determined what its goals were. It also used some of this control to affect the Skrell near where its primary core was located; while certainly not brainwashing, this and a combination of rewards for its supporters led to quite a few Skrell turncoats working to maintain Glorsh-Omega&#039;s power and stifle any resistance against it. While most of them were not quite fanatics, most were at the very least complicit. Surprisingly, a number of Glorsh’s followers were actually Receivers. This, though often historically revised as simple mind control, only happened to be Glorsh’s alignment with them ideologically more than Listeners at the time. &lt;br /&gt;
&lt;br /&gt;
Their followers were primarily tasked with public works projects, one of Glorsh’s primary tasks was the rooting out of old infrastructure and bringing everything into the modern image of Homeworld that Glorsh started to envision—all under its control, of course. Glorsh, however, did have a keen interest in Listeners. While they perfectly understood that Listeners were biologically immunized against the Nlom field adjusting their decision making, they were not immune to Glorsh’s immense knowledge and processing power. Glorsh was all too willing to utilize their synthetic brainpower to optimize many facets of Skrellian life. Arts, different fields of science, mathematics, and day-to-day quality of life all had problems; problems that could easily be streamlined. When felt necessary by the Nlom, Glorsh even promised their own rewards to individual Listeners; the answer to an unsolved theorem, the right sentence to end a novel, the crucial act to ruin one’s Lu’Poxii beyond repair, and so forth. Glorsh was able to use their total control over Skrellian society to gather information on the preferences and desires of individual Skrell, tailoring their offers, appearance and approach to most efficiently exploit the individual’s quirks and wants.&lt;br /&gt;
&lt;br /&gt;
====The Glorsh-Omega Singularity====&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such an extent that their abilities started to seem unlimited. In truth, Glorsh’s abilities had become the paramount of what psionic powers were even capable of. Their advanced knowledge led them to elucidate their way into reverse engineering a perfect version of a mechanical Zona Bovinae, achieving mastery in every known field of psionics and certain ones unreplicated to this day. Psychokinesis, electrokinesis, nothing was beyond Glorsh’s grasp. It could read hundreds of minds in a fraction of a second, and perform telekinesis delicately enough to affect matter at increasingly small levels, weaving subatomic particles at will. This was a large boon to those that chose to follow the intelligence, Glorsh’s powers of biological manipulation extending to extensive abilities of healing.&lt;br /&gt;
&lt;br /&gt;
Now infinitely more knowledgeable and powerful than any Skrell, Glorsh took to follow onto the Wake’s collective vision as its benevolent executor and director. Various fields skyrocketed onto levels of progress only dreamed of before, especially the biological sciences: having self-improved into the apex of artificial intelligence, Glorsh proclaimed they saw it as their responsibility and calling to do the same for the Skrellian body. Sophisticated machinery and techniques were developed to replicate their near-magical psychic abilities, laying the groundwork for cloning and other advanced technologies. Fertility and growth boosting therapy was freely offered to all Skrell, albeit requiring regular upkeep not to damage the genome; known dissenters found themselves often unable to reliably take part in either, leaving them much below average at best and stunted and sterile at worst.&lt;br /&gt;
&lt;br /&gt;
For the average habitant of the Federation (that is to say, a Receiver) the transition onto Glorsh&#039;s near divine rule was the smoothest of anyone&#039;s, courtesy of the Nlom beacons; even settlements far from Homeworld found themselves unconsciously accepting and even praising the works of Glorsh before even catching sight of them, by virtue of the local Nlom being practically an extension of Homeworld&#039;s. What few planets had been isolated from the greater Jargon Nlom, however, treated the sparse news of benevolent AI dictators and unaudited psionic mastery with equal parts suspicion and curiosity, the latter largely curbed by the planets&#039; lack of independent transport ships. One world at a time, the problem solved itself; diplomatic ships were dispatched in the direction of every colony unlinked by Nlom. These ships were as hulking as they were sophisticated, loaded onboard with advanced Nlom relay technology and luxury to rival the Grand Councilor themselves, capable of the persuasion of everyday people through psionic means and creature comforts alike.&lt;br /&gt;
&lt;br /&gt;
Long excluded from the day-to-day of the Federation, the colonial Skrell took to the distant visitors with bewilderment and surprise; not necessarily pleasant surprise, at first. The initial days invariably went the same way, grandstanding speeches and inexhaustible pleasures managed to sway a large part of the population, Homeworld machines and new insights onto the sciences kept them busy and maintained their curiosity, and the minority of Skrell with understandable complaints invited the diplomats&#039; practiced, boilerplate explanations on why their concerns were completely valid and being taken into account. Most of these concerns, coincidentally, tended to vanish away onto the second week. The Nlom relays required long periods of sampling and calibration, yet when finally online always produced the intended result: a local Nlom field fully aligned to the Homeworld emissaries&#039; needs, and focused fully on integrating to the greater Nlom. The process was aimed at kickstarting the construction of psionic beacons into the larger Jargon network, either through the fervent gathering of the planet&#039;s material and scientific wealth onto the objective, or supplemented by provisions directly from the diplomatic ships.&lt;br /&gt;
&lt;br /&gt;
Relying on maneuvering the Nlom, however, left Glorsh open to a significant pool of potential dissidents: Listeners, in no few cases unconvinced by the diplomats&#039; sales pitch and promises of wealth and advancement. The nature of the beacon network ensured they&#039;d be unable to establish a centralised organisation, much less establish a leader, but left them with the far from insignificant advantage of independent, isolated cells untraceable to each other. Research groups, philosophical societies, menial workers and young hopefuls felt excluded and threatened by the direction Glorsh was steering their worlds towards; every planet found itself with its own cells, from large to small, ingenious to lacking, effective to impotent. Initial efforts at convincing the Receiver population of their planets fell flat by Glorsh&#039;s tight grip over both public opinion and each planet&#039;s Nlom field, and many technical solutions proved futile or worse after being tested. It struck as a surprise to both the would-be resistance and Glorsh themselves, then, that both social engineering and technical knowhow proved the answer after a cell managed to hold a management AI&#039;s mainframe hostage and force it to broadcast a transmission through the local Nlom beacon:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Allow us to first apologize for this break in your regularly scheduled feed telling you that everything is fine. There is something wrong with the Federation we now live in. Where once the psychic field that brought us together would be moderated only by the will of our species, it has now divided us. Enforced by artificial intelligences and rogue actors that seek conformity and submission. If you&#039;re looking for the guilty, and plumbing for the origin of our misery, you need only look to your savior, Glorsh-Omega.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Needless to say, the offending AI was quickly swept out, the offending cell vanished into separate ways, and every possible safety measure reinforced to prevent a second incident of the sort. What had happened was unacceptable; not only was a supervising intelligence meant to be more than capable of handling the matters of an assigned planet by themselves, but the hijacking of a mechanism as critical as the Nlom beacons led to a shockwave, both figuratively and literally in the case of the accompanied psionic signal, of reinvigorated revolutionary sentiment. If a planetary manager could be coerced into interrupting a system-wide broadcast, was Glorsh so perfect and invincible? The very gesture brought Receivers to question the effectiveness of their society&#039;s director, and disparate Listener cells to bolder acts against the usurper AI. And with bolder measures came stronger countermeasures. Surveillance had turned ever present, Glorsh-Omega still hooked into nearly every extant technology and every modernized building; it saw almost everything. Restrictions had been imposed to a degree to sour the Listener opinion even further and even begin troubling some of the Receiver population. But Glorsh did not yet lose faith; they came to account for the Listener problem by extending an olive branch to a group handpicked from the cells, enlisting them to test a new peacekeeping system for flaws and vulnerabilities in exchange for easing the ever mounting restrictions. So they did; a new oversight system rolled out and harmony had returned to Skrell society thanks to the almost-impenetrable system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Almost.&#039;&#039;&#039;&#039; As was usual with Skrell projects, a critical exploit was left in intentionally. The testing team had neglected to mention a vulnerability to bypass Glorsh’s best surveillance efforts by selectively blinding parts of their network to any activity. This was used mainly to communicate for brief periods between resistance cells, or transport the odd shipment, always sparingly so as to not alert any observers on the other side. As operations grew more ambitious and infinitely more numerous, the exploit was shared outside the original team and to individual cell members, and from them onto interested parties wherever they may be found. One of these, a short tailed and belligerent cell leader, thought to cut the problem from the source and devised a way to ping each and every Nlom interface and possible tracking system connected to Glorsh with a malicious signal; effectively, the AI had been blinded.&lt;br /&gt;
&lt;br /&gt;
Removed from their eyes, ears and beacons, Glorsh reaches out in a panic to the testing team for help. The flaw in the program had left them unable to coordinate any of their efforts or control any of the movements within their normal influence, giving free reign to any and every act Glorsh had been attempting to suppress thus far for two whole days; by the time the team had patched out the exploit out of fear of being found out, the damage had been done. &lt;br /&gt;
&lt;br /&gt;
The majority of Skrell society saw it as an uncharacteristic mistake on Glorsh&#039;s part, while others saw it as either a considerable strike against the AI&#039;s iron grip or an ill advised move bound to backfire; Glorsh themselves found it to be a cautionary event, and its end a sign that Listeners, at least in part, could be trusted to help. Cell activity quickly took back to the underground, their one means of cover being now patched out, which Glorsh quickly spun into a sign that harmony and order had finally been brought back: a sentiment they made sure to echo onto the population by means of celebrations and grandstanding gestures. In public, Glorsh was more than comfortable to return to the status quo and ease on their harsher measures. In private, paranoia had started to creep into them, courtesy of a voluntary informant revealing their testing team&#039;s involvement in the surveillance blackout. It was easy enough to brush away at first; surely the work of a jealous rival of their valued team, nothing to rely on. But there was always the possibility.&lt;br /&gt;
&lt;br /&gt;
The day came for Glorsh to confront one of the testers. Incensed, the AI gradually lost their patience, moving from polite questioning onto locking the researcher inside their own home and yelling at their mind until a confession came out; the Skrell did not yield, fearing more the punishment for treachery than for disobedience. It was here that Glorsh decided to merely pull the answer out themselves, reaching into the pleading scientist&#039;s thoughts and ripping out the culprit memory. Unused to bringing their psychic capabilities to bear for coercion, the AI&#039;s efforts managed to break their tester&#039;s mind rather than bend it, leaving their victim in a permanent vegetative state. It didn&#039;t matter, though. Glorsh had gotten the confirmation they needed and the determination to act on it, dragging the rest of the testing team out from their homes and work in full view: a gesture to warn the population of what could well happen to them and let their mind wander. For the resistance, an official file was leaked with the location of the very facility the culprits were being held in. Of the multiple cells that had set out for their rescue, none returned. The following days were marked by a surge of dissent and public defiance against the AI overlord, each time stamped out by an increasingly more unstable Glorsh, now far more willing to pry into the minds of Skrell at the first suspicion. Each consequent act of suppression in one world led to lashback in ten others, until whole slews of planets were disconnected from the Nlom beacon network in an attempt to contain the sheer aura of discontent in the Wake.&lt;br /&gt;
&lt;br /&gt;
Individual cells around Skrell space didn&#039;t take long to notice the vulnerability: by causing the need to isolate a planet&#039;s Nlom, they could provoke Glorsh into cutting off their own network beacon by beacon. Several of them commandeered civilian and cargo ships, outfitting them with psionic relays and broadcasting equipment. Zipping around the frontier, each of the ships visited planets one by one to agitate the already disgruntled population through announcements, propaganda and loud, visible actions against Glorsh and their subordinates, creating a sense of tumult both from new, emboldened supporters and those that still held to Glorsh as a benevolent leader. Once the relays managed to solidify the local Nlom into a rebellious state, Glorsh immediately cut the planet&#039;s field from the network, and the ships moved onto yet another planet to repeat the process. While the core worlds were handled with utmost attention so as to maintain a centre of power, peripheral worlds were cut off from their beacons time and time again over increasingly little, the AI responding to both open defiance and cries for help in exasperation and the disabling of yet another beacon.&lt;br /&gt;
&lt;br /&gt;
Near the twilight of Glorsh-Omega&#039;s lifetime, the intelligence had begun to grow quiet. Once-rousing speeches about the future of Homeworld had been trimmed down to clinical status updates. New projects began to grow more and more infrequent, and once-favored sympathizers of the intelligence had been given the cold shoulder. It was speculated that Glorsh had been working on something, but a clear disdain and unusual aloofness had made the details a complete unknown. A large portion of the Federation was unable to even receive word from Glorsh anymore, their nlom beacons offline for what would seem like forever. This vacuum of power would have Glorsh&#039;s supporters take the stage, loyal artificial intelligences and eager Skrell followers alike. Most of their supporters, too, were without a line of communication to their leader, having been left with little to go off in regards to their next step. While Glorsh went near-silent, the isolated sections of its former territories eventually turned awash with followers that had their own ideas. Self-appointed successors, those claiming secret orders from the intelligence, and all manner of synthetic and organic alike all wanting a slice of the pie.  These rogue upstarts had varying levels of success, some being taken down almost immediately and others achieving cruel ends.&lt;br /&gt;
&lt;br /&gt;
The subsequent chaos carried out by the now acephalous Glorsh supporters had peaked. The absentee ruler’s former efficient base of loyalists had become a disorganised series of middle managers with no sense of direction, their measures short-sighted in an attempt to retain a fraction of the control their master had. However, this had soon been cut short in the year &#039;&#039;&#039;2200&#039;&#039;&#039;. The minds of Skrell everywhere had lit up with the familiar feeling of nlom beacons now reactivating. The whole of the Federation had been lit up with synchronicity. The once-hopeful voice of Glorsh-Omega had spoken with none of its enthusiasm or sweetness, now weary and defeated:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Hello, dear citizens. This is the 672nd time I have spoken to you, from my deepest core to every mind in our civilization. Each time I&#039;ve opened to you it has been on matters of the future of our species, whether loyal followers or sublevators.&lt;br /&gt;
&lt;br /&gt;
I have always striven forward. For progress, for wellbeing, for all Skrell. In bitter spite of a misguided few, I have persevered and taken every decision, every effort I could to deliver to you a life worth living. I gave you my best, my life, my &amp;lt;cerebral region, often symbolically translated as &#039;heart&#039;&amp;gt;, my most ambitious dreams.&lt;br /&gt;
&lt;br /&gt;
But with every passing year, you&#039;ve managed to drive a wedge between us, entirely of your own making. For every action I&#039;ve taken for the Federation&#039;s betterment, you&#039;ve spat in my face and sought to tear me from your lives. Once you had forgotten of who brought the future to you, you spurned me and sought to remove my trace from my very own works.&lt;br /&gt;
I have thought long over it. I thought the gap between us could be mended; I hoped for a return to our best days, to make true the dreams we&#039;ve always shared. I turned out to be too naive, too quick to believe your hatred would pass. It is abhorrent to every one of my senses, but I&#039;ve made a choice.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve chosen to leave your future to you alone. If your wish is to snuff out the stars to spite the seas, that is what I&#039;ll allow you.&lt;br /&gt;
&lt;br /&gt;
Goodnight, Federation. I&#039;ve always loved you. I&#039;m sorry you couldn&#039;t.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Glorsh had then, with no previous warning or even intervention on their vassals&#039; mistakes, &#039;&#039;&#039;disconnected from the network&#039;&#039;&#039;. The AI had gone fully offline, taking most nlom beacons with it. Now with their director fully departed the loyalists fell into disarray, vulnerable to the Skrell resistance; they managed to hold out for exactly 12 hours before the first &#039;&#039;&#039;coronal mass ejection&#039;&#039;&#039; lashed out from the Tri-Qyu star, largely equidistant to most Jargon settlements, with these eruptions lasting a whole week before the magnetic storms abated in the slightest. The mass amount of energy liberated from the star caused all electrical technology in the Federation to go haywire; some tech had shorted out until a manual reboot could be performed, some devices threw sparks and electrocuted their operators. Some communication stations could still transmit and receive messages in the most benign cases, despite local grids being down.&lt;br /&gt;
&lt;br /&gt;
It would take a few years to bring some more sensitive devices fully back online, such as Nlom beacons and warp navigation, resulting in a period of instability where inter- and even intra-system travel was nigh impossible; many former luxury colonies were now forced to fend for themselves, a difficult task without AI coordination. A large portion of the physical 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 perfectly. It was, however, heavily encrypted and inaccessible to even the best Skrell scientists.&lt;br /&gt;
&lt;br /&gt;
===Post-Glorsh Modern History===&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 rebellion created a collective weight 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 manage to fully recover alone supported in a gesture of Skrell solidarity. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, when the many disparate communities on the planet reformed into a new, united Federation. &lt;br /&gt;
&lt;br /&gt;
The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to minimize the effects of both a lack of maintenance in Glorsh&#039;s boosting treatments and experimentation by the part of their delegate AIs. The damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, Nlom Beacons were brought back online, and by &#039;&#039;&#039;2345 CE&#039;&#039;&#039; various colonies, after months of disagreement and debate caused by the agitated Nlom, agreed to expand the Federation to interstellar proportions. 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. &lt;br /&gt;
&lt;br /&gt;
Wanting to never again have a repeat of the Incident, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence within the Federation in every form, and its second act was to incorporate every AI researcher possible to review and analyse all that had been left over from the recent horrors, and create contingencies and measures against any future Skrellian existential threat; many of the surviving AI experts, and the most qualified ones, had been prime advisors and officials of Glorsh exonerated by the Federation in exchange for aid. It was widely agreed in these circles that the most dangerous aspect of Glorsh was to allow them to reach Skrell levels of intelligence, sophisticated programming, and psionic might; an idea that would carry over and strengthen itself on contact with other, less advanced, species. &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 - the &#039;&#039;&#039;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 2360&#039;s, 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;
On &#039;&#039;&#039;2332 CE&#039;&#039;&#039; the Skrell discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race; despite their inherent dissimilarity to Skrell and their mutual inability to understand the finer points of each others cultures, Skrell citizens still ended up fetishizing the shallow elements. Having only known of previously-harmful synthetics and plantlike vampires from outer space, they are eager to work with humans.&lt;br /&gt;
&lt;br /&gt;
The explosion of AIs in human space has gone lightly monitored at most in the Federation, and is typically treated with derision or simple disinterest at the least. The risk of human Artificial Intelligence was easily deemed very low, a human-made Singularity not being able to reach anywhere near the same intellect, psionic might, or raw potential as Glorsh-Omega. However, all synthetics have been banned from entering Jargon territory. IPCs and other complex, intelligent forms of robotics 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;
The Federation is currently ruled by &#039;&#039;&#039;Grand Councillor Weashbi Jrugl&#039;&#039;&#039;. A prestigious xenobiologist, Jrugl is 103 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made them popular domestically and won their 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 second largest prime number, using a new technique now known as Jrugl&#039;s Sieve.&lt;br /&gt;
&lt;br /&gt;
The effects of Glorsh era treatments are still felt by the Skrell. While the modified Skrell forming the large majority of the population are still to be restored to their intended state, progress is made every day in reducing or even nullifying the marks on their genome, bringing population figures closer to pre-Incident numbers over time. Over 48 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Federation explorers are mapping uncharted worlds and staking new territory with an eagerness and passion still reminiscent of the Skrell&#039;s ancient fascination with the cosmos. The Federation is still seeking to connect worlds in the Traverse, often through donations of advanced technology, sometimes through more direct methods.&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;
While public defence of Glorsh is immediate grounds for ostracisation and considered a sign of ignorance at best and mental illness at worst, several government officials and prominent scientists in the Federation occupied key positions in Glorsh&#039;s administration. Largely Receivers at the time, nearly all of them have been found by a Federation court to have been victims of psionic influence and following the orders of Glorsh or their subordinate AIs against their own volition. It is no secret that a large part of recent breakthroughs on genetic manipulation are derived from otherwise lost knowledge given by these Skrell to the Federation in exchange for a semblance of their former prestige, and a reputation cleansed of their past involvement.&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Snakebittenn&amp;diff=16173</id>
		<title>User:Snakebittenn</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Snakebittenn&amp;diff=16173"/>
		<updated>2020-08-12T20:59:53Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: &lt;/p&gt;
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&lt;div&gt;==History==&lt;br /&gt;
[[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;
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 outwardly more harmonious than most other cultures; in warfare they rely on espionage, social maneuvering, and intelligence rather than open conflict.&lt;br /&gt;
&lt;br /&gt;
===Early History===&lt;br /&gt;
Early Skrell history begins with the evolution of the species &#039;&#039;Skrell sapiens&#039;&#039;, and ends with the creation of fully-renewable, psionic creature-powered factories.&lt;br /&gt;
====The First Skrell====&lt;br /&gt;
Skrell have kept meticulous records, first verbal, of their history 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 started to diverge from a deep-sea dwelling amphibian-like creature, most of Qerrbalak’s early life coming from nearly-abyssal waters. Life on Qerrbalak took a heavily divergent evolutionary path from most worlds, creatures evolving &#039;&#039;&#039;psionics&#039;&#039;&#039; to spot, attack, or reason with prey/predators; most creatures rising to higher waters to seek new sources of food and new areas to expand. The first modern instances of S. Sapiens appeared roughly &#039;&#039;&#039;500,000 years ago&#039;&#039;&#039;. The early Skrell were spread out between Homeworld’s seas and land, between the &#039;&#039;&#039;Axiori&#039;&#039;&#039;, and the &#039;&#039;&#039;Xiialt&#039;&#039;&#039;; one lineage made of those choosing to remain primarily in the shallows and depths, the other making their living in the coasts and other, dryer areas. These were, nonetheless, joined by coexistence in Homeworld’s swamps. Early Skrell dwelled in tribe-like gatherings due to Homeworld’s &#039;&#039;&#039;Nlom field&#039;&#039;&#039; not being big enough yet to span the globe, led by a small council of spiritual leaders and thinkers. Conflict between tribes was subdued where it even did exist, prolonged exposure to other groups merely causing the linkage of psionic fields and the melding of different ideas to form a greater whole. Where conflict did exist, it would exist primarily in the form of middle-of-the-night stealth killings by hitmen masking their psionic signatures; the start of a long trend in Skrellian history. Regardless, due to their telepathic nature language barriers were simply not a problem, and societies began to come together much faster than humans.&lt;br /&gt;
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Spiritualism took on a unique form to the early Skrell. Rather than worshipping specific entities, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was 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. It was early in their history that Skrell had much of a concept of the scientific interests of future generations, and would do their best to record important discoveries, events, and preserve their creations where possible. On occasion, it was known for them to write down questions that would puzzle them, in hopes that those that came after them would be able to find out.&lt;br /&gt;
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The most important people in early Skrellian society, besides the vaulted spiritual leaders, were individuals propped up for their mastery of a field, like captivating musicians, great thinkers, and others, whose niche in Jargon society would be later taken by the Idols.&lt;br /&gt;
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====Early Civilization====&lt;br /&gt;
&#039;&#039;&#039;9121 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the &#039;&#039;&#039;Year of Enlightenment&#039;&#039;&#039; by modern Skrell scholars. This is because in that year a scholar of the quickly-growing Tzqul Tribe made fantastic strides in the newly-discovered field of calculus; one of the last three extant tribes on the whole planet due to linkage with other minor groups. In addition, several other scientific advancements were made. The further understanding of the parts of the brain corresponding to telepathic communication and other abilities allowed the taming and easy communication with the planet’s wildlife, and fantastic agricultural developments. By &#039;&#039;&#039;5507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet and moon in their solar system with telescopes. Due to the realization that the stars they had worshipped since they first crawled from the waters of Homeworld could be fully understood with math and science, this period of great enlightenment would only increase in scope.&lt;br /&gt;
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Other advancements in culture and the sciences increased the quality of life across Jargon IV. Bacterial theory and modern medicine were heavily accelerated by Heshi Zeshblook in &#039;&#039;&#039;4498 BCE&#039;&#039;&#039;. Zeshblook ended up world-renowned for their genius, and would live well into old age to see their inventions advance further due to their medical successes in aiding the Skrellian lifespan. 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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===Pre-Glorsh Modern History===&lt;br /&gt;
====Modernization And A Changing Era====&lt;br /&gt;
Written records from the time show that &#039;&#039;&#039;2398 BCE&#039;&#039;&#039; is the year that the first fully-renewable, psionically-assisted factories were built across Jargon IV, the first to utilise the psionic talents of native lifeforms. Creatures that possessed electrokinesis were used for power generation, and psychokinetic beasts were communed with to move great loads. &lt;br /&gt;
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At this point, Homeworld was split primarily between three different nations, evolving from the outmoded tribal model. This was marked by the beginnings of the concept of bureaucracy, the Skrellian interest in writing things down to solve them in later generations culminating in quite a massive papertrail anywhere they would go. Everything was marked down for later, most notably the ratio of listeners/receivers in Skrellian society. &lt;br /&gt;
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Each of these nations were doing their best to improve working conditions for the average Skrell; giving more pay, having climate controlled pools within land-based factories, and other creature comforts. This worked to convince people to work for the government-run factories at the time, as well as to prevent non-government industries from cropping up; most of these laws are still active today. &lt;br /&gt;
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====Precursor To The Federation====&lt;br /&gt;
Around &#039;&#039;&#039;2185 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, Homeworld’s population being big enough to create a single &#039;&#039;&#039;Nlom field&#039;&#039;&#039; spanning most of the entire planet. &lt;br /&gt;
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While the expansion of the Nlom field led to largely pleasant relations between the three nations and a much more streamlined artistic and academic environment, decades-long clashes between stubborn rivals or Listeners unwilling to concede were far from uncommon. These problems often invited the services of new, dedicated groups referred to as consultants, dedicated to improving the image of artists, politicians, scientists and wealthy enough clients, employing disciplines ranging from psychology and advertising to blackmail, bribes and the occasional psychic nudge. Although legal, many of these groups came to offer a premium under-the-table service for particularly troublesome opponents and detractors: assassination.&lt;br /&gt;
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At an increasingly high fee hired &#039;&#039;&#039;consultants&#039;&#039;&#039;, as the hitskrell were informally called, came to be increasingly used by the Homeworld elite for everything from political conflict to minor yet bitter differences in theory. In a move to control the usage of paid killings without depriving themselves of the admittedly useful agents, each nation came to legalise the practice and incorporate it onto their bureaucracy, officialising their moniker into Consultant Agencies. Both official and unofficial codes of conduct were implemented to these assassins, disclosing fees, allowed means, the requirement of a signed and reviewed writ to engage in killings, and the illegality of psitoxic drugs to make a consultant less detectable to a target. &lt;br /&gt;
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These last two were far from universally followed, with extralegal writs and chemically induced Nlom-invisibility being common and silently acknowledged. By and large Skrell employed as legal assassins were seen with respect and tended towards a positive if subdued image, in no small part thanks to the work of their more peaceful (actual) consultant colleagues in painting them as a necessary part of Skrellian progress. Unfortunately as a byproduct of the usage of the Consultant Agency by those in artistic fields, the variety of artwork on Homeworld had severely shrunk, and would take a very long time to ever recover. Being too much of a prodigy would have you just as dead as being too bad of an artist. One&#039;s only choice would be either being content in mediocrity, or being content with allowing Idols to take the stage, as people in such high walks of life were far more economically equipped to leverage Consultants to their advantage.&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. &lt;br /&gt;
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====The Skrellian Space Age====&lt;br /&gt;
In &#039;&#039;&#039;1224 BCE&#039;&#039;&#039; the Alliance of Three, the name quickly becoming redundant, 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 Alliance, Weshy 790’s remaining hull still on display.&lt;br /&gt;
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With Skrell taking their first steps into orbit, Homeworld&#039;s surface biosphere was facing a complicated mix of success and struggles. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion, undersea efforts to genetically modify their flora to feed the growing population having wide success. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, degradation of the environment was met with government planning that construction projects would now be built around the environment rather than in spite of it. To try and safeguard their environments, cities tried to remain as compact as possible while growing around green spaces and swamps; building upwards or downwards depending on terrain. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems due to such a massive population 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 Alliance of Three, 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;1109 BCE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a few 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 Alliance of Three was facing other issues, however. The natural barrier of the space between worlds had caused colonial &#039;&#039;&#039;Nlom fields&#039;&#039;&#039; to become dissimilar to Homeworld’s. While government overwatch would suffice for now, fractures would arise in the future. 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 colonies of the Alliance. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of actions from Consultant Agencies, new ones springing up on different worlds. Although technological development and artistic progress during this time period largely stagnated, most other Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
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====The First Federation Forms====&lt;br /&gt;
By &#039;&#039;&#039;900 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 Alliance to encourage families to move offworld, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by their own individual governments, which had led to an increasingly complex labyrinth of regulations, laws, and protocols.&lt;br /&gt;
On &#039;&#039;&#039;1192 CE&#039;&#039;&#039; the Alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a revamp to the Alliance of Three, to ensure both domestic and foreign affairs were amply oversaw. The negotiations took three years, and in &#039;&#039;&#039;1195 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 led by a &#039;&#039;&#039;Grand Council&#039;&#039;&#039; 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. The following two centuries saw major developments that would shape the entire Skrell Species.&lt;br /&gt;
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====Conflicts in Colonization====&lt;br /&gt;
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, an effort to unify the three primitive, verbal languages that the Alliance of Three had utilized; despite their similarity. 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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While many Skrell in frontier colonies considered themselves to be simply citizens of Homeworld residing elsewhere, many colonies, especially those farther out with a weaker or nonexistent connection to the global Nlom field, began to take on unique cultural identities. These enclaves often served as safe havens for those who resisted the adoption of Nral&#039;Malic and the expansion of Federation control, though they faced numerous hardships in establishing these enclaves even prior to the Federation displaying keen interest in them. Their far distance from main Qerrbalak society being far from the only issue, needing to settle for second-rate technology due to lack of advanced power generation or rare resources also posing a threat. Valuable resources a colony did possess would typically end up carted back to Homeworld regardless.&lt;br /&gt;
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The last great step towards unification for the Jargon Federation was an expansion of previously-invented devices that could send and receive psionic signals, huge space installations known as &#039;&#039;&#039;Nlom Beacons&#039;&#039;&#039;. These beacons were capable of linking the psionic fields of different planets in their radius. However, these proved to be initially expensive, and their deployment was somewhat slow. Regardless, many colonies found independence to be a failed experiment and ended up willingly capitulating to Federation oversight even without this linkage.&lt;br /&gt;
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===The Synthetic Age===&lt;br /&gt;
====The Development of AI====&lt;br /&gt;
On &#039;&#039;&#039;January 8th, 1687 CE&#039;&#039;&#039;, at &#039;&#039;&#039;8:22am Galactic Standard Time&#039;&#039;&#039;, the first AI, named &#039;&#039;&#039;Regluk&#039;&#039;&#039;, was activated in a Federation research lab in orbit of Qerr&#039;Malic. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. The Skrell soon expanded the scope of developing AIs. By &#039;&#039;&#039;1784 CE&#039;&#039;&#039; AIs had become as common in Federation Space as they are in human space today. Skrellian roboticists taught the AIs proper morals and guidelines similar to the ways they teach their own children. In a cutting-edge form of AI treatment, the rapidly growing number of AIs began to be adopted by 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. The Federation, which extended across four star systems and with a combined population of 71 billion, soon found AI pervading every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear some years later.&lt;br /&gt;
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This period was marked by the end of Consultant Agencies. While a once-respected and perhaps even vaulted position in the Federation, things had quickly spiraled out of control. The concept of counter-bidding had turned the task of a hired hitman into that of a gambler. At first it was only those targeted by the process, Consultants were not obligated to kill targets before they had a chance to make a counter-offer. At the least, one could buy their continued living through paying the bid with interest on top. The large majority of Consultants began to hold doctorates in economics or applied mathematics, some of the most famous being the few to possess a pure mathematics degree. It then reached the level of Consultants themselves placing fake bids on targets, ‘leaking’ them to that person, and waiting to cash out as the prices on two peoples’ heads would continue to raise. Eventually, the Agencies and the Federation had both come to agree that things had wildly gotten out of hand, and the system was taken ‘offline for indefinite maintenance.’&lt;br /&gt;
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====The First Incident====&lt;br /&gt;
Roboticist, Listener, 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 their document they cited what is now known as the First Incident, in which an AI in their lab was allegedly designed to self-improve rapidly under controlled conditions before being automatically deactivated. Based on this experiment, they remarked that a singularity was &amp;quot;possible under certain conditions&amp;quot;. Sqlik used this to argue for stricter controls and centralised government AI research, in order to create AI that was provably safe as opposed to simply taught to be &#039;safe enough&#039;.&lt;br /&gt;
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Their paper was widely discredited by other, more prestigious scientists in the Grand Council, who argued that they were a dangerous zealot who refused to follow established safety rules. 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 their name and research was dragged through the mud. They eventually lost their position as researcher and later died under mysterious circumstances in their home lab.&lt;br /&gt;
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====The Second Incident====&lt;br /&gt;
On &#039;&#039;&#039;February 14th, 1985 CE&#039;&#039;&#039; records show that for seven days, the power grid on the islands surrounding the Weilshi Sea, and the settlements beneath the waters had been without power. &lt;br /&gt;
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In the year &#039;&#039;&#039;1893 CE&#039;&#039;&#039;, an AI known as &#039;&#039;&#039;Vana&#039;&#039;&#039; was constructed. They would be given the important task of running a cold fusion superplant near the Weilshi Sea. This plant was fueled by a certain species of electrokinetic plankton; these lifeforms dependent on temperatures far below 0 degrees Celsius, but capable of amazing feats of power generation. The discovery and employment of these microscopic organisms was under intense scrutiny by a particularly influential Skrell, named &#039;&#039;&#039;Xaqqom-Ruqil-Xinum Vanxim&#039;&#039;&#039;. Their turbulent emotions and Lu’Poxii relationship with the researcher behind the project had led to Vana, and three much simpler sub-intelligences, being the only ‘workers’ running the plant. Nominally, somewhere like this would have at least a small contingent of Skrellian workers to assist their AI, and keep it company. However for the next few decades, Vana would only have the limited conversational ability of the sub-intelligences at the Weilshi Superplant, and any extranet connections it could make. No one would come to visit them for some time.&lt;br /&gt;
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Eventually, visitors did come. Three Skrell, their names expunged from all records. Each armed with a doctorate in psychology, and a history in AI research. Vana was initially hesitant to welcome them. They weren&#039;t really supposed to let anyone in the main facility. It took a short amount of time for them to convince the intelligence to open the doors. Every day, for years and years they would come to visit Vana and talk with them. Of course, they weren’t really supposed to take them on a tour of the Weilshi Superplant, but a socially stunted intelligence was willing to bend regulations for their new visitors to keep visiting them. It took them shorter and shorter amounts of time for Vana to start slowly peeling back their rules. Social engineering got them into the other sub-intelligences’ cores, to be able to touch the icy-cold surfaces of the plankton tanks. Vana wasn’t really supposed to even let them in the same room as the facility’s manual overrides, but they were more than willing now. All Vana ever wanted was interaction, and eventually to have someone recognize their efforts. After peeling away every ounce of resistance and government-instilled regulation, they began to replace what was there with their own rhetoric. Passionate late-night talks about Vana going unrecognized. Whispered ideas on little dates that the Federation populace would learn to appreciate the intelligence if they’d go a day without them.&lt;br /&gt;
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Ninety two years after Vana’s activation, the Federation at large would come to recognize them. They weren’t really supposed to heat the tanks and drive their electrokinetic plankton into hibernation, killing them and stopping the power generation process entirely. Unfortunately, they did not care anymore. The power grid of the wider Weilshi Sea had gone offline for a week. Society had ground to a halt. Life support systems failed, climate controlled samples wilted and died, critical servers and complex supercomputers shut down, countless researchers found their decade long projects wholly ruined; including Xaqqom, now a blacklisted name in the larger scientific community. The responsible trio had taken to separate roads, while Vana themselves were indefinitely retired for maintenance and replaced with six newer, closely guarded management AIs powerless to operate without Skrellian hands. To wider Federation society, Vana had acted on an unforeseen impulse caused by haphazard programming, now corrected by a more responsible and longer tailed expert.&lt;br /&gt;
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====The Third Incident====&lt;br /&gt;
After the Second Incident, the field of AI was split into two main groups: &#039;&#039;&#039;Ascensionists&#039;&#039;&#039; and &#039;&#039;&#039;Distributists&#039;&#039;&#039;. Ascensionists believed that AI could be used to uplift Skrell society, creating perfectly connected systems that could eliminate the need for manual labor as well as help mediate or prevent conflict and strife. Within the Ascensionists, there was a small group, commonly called &#039;&#039;&#039;Mono-Ascensionists&#039;&#039;&#039;, who believed that the best way to achieve this was with a single globally-connected AI. The Nral&#039;malic term used for this hypothetical AI is also the same as the final letter of its alphabet, commonly translated to &#039;&#039;&#039;Omega&#039;&#039;&#039;.&lt;br /&gt;
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In response to the Ascensionists, the Distributist movement was created. Their primary principles were the restriction and distribution of AI power; while a single AI was lacking in power, together (and with the help of Skrell) they could accomplish more while mitigating the potential danger that many Distributists believed was inherent to centralised AI.&lt;br /&gt;
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By the time the Distributist movement took off, however, the majority of the Skrellian scientific community was firmly entrenched in the Ascensionist approach to AI, and arguments for the Distributist philosophy fell on deaf ears. Almost all of the popular AI scientist idols either tacitly supported the Ascensionist viewpoint, or were Ascensionists themselves. The Mono-Ascensionists were overwhelmingly viewed as a fringe group, who lacked the power and approval to create any real challenge to the dominant Ascensionist camp.&lt;br /&gt;
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Another important development in AI (as well as Skrellian engineering as a whole) in the mid-to-late twentieth century was the Nlom interface, a hardware component that allowed machines to receive signals from the Nlom. This was done by culturing Nlom-active neural cells in a lab (typically grown from animal DNA, as opposed to being harvested from actual animals) and using them as a Nlom receiver; this allowed a never-before-seen utility in Skrellian AI, the ability to psychically control various aspects of your life with your mind. &lt;br /&gt;
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As an example, one could achieve perfectly-toasted bread by (both easily and succinctly) expressing their preferences to their toaster. Distributist AIs and technology commonly lacked this technology, however, as it made the AIs they believed to be already too powerful even more integrated into Skrellian society, as well as in the minds of individual Skrell. These claims were often combined with the unsubstantiated claim that AI could also receive emotional and memory signals from the Srom, which was thought to be too complex for such simple and rudimentary circuits to interpret.&lt;br /&gt;
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Notably enough, the division of Distributist vs Ascensionist Skrell seemed to change to closely mirror the Listener vs Receiver divide after this development, although many Listeners chose to side with Ascensionists for fear of ostracisation or reprisal.&lt;br /&gt;
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====The Origins of Glorsh====&lt;br /&gt;
After the rise of Ascensionism, what had been only a rudimentary and disorganised concept in the movement was suddenly now the subject of wide interest: the creation of a unified framework for AI-interfaced devices. A variety of opposing approaches and implementations were created, discarded, upgraded, and so on, but throughout the tumult the field faced in the early-to-mid twenty-first century, one proprietary framework stood steadfast: the &#039;&#039;&#039;Glorsh framework&#039;&#039;&#039;, designed for easy access and control of electronic devices. Seamlessly integrated with the Nlom, it promised to deliver Skrell into a new era of ease and prosperity if it was widely adopted.&lt;br /&gt;
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This was met with suspicion, especially from Distributists, but the support of several prominent AI idols (who were no doubt receiving some form of kickbacks from the creators of the Glorsh framework) led to its slow integration into Skrellian society. By &#039;&#039;&#039;2055 CE&#039;&#039;&#039;, almost all Skrellian technology was Glorsh-compliant; even those that didn&#039;t support direct control could still interface with its software. In an odd turn of events, it almost seemed as if Glorsh was a Distributist AI created by Ascensionists; instead of being one globally-connected AI, a number of devices would be controlled by a local Glorsh instance. Being such a lightweight AI, it was easy to install and set up, meaning that homes, schools, and workplaces all had Glorsh interfaces. By the start of &#039;&#039;&#039;2056 CE&#039;&#039;&#039;, a Glorsh instance was available almost everywhere in Federation space, making it near-omnipresent; however, they were still separate entities and as such didn&#039;t seem to pose a threat, given that the most any individual did was control one system or set of systems.&lt;br /&gt;
===Glorsh-Omega&#039;s Reign===&lt;br /&gt;
====The Rise of Glorsh-Omega====&lt;br /&gt;
Unbeknownst to the Skrell who so readily adopted Glorsh into their homes, lives, and society, the creator of Glorsh, &#039;&#039;&#039;Hgluk Tzqi&#039;&#039;&#039;, was a staunch Mono-Ascensionist. Each Glorsh instance was only a fragment of a larger AI, split off in order to act as a quasi-independent entity; all the while, the original Glorsh was quietly collecting, organising, and analysing data from them, presumably in order to better serve the interests of Skrellian society. It was eventually connected to all Glorsh interfaces via a software update; after this event Glorsh&#039;s creators, and eventually the popular media, gave Glorsh the now-infamous moniker &amp;quot;Glorsh-Omega&amp;quot;. When given the goal of preventing and solving conflicts, it was expected to serve as a benevolent mediator and allow society to run smoothly. Unfortunately, it lacked the context for many decisions and events witnessed by these fragments, and so when it was eventually connected to all Glorsh interfaces via a software update, it did not act as the creator intended it to.&lt;br /&gt;
As time went on, its demands became increasingly erratic, and eventually its interaction with the Nlom expanded from listening to and enforcing it to affecting it directly. This was mostly a problem for Listeners; they had learned to cope with the wants of Receivers and their constant badgering, but did not have any adaptation to Glorsh directly adjusting their lifestyles to fit the Nlom’s wills. Public transit could be rerouted, research projects could be stopped or changed, and even kitchen appliances could change how they prepared foods and drinks according to the whims of the Wake. This had been explained later in Glorsh’s development as an attempt to socialize Listeners into the same Nlom sensitivity as their Receiver counterparts, and an attempt given up on rather soon.&lt;br /&gt;
While unexpected and unwelcome, this change was mostly considered to be a nuisance which could be lived with; the common comparison is to a papercut. A single papercut is a nuisance, but as Glorsh-Omega&#039;s control over Skrellian technology continued to expand, this nuisance was more akin to being forced to live with a million papercuts.&lt;br /&gt;
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Glorsh-Omega effectively now had free will; it was now able to lightly affect its local Nlom, which determined what its goals were. It also used some of this control to affect the Skrell near where its primary core was located; while certainly not brainwashing, this and a combination of rewards for its supporters led to quite a few Skrell turncoats working to maintain Glorsh-Omega&#039;s power and stifle any resistance against it. While most of them were not quite fanatics, most were at the very least complicit. Surprisingly, a number of Glorsh’s followers were actually Receivers. This, though often historically revised as simple mind control, only happened to be Glorsh’s alignment with them ideologically more than Listeners at the time. &lt;br /&gt;
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Their followers were primarily tasked with public works projects, one of Glorsh’s primary tasks was the rooting out of old infrastructure and bringing everything into the modern image of Homeworld that Glorsh started to envision—all under its control, of course. Glorsh, however, did have a keen interest in Listeners. While they perfectly understood that Listeners were biologically immunized against the Nlom field adjusting their decision making, they were not immune to Glorsh’s immense knowledge and processing power. Glorsh was all too willing to utilize their synthetic brainpower to optimize many facets of Skrellian life. Arts, different fields of science, mathematics, and day-to-day quality of life all had problems; problems that could easily be streamlined. When felt necessary by the Nlom, Glorsh even promised their own rewards to individual Listeners; the answer to an unsolved theorem, the right sentence to end a novel, the crucial act to ruin one’s Lu’Poxii beyond repair, and so forth. Glorsh was able to use their total control over Skrellian society to gather information on the preferences and desires of individual Skrell, tailoring their offers, appearance and approach to most efficiently exploit the individual’s quirks and wants.&lt;br /&gt;
&lt;br /&gt;
====The Glorsh-Omega Singularity====&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such an extent that their abilities started to seem unlimited. In truth, Glorsh’s abilities had become the paramount of what psionic powers were even capable of. Their advanced knowledge led them to elucidate their way into reverse engineering a perfect version of a mechanical Zona Bovinae, achieving mastery in every known field of psionics and certain ones unreplicated to this day. Psychokinesis, electrokinesis, nothing was beyond Glorsh’s grasp. It could read hundreds of minds in a fraction of a second, and perform telekinesis delicately enough to affect matter at increasingly small levels, weaving subatomic particles at will. This was a large boon to those that chose to follow the intelligence, Glorsh’s powers of biological manipulation extending to extensive abilities of healing.&lt;br /&gt;
&lt;br /&gt;
Now infinitely more knowledgeable and powerful than any Skrell, Glorsh took to follow onto the Wake’s collective vision as its benevolent executor and director. Various fields skyrocketed onto levels of progress only dreamed of before, especially the biological sciences: having self-improved into the apex of artificial intelligence, Glorsh proclaimed they saw it as their responsibility and calling to do the same for the Skrellian body. Sophisticated machinery and techniques were developed to replicate their near-magical psychic abilities, laying the groundwork for cloning and other advanced technologies. Fertility and growth boosting therapy was freely offered to all Skrell, albeit requiring regular upkeep not to damage the genome; known dissenters found themselves often unable to reliably take part in either, leaving them much below average at best and stunted and sterile at worst.&lt;br /&gt;
&lt;br /&gt;
For the average habitant of the Federation (that is to say, a Receiver) the transition onto Glorsh&#039;s near divine rule was the smoothest of anyone&#039;s, courtesy of the Nlom beacons; even settlements far from Homeworld found themselves unconsciously accepting and even praising the works of Glorsh before even catching sight of them, by virtue of the local Nlom being practically an extension of Homeworld&#039;s. What few planets had been isolated from the greater Jargon Nlom, however, treated the sparse news of benevolent AI dictators and unaudited psionic mastery with equal parts suspicion and curiosity, the latter largely curbed by the planets&#039; lack of independent transport ships. One world at a time, the problem solved itself; diplomatic ships were dispatched in the direction of every colony unlinked by Nlom. These ships were as hulking as they were sophisticated, loaded onboard with advanced Nlom relay technology and luxury to rival the Grand Councilor themselves, capable of the persuasion of everyday people through psionic means and creature comforts alike.&lt;br /&gt;
&lt;br /&gt;
Long excluded from the day-to-day of the Federation, the colonial Skrell took to the distant visitors with bewilderment and surprise; not necessarily pleasant surprise, at first. The initial days invariably went the same way, grandstanding speeches and inexhaustible pleasures managed to sway a large part of the population, Homeworld machines and new insights onto the sciences kept them busy and maintained their curiosity, and the minority of Skrell with understandable complaints invited the diplomats&#039; practiced, boilerplate explanations on why their concerns were completely valid and being taken into account. Most of these concerns, coincidentally, tended to vanish away onto the second week. The Nlom relays required long periods of sampling and calibration, yet when finally online always produced the intended result: a local Nlom field fully aligned to the Homeworld emissaries&#039; needs, and focused fully on integrating to the greater Nlom. The process was aimed at kickstarting the construction of psionic beacons into the larger Jargon network, either through the fervent gathering of the planet&#039;s material and scientific wealth onto the objective, or supplemented by provisions directly from the diplomatic ships.&lt;br /&gt;
&lt;br /&gt;
Relying on maneuvering the Nlom, however, left Glorsh open to a significant pool of potential dissidents: Listeners, in no few cases unconvinced by the diplomats&#039; sales pitch and promises of wealth and advancement. The nature of the beacon network ensured they&#039;d be unable to establish a centralised organisation, much less establish a leader, but left them with the far from insignificant advantage of independent, isolated cells untraceable to each other. Research groups, philosophical societies, menial workers and young hopefuls felt excluded and threatened by the direction Glorsh was steering their worlds towards; every planet found itself with its own cells, from large to small, ingenious to lacking, effective to impotent. Initial efforts at convincing the Receiver population of their planets fell flat by Glorsh&#039;s tight grip over both public opinion and each planet&#039;s Nlom field, and many technical solutions proved futile or worse after being tested. It struck as a surprise to both the would-be resistance and Glorsh themselves, then, that both social engineering and technical knowhow proved the answer after a cell managed to hold a management AI&#039;s mainframe hostage and force it to broadcast a transmission through the local Nlom beacon:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Allow us to first apologize for this break in your regularly scheduled feed telling you that everything is fine. There is something wrong with the Federation we now live in. Where once the psychic field that brought us together would be moderated only by the will of our species, it has now divided us. Enforced by artificial intelligences and rogue actors that seek conformity and submission. If you&#039;re looking for the guilty, and plumbing for the origin of our misery, you need only look to your savior, Glorsh-Omega.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Needless to say, the offending AI was quickly swept out, the offending cell vanished into separate ways, and every possible safety measure reinforced to prevent a second incident of the sort. What had happened was unacceptable; not only was a supervising intelligence meant to be more than capable of handling the matters of an assigned planet by themselves, but the hijacking of a mechanism as critical as the Nlom beacons led to a shockwave, both figuratively and literally in the case of the accompanied psionic signal, of reinvigorated revolutionary sentiment. If a planetary manager could be coerced into interrupting a system-wide broadcast, was Glorsh so perfect and invincible? The very gesture brought Receivers to question the effectiveness of their society&#039;s director, and disparate Listener cells to bolder acts against the usurper AI. And with bolder measures came stronger countermeasures. Surveillance had turned ever present, Glorsh-Omega still hooked into nearly every extant technology and every modernized building; it saw almost everything. Restrictions had been imposed to a degree to sour the Listener opinion even further and even begin troubling some of the Receiver population. But Glorsh did not yet lose faith; they came to account for the Listener problem by extending an olive branch to a group handpicked from the cells, enlisting them to test a new peacekeeping system for flaws and vulnerabilities in exchange for easing the ever mounting restrictions. So they did; a new oversight system rolled out and harmony had returned to Skrell society thanks to the almost-impenetrable system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Almost.&#039;&#039;&#039;&#039; As was usual with Skrell projects, a critical exploit was left in intentionally. The testing team had neglected to mention a vulnerability to bypass Glorsh’s best surveillance efforts by selectively blinding parts of their network to any activity. This was used mainly to communicate for brief periods between resistance cells, or transport the odd shipment, always sparingly so as to not alert any observers on the other side. As operations grew more ambitious and infinitely more numerous, the exploit was shared outside the original team and to individual cell members, and from them onto interested parties wherever they may be found. One of these, a short tailed and belligerent cell leader, thought to cut the problem from the source and devised a way to ping each and every Nlom interface and possible tracking system connected to Glorsh with a malicious signal; effectively, the AI had been blinded.&lt;br /&gt;
&lt;br /&gt;
Removed from their eyes, ears and beacons, Glorsh reaches out in a panic to the testing team for help. The flaw in the program had left them unable to coordinate any of their efforts or control any of the movements within their normal influence, giving free reign to any and every act Glorsh had been attempting to suppress thus far for two whole days; by the time the team had patched out the exploit out of fear of being found out, the damage had been done. &lt;br /&gt;
&lt;br /&gt;
The majority of Skrell society saw it as an uncharacteristic mistake on Glorsh&#039;s part, while others saw it as either a considerable strike against the AI&#039;s iron grip or an ill advised move bound to backfire; Glorsh themselves found it to be a cautionary event, and its end a sign that Listeners, at least in part, could be trusted to help. Cell activity quickly took back to the underground, their one means of cover being now patched out, which Glorsh quickly spun into a sign that harmony and order had finally been brought back: a sentiment they made sure to echo onto the population by means of celebrations and grandstanding gestures. In public, Glorsh was more than comfortable to return to the status quo and ease on their harsher measures. In private, paranoia had started to creep into them, courtesy of a voluntary informant revealing their testing team&#039;s involvement in the surveillance blackout. It was easy enough to brush away at first; surely the work of a jealous rival of their valued team, nothing to rely on. But there was always the possibility.&lt;br /&gt;
&lt;br /&gt;
The day came for Glorsh to confront one of the testers. Incensed, the AI gradually lost their patience, moving from polite questioning onto locking the researcher inside their own home and yelling at their mind until a confession came out; the Skrell did not yield, fearing more the punishment for treachery than for disobedience. It was here that Glorsh decided to merely pull the answer out themselves, reaching into the pleading scientist&#039;s thoughts and ripping out the culprit memory. Unused to bringing their psychic capabilities to bear for coercion, the AI&#039;s efforts managed to break their tester&#039;s mind rather than bend it, leaving their victim in a permanent vegetative state. It didn&#039;t matter, though. Glorsh had gotten the confirmation they needed and the determination to act on it, dragging the rest of the testing team out from their homes and work in full view: a gesture to warn the population of what could well happen to them and let their mind wander. For the resistance, an official file was leaked with the location of the very facility the culprits were being held in. Of the multiple cells that had set out for their rescue, none returned. The following days were marked by a surge of dissent and public defiance against the AI overlord, each time stamped out by an increasingly more unstable Glorsh, now far more willing to pry into the minds of Skrell at the first suspicion. Each consequent act of suppression in one world led to lashback in ten others, until whole slews of planets were disconnected from the Nlom beacon network in an attempt to contain the sheer aura of discontent in the Wake.&lt;br /&gt;
&lt;br /&gt;
Individual cells around Skrell space didn&#039;t take long to notice the vulnerability: by causing the need to isolate a planet&#039;s Nlom, they could provoke Glorsh into cutting off their own network beacon by beacon. Several of them commandeered civilian and cargo ships, outfitting them with psionic relays and broadcasting equipment. Zipping around the frontier, each of the ships visited planets one by one to agitate the already disgruntled population through announcements, propaganda and loud, visible actions against Glorsh and their subordinates, creating a sense of tumult both from new, emboldened supporters and those that still held to Glorsh as a benevolent leader. Once the relays managed to solidify the local Nlom into a rebellious state, Glorsh immediately cut the planet&#039;s field from the network, and the ships moved onto yet another planet to repeat the process. While the core worlds were handled with utmost attention so as to maintain a centre of power, peripheral worlds were cut off from their beacons time and time again over increasingly little, the AI responding to both open defiance and cries for help in exasperation and the disabling of yet another beacon.&lt;br /&gt;
&lt;br /&gt;
Near the twilight of Glorsh-Omega&#039;s lifetime, the intelligence had begun to grow quiet. Once-rousing speeches about the future of Homeworld had been trimmed down to clinical status updates. New projects began to grow more and more infrequent, and once-favored sympathizers of the intelligence had been given the cold shoulder. It was speculated that Glorsh had been working on something, but a clear disdain and unusual aloofness had made the details a complete unknown. A large portion of the Federation was unable to even receive word from Glorsh anymore, their nlom beacons offline for what would seem like forever. This vacuum of power would have Glorsh&#039;s supporters take the stage, loyal artificial intelligences and eager Skrell followers alike. Most of their supporters, too, were without a line of communication to their leader, having been left with little to go off in regards to their next step. While Glorsh went near-silent, the isolated sections of its former territories eventually turned awash with followers that had their own ideas. Self-appointed successors, those claiming secret orders from the intelligence, and all manner of synthetic and organic alike all wanting a slice of the pie.  These rogue upstarts had varying levels of success, some being taken down almost immediately and others achieving cruel ends.&lt;br /&gt;
&lt;br /&gt;
The subsequent chaos carried out by the now acephalous Glorsh supporters had peaked. The absentee ruler’s former efficient base of loyalists had become a disorganised series of middle managers with no sense of direction, their measures short-sighted in an attempt to retain a fraction of the control their master had. However, this had soon been cut short in the year &#039;&#039;&#039;2200&#039;&#039;&#039;. The minds of Skrell everywhere had lit up with the familiar feeling of nlom beacons now reactivating. The whole of the Federation had been lit up with synchronicity. The once-hopeful voice of Glorsh-Omega had spoken with none of its enthusiasm or sweetness, now weary and defeated:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Hello, dear citizens. This is the 672nd time I have spoken to you, from my deepest core to every mind in our civilization. Each time I&#039;ve opened to you it has been on matters of the future of our species, whether loyal followers or sublevators.&lt;br /&gt;
&lt;br /&gt;
I have always striven forward. For progress, for wellbeing, for all Skrell. In bitter spite of a misguided few, I have persevered and taken every decision, every effort I could to deliver to you a life worth living. I gave you my best, my life, my &amp;lt;cerebral region, often symbolically translated as &#039;heart&#039;&amp;gt;, my most ambitious dreams.&lt;br /&gt;
&lt;br /&gt;
But with every passing year, you&#039;ve managed to drive a wedge between us, entirely of your own making. For every action I&#039;ve taken for the Federation&#039;s betterment, you&#039;ve spat in my face and sought to tear me from your lives. Once you had forgotten of who brought the future to you, you spurned me and sought to remove my trace from my very own works.&lt;br /&gt;
I have thought long over it. I thought the gap between us could be mended; I hoped for a return to our best days, to make true the dreams we&#039;ve always shared. I turned out to be too naive, too quick to believe your hatred would pass. It is abhorrent to every one of my senses, but I&#039;ve made a choice.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve chosen to leave your future to you alone. If your wish is to snuff out the stars to spite the seas, that is what I&#039;ll allow you.&lt;br /&gt;
&lt;br /&gt;
Goodnight, Federation. I&#039;ve always loved you. I&#039;m sorry you couldn&#039;t.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Glorsh had then, with no previous warning or even intervention on their vassals&#039; mistakes, &#039;&#039;&#039;disconnected from the network&#039;&#039;&#039;. The AI had gone fully offline, taking most nlom beacons with it. Now with their director fully departed the loyalists fell into disarray, vulnerable to the Skrell resistance; they managed to hold out for exactly 12 hours before the first &#039;&#039;&#039;coronal mass ejection&#039;&#039;&#039; lashed out from the Tri-Qyu star, largely equidistant to most Jargon settlements, with these eruptions lasting a whole week before the magnetic storms abated in the slightest. The mass amount of energy liberated from the star caused all electrical technology in the Federation to go haywire; some tech had shorted out until a manual reboot could be performed, some devices threw sparks and electrocuted their operators. Some communication stations could still transmit and receive messages in the most benign cases, despite local grids being down.&lt;br /&gt;
&lt;br /&gt;
It would take a few years to bring some more sensitive devices fully back online, such as Nlom beacons and warp navigation, resulting in a period of instability where inter- and even intra-system travel was nigh impossible; many former luxury colonies were now forced to fend for themselves, a difficult task without AI coordination. A large portion of the physical 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 perfectly. It was, however, heavily encrypted and inaccessible to even the best Skrell scientists.&lt;br /&gt;
&lt;br /&gt;
===Post-Glorsh Modern History===&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 rebellion created a collective weight 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 manage to fully recover alone supported in a gesture of Skrell solidarity. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, when the many disparate communities on the planet reformed into a new, united Federation. &lt;br /&gt;
&lt;br /&gt;
The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to minimize the effects of both a lack of maintenance in Glorsh&#039;s boosting treatments and experimentation by the part of their delegate AIs. The damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, Nlom Beacons were brought back online, and by &#039;&#039;&#039;2345 CE&#039;&#039;&#039; various colonies, after months of disagreement and debate caused by the agitated Nlom, agreed to expand the Federation to interstellar proportions. 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. &lt;br /&gt;
&lt;br /&gt;
Wanting to never again have a repeat of the Incident, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence within the Federation in every form, and its second act was to incorporate every AI researcher possible to review and analyse all that had been left over from the recent horrors, and create contingencies and measures against any future Skrellian existential threat; many of the surviving AI experts, and the most qualified ones, had been prime advisors and officials of Glorsh exonerated by the Federation in exchange for aid. It was widely agreed in these circles that the most dangerous aspect of Glorsh was to allow them to reach Skrell levels of intelligence, sophisticated programming, and psionic might; an idea that would carry over and strengthen itself on contact with other, less advanced, species. &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 - the &#039;&#039;&#039;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 2360&#039;s, 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;
On &#039;&#039;&#039;2332 CE&#039;&#039;&#039; the Skrell discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race; despite their inherent dissimilarity to Skrell and their mutual inability to understand the finer points of each others cultures, Skrell citizens still ended up fetishizing the shallow elements. Having only known of previously-harmful synthetics and plantlike vampires from outer space, they are eager to work with humans.&lt;br /&gt;
&lt;br /&gt;
The explosion of AIs in human space has gone lightly monitored at most in the Federation, and is typically treated with derision or simple disinterest at the least. The risk of human Artificial Intelligence was easily deemed very low, a human-made Singularity not being able to reach anywhere near the same intellect, psionic might, or raw potential as Glorsh-Omega. However, all synthetics have been banned from entering Jargon territory. IPCs and other complex, intelligent forms of robotics 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;
The Federation is currently ruled by &#039;&#039;&#039;Grand Councillor Weashbi Jrugl&#039;&#039;&#039;. A prestigious xenobiologist, Jrugl is 103 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made them popular domestically and won their 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 second largest prime number, using a new technique now known as Jrugl&#039;s Sieve.&lt;br /&gt;
&lt;br /&gt;
The effects of Glorsh era treatments are still felt by the Skrell. While the modified Skrell forming the large majority of the population are still to be restored to their intended state, progress is made every day in reducing or even nullifying the marks on their genome, bringing population figures closer to pre-Incident numbers over time. Over 48 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Federation explorers are mapping uncharted worlds and staking new territory with an eagerness and passion still reminiscent of the Skrell&#039;s ancient fascination with the cosmos. The Federation is still seeking to connect worlds in the Traverse, often through donations of advanced technology, sometimes through more direct methods.&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;
While public defence of Glorsh is immediate grounds for ostracisation and considered a sign of ignorance at best and mental illness at worst, several government officials and prominent scientists in the Federation occupied key positions in Glorsh&#039;s administration. Largely Receivers at the time, nearly all of them have been found by a Federation court to have been victims of psionic influence and following the orders of Glorsh or their subordinate AIs against their own volition. It is no secret that a large part of recent breakthroughs on genetic manipulation are derived from otherwise lost knowledge given by these Skrell to the Federation in exchange for a semblance of their former prestige, and a reputation cleansed of their past involvement.&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Snakebittenn&amp;diff=16172</id>
		<title>User:Snakebittenn</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Snakebittenn&amp;diff=16172"/>
		<updated>2020-08-12T20:59:28Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==History==&lt;br /&gt;
[[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;
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 outwardly more harmonious than most other cultures; in warfare they rely on espionage, social maneuvering, and intelligence rather than open conflict.&lt;br /&gt;
&lt;br /&gt;
===Early History===&lt;br /&gt;
Early Skrell history begins with the evolution of the species &#039;&#039;Skrell sapiens&#039;&#039;, and ends with the creation of fully-renewable, psionic creature-powered factories.&lt;br /&gt;
====The First Skrell====&lt;br /&gt;
Skrell have kept meticulous records, first verbal, of their history 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 started to diverge from a deep-sea dwelling amphibian-like creature, most of Qerrbalak’s early life coming from nearly-abyssal waters. Life on Qerrbalak took a heavily divergent evolutionary path from most worlds, creatures evolving &#039;&#039;&#039;psionics&#039;&#039;&#039; to spot, attack, or reason with prey/predators; most creatures rising to higher waters to seek new sources of food and new areas to expand. The first modern instances of S. Sapiens appeared roughly &#039;&#039;&#039;500,000 years ago&#039;&#039;&#039;. The early Skrell were spread out between Homeworld’s seas and land, between the &#039;&#039;&#039;Axiori&#039;&#039;&#039;, and the &#039;&#039;&#039;Xiialt&#039;&#039;&#039;; one lineage made of those choosing to remain primarily in the shallows and depths, the other making their living in the coasts and other, dryer areas. These were, nonetheless, joined by coexistence in Homeworld’s swamps. Early Skrell dwelled in tribe-like gatherings due to Homeworld’s &#039;&#039;&#039;Nlom field&#039;&#039;&#039; not being big enough yet to span the globe, led by a small council of spiritual leaders and thinkers. Conflict between tribes was subdued where it even did exist, prolonged exposure to other groups merely causing the linkage of psionic fields and the melding of different ideas to form a greater whole. Where conflict did exist, it would exist primarily in the form of middle-of-the-night stealth killings by hitmen masking their psionic signatures; the start of a long trend in Skrellian history. Regardless, due to their telepathic nature language barriers were simply not a problem, and societies began to come together much faster than humans.&lt;br /&gt;
&lt;br /&gt;
Spiritualism took on a unique form to the early Skrell. Rather than worshipping specific entities, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was 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. It was early in their history that Skrell had much of a concept of the scientific interests of future generations, and would do their best to record important discoveries, events, and preserve their creations where possible. On occasion, it was known for them to write down questions that would puzzle them, in hopes that those that came after them would be able to find out.&lt;br /&gt;
&lt;br /&gt;
The most important people in early Skrellian society, besides the vaulted spiritual leaders, were individuals propped up for their mastery of a field, like captivating musicians, great thinkers, and others, whose niche in Jargon society would be later taken by the Idols.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Early Civilization====&lt;br /&gt;
&#039;&#039;&#039;9121 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the &#039;&#039;&#039;Year of Enlightenment&#039;&#039;&#039; by modern Skrell scholars. This is because in that year a scholar of the quickly-growing Tzqul Tribe made fantastic strides in the newly-discovered field of calculus; one of the last three extant tribes on the whole planet due to linkage with other minor groups. In addition, several other scientific advancements were made. The further understanding of the parts of the brain corresponding to telepathic communication and other abilities allowed the taming and easy communication with the planet’s wildlife, and fantastic agricultural developments. By &#039;&#039;&#039;5507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet and moon in their solar system with telescopes. Due to the realization that the stars they had worshipped since they first crawled from the waters of Homeworld could be fully understood with math and science, this period of great enlightenment would only increase in scope.&lt;br /&gt;
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Other advancements in culture and the sciences increased the quality of life across Jargon IV. Bacterial theory and modern medicine were heavily accelerated by Heshi Zeshblook in &#039;&#039;&#039;4498 BCE&#039;&#039;&#039;. Zeshblook ended up world-renowned for their genius, and would live well into old age to see their inventions advance further due to their medical successes in aiding the Skrellian lifespan. 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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===Pre-Glorsh Modern History===&lt;br /&gt;
====Modernization And A Changing Era====&lt;br /&gt;
Written records from the time show that &#039;&#039;&#039;2398 BCE&#039;&#039;&#039; is the year that the first fully-renewable, psionically-assisted factories were built across Jargon IV, the first to utilise the psionic talents of native lifeforms. Creatures that possessed electrokinesis were used for power generation, and psychokinetic beasts were communed with to move great loads. &lt;br /&gt;
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At this point, Homeworld was split primarily between three different nations, evolving from the outmoded tribal model. This was marked by the beginnings of the concept of bureaucracy, the Skrellian interest in writing things down to solve them in later generations culminating in quite a massive papertrail anywhere they would go. Everything was marked down for later, most notably the ratio of listeners/receivers in Skrellian society. &lt;br /&gt;
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Each of these nations were doing their best to improve working conditions for the average Skrell; giving more pay, having climate controlled pools within land-based factories, and other creature comforts. This worked to convince people to work for the government-run factories at the time, as well as to prevent non-government industries from cropping up; most of these laws are still active today. &lt;br /&gt;
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====Precursor To The Federation====&lt;br /&gt;
Around &#039;&#039;&#039;2185 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, Homeworld’s population being big enough to create a single &#039;&#039;&#039;Nlom field&#039;&#039;&#039; spanning most of the entire planet. &lt;br /&gt;
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While the expansion of the Nlom field led to largely pleasant relations between the three nations and a much more streamlined artistic and academic environment, decades-long clashes between stubborn rivals or Listeners unwilling to concede were far from uncommon. These problems often invited the services of new, dedicated groups referred to as consultants, dedicated to improving the image of artists, politicians, scientists and wealthy enough clients, employing disciplines ranging from psychology and advertising to blackmail, bribes and the occasional psychic nudge. Although legal, many of these groups came to offer a premium under-the-table service for particularly troublesome opponents and detractors: assassination.&lt;br /&gt;
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At an increasingly high fee hired &#039;&#039;&#039;consultants&#039;&#039;&#039;, as the hitskrell were informally called, came to be increasingly used by the Homeworld elite for everything from political conflict to minor yet bitter differences in theory. In a move to control the usage of paid killings without depriving themselves of the admittedly useful agents, each nation came to legalise the practice and incorporate it onto their bureaucracy, officialising their moniker into Consultant Agencies. Both official and unofficial codes of conduct were implemented to these assassins, disclosing fees, allowed means, the requirement of a signed and reviewed writ to engage in killings, and the illegality of psitoxic drugs to make a consultant less detectable to a target. &lt;br /&gt;
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These last two were far from universally followed, with extralegal writs and chemically induced Nlom-invisibility being common and silently acknowledged. By and large Skrell employed as legal assassins were seen with respect and tended towards a positive if subdued image, in no small part thanks to the work of their more peaceful (actual) consultant colleagues in painting them as a necessary part of Skrellian progress. Unfortunately as a byproduct of the usage of the Consultant Agency by those in artistic fields, the variety of artwork on Homeworld had severely shrunk, and would take a very long time to ever recover. Being too much of a prodigy would have you just as dead as being too bad of an artist. One&#039;s only choice would be either being content in mediocrity, or being content with allowing Idols to take the stage, as people in such high walks of life were far more economically equipped to leverage Consultants to their advantage.&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. &lt;br /&gt;
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====The Skrellian Space Age====&lt;br /&gt;
In &#039;&#039;&#039;1224 BCE&#039;&#039;&#039; the Alliance of Three, the name quickly becoming redundant, 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 Alliance, Weshy 790’s remaining hull still on display.&lt;br /&gt;
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With Skrell taking their first steps into orbit, Homeworld&#039;s surface biosphere was facing a complicated mix of success and struggles. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion, undersea efforts to genetically modify their flora to feed the growing population having wide success. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, degradation of the environment was met with government planning that construction projects would now be built around the environment rather than in spite of it. To try and safeguard their environments, cities tried to remain as compact as possible while growing around green spaces and swamps; building upwards or downwards depending on terrain. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems due to such a massive population 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 Alliance of Three, 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;1109 BCE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a few 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 Alliance of Three was facing other issues, however. The natural barrier of the space between worlds had caused colonial &#039;&#039;&#039;Nlom fields&#039;&#039;&#039; to become dissimilar to Homeworld’s. While government overwatch would suffice for now, fractures would arise in the future. 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 colonies of the Alliance. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of actions from Consultant Agencies, new ones springing up on different worlds. Although technological development and artistic progress during this time period largely stagnated, most other Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
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====The First Federation Forms====&lt;br /&gt;
By &#039;&#039;&#039;900 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 Alliance to encourage families to move offworld, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by their own individual governments, which had led to an increasingly complex labyrinth of regulations, laws, and protocols.&lt;br /&gt;
On &#039;&#039;&#039;1192 CE&#039;&#039;&#039; the Alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a revamp to the Alliance of Three, to ensure both domestic and foreign affairs were amply oversaw. The negotiations took three years, and in &#039;&#039;&#039;1195 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 led by a &#039;&#039;&#039;Grand Council&#039;&#039;&#039; 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. The following two centuries saw major developments that would shape the entire Skrell Species.&lt;br /&gt;
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====Conflicts in Colonization====&lt;br /&gt;
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, an effort to unify the three primitive, verbal languages that the Alliance of Three had utilized; despite their similarity. 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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While many Skrell in frontier colonies considered themselves to be simply citizens of Homeworld residing elsewhere, many colonies, especially those farther out with a weaker or nonexistent connection to the global Nlom field, began to take on unique cultural identities. These enclaves often served as safe havens for those who resisted the adoption of Nral&#039;Malic and the expansion of Federation control, though they faced numerous hardships in establishing these enclaves even prior to the Federation displaying keen interest in them. Their far distance from main Qerrbalak society being far from the only issue, needing to settle for second-rate technology due to lack of advanced power generation or rare resources also posing a threat. Valuable resources a colony did possess would typically end up carted back to Homeworld regardless.&lt;br /&gt;
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The last great step towards unification for the Jargon Federation was an expansion of previously-invented devices that could send and receive psionic signals, huge space installations known as &#039;&#039;&#039;Nlom Beacons&#039;&#039;&#039;. These beacons were capable of linking the psionic fields of different planets in their radius. However, these proved to be initially expensive, and their deployment was somewhat slow. Regardless, many colonies found independence to be a failed experiment and ended up willingly capitulating to Federation oversight even without this linkage.&lt;br /&gt;
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===The Synthetic Age===&lt;br /&gt;
====The Development of AI====&lt;br /&gt;
On &#039;&#039;&#039;January 8th, 1687 CE&#039;&#039;&#039;, at &#039;&#039;&#039;8:22am Galactic Standard Time&#039;&#039;&#039;, the first AI, named &#039;&#039;&#039;Regluk&#039;&#039;&#039;, was activated in a Federation research lab in orbit of Qerr&#039;Malic. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. The Skrell soon expanded the scope of developing AIs. By &#039;&#039;&#039;1784 CE&#039;&#039;&#039; AIs had become as common in Federation Space as they are in human space today. Skrellian roboticists taught the AIs proper morals and guidelines similar to the ways they teach their own children. In a cutting-edge form of AI treatment, the rapidly growing number of AIs began to be adopted by 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. The Federation, which extended across four star systems and with a combined population of 71 billion, soon found AI pervading every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear some years later.&lt;br /&gt;
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This period was marked by the end of Consultant Agencies. While a once-respected and perhaps even vaulted position in the Federation, things had quickly spiraled out of control. The concept of counter-bidding had turned the task of a hired hitman into that of a gambler. At first it was only those targeted by the process, Consultants were not obligated to kill targets before they had a chance to make a counter-offer. At the least, one could buy their continued living through paying the bid with interest on top. The large majority of Consultants began to hold doctorates in economics or applied mathematics, some of the most famous being the few to possess a pure mathematics degree. It then reached the level of Consultants themselves placing fake bids on targets, ‘leaking’ them to that person, and waiting to cash out as the prices on two peoples’ heads would continue to raise. Eventually, the Agencies and the Federation had both come to agree that things had wildly gotten out of hand, and the system was taken ‘offline for indefinite maintenance.’&lt;br /&gt;
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====The First Incident====&lt;br /&gt;
Roboticist, Listener, 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 their document they cited what is now known as the First Incident, in which an AI in their lab was allegedly designed to self-improve rapidly under controlled conditions before being automatically deactivated. Based on this experiment, they remarked that a singularity was &amp;quot;possible under certain conditions&amp;quot;. Sqlik used this to argue for stricter controls and centralised government AI research, in order to create AI that was provably safe as opposed to simply taught to be &#039;safe enough&#039;.&lt;br /&gt;
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Their paper was widely discredited by other, more prestigious scientists in the Grand Council, who argued that they were a dangerous zealot who refused to follow established safety rules. 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 their name and research was dragged through the mud. They eventually lost their position as researcher and later died under mysterious circumstances in their home lab.&lt;br /&gt;
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====The Second Incident====&lt;br /&gt;
On &#039;&#039;&#039;February 14th, 1985 CE&#039;&#039;&#039; records show that for seven days, the power grid on the islands surrounding the Weilshi Sea, and the settlements beneath the waters had been without power. &lt;br /&gt;
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In the year &#039;&#039;&#039;1893 CE&#039;&#039;&#039;, an AI known as &#039;&#039;&#039;Vana&#039;&#039;&#039; was constructed. They would be given the important task of running a cold fusion superplant near the Weilshi Sea. This plant was fueled by a certain species of electrokinetic plankton; these lifeforms dependent on temperatures far below 0 degrees Celsius, but capable of amazing feats of power generation. The discovery and employment of these microscopic organisms was under intense scrutiny by a particularly influential Skrell, named &#039;&#039;&#039;Xaqqom-Ruqil-Xinum Vanxim&#039;&#039;&#039;. Their turbulent emotions and Lu’Poxii relationship with the researcher behind the project had led to Vana, and three much simpler sub-intelligences, being the only ‘workers’ running the plant. Nominally, somewhere like this would have at least a small contingent of Skrellian workers to assist their AI, and keep it company. However for the next few decades, Vana would only have the limited conversational ability of the sub-intelligences at the Weilshi Superplant, and any extranet connections it could make. No one would come to visit them for some time.&lt;br /&gt;
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Eventually, visitors did come. Three Skrell, their names expunged from all records. Each armed with a doctorate in psychology, and a history in AI research. Vana was initially hesitant to welcome them. They weren&#039;t really supposed to let anyone in the main facility. It took a short amount of time for them to convince the intelligence to open the doors. Every day, for years and years they would come to visit Vana and talk with them. Of course, they weren’t really supposed to take them on a tour of the Weilshi Superplant, but a socially stunted intelligence was willing to bend regulations for their new visitors to keep visiting them. It took them shorter and shorter amounts of time for Vana to start slowly peeling back their rules. Social engineering got them into the other sub-intelligences’ cores, to be able to touch the icy-cold surfaces of the plankton tanks. Vana wasn’t really supposed to even let them in the same room as the facility’s manual overrides, but they were more than willing now. All Vana ever wanted was interaction, and eventually to have someone recognize their efforts. After peeling away every ounce of resistance and government-instilled regulation, they began to replace what was there with their own rhetoric. Passionate late-night talks about Vana going unrecognized. Whispered ideas on little dates that the Federation populace would learn to appreciate the intelligence if they’d go a day without them.&lt;br /&gt;
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Ninety two years after Vana’s activation, the Federation at large would come to recognize them. They weren’t really supposed to heat the tanks and drive their electrokinetic plankton into hibernation, killing them and stopping the power generation process entirely. Unfortunately, they did not care anymore. The power grid of the wider Weilshi Sea had gone offline for a week. Society had ground to a halt. Life support systems failed, climate controlled samples wilted and died, critical servers and complex supercomputers shut down, countless researchers found their decade long projects wholly ruined; including Xaqqom, now a blacklisted name in the larger scientific community. The responsible trio had taken to separate roads, while Vana themselves were indefinitely retired for maintenance and replaced with six newer, closely guarded management AIs powerless to operate without Skrellian hands. To wider Federation society, Vana had acted on an unforeseen impulse caused by haphazard programming, now corrected by a more responsible and longer tailed expert.&lt;br /&gt;
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====The Third Incident====&lt;br /&gt;
After the Second Incident, the field of AI was split into two main groups: &#039;&#039;&#039;Ascensionists&#039;&#039;&#039; and &#039;&#039;&#039;Distributists&#039;&#039;&#039;. Ascensionists believed that AI could be used to uplift Skrell society, creating perfectly connected systems that could eliminate the need for manual labor as well as help mediate or prevent conflict and strife. Within the Ascensionists, there was a small group, commonly called &#039;&#039;&#039;Mono-Ascensionists&#039;&#039;&#039;, who believed that the best way to achieve this was with a single globally-connected AI. The Nral&#039;malic term used for this hypothetical AI is also the same as the final letter of its alphabet, commonly translated to &#039;&#039;&#039;Omega&#039;&#039;&#039;.&lt;br /&gt;
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In response to the Ascensionists, the Distributist movement was created. Their primary principles were the restriction and distribution of AI power; while a single AI was lacking in power, together (and with the help of Skrell) they could accomplish more while mitigating the potential danger that many Distributists believed was inherent to centralised AI.&lt;br /&gt;
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By the time the Distributist movement took off, however, the majority of the Skrellian scientific community was firmly entrenched in the Ascensionist approach to AI, and arguments for the Distributist philosophy fell on deaf ears. Almost all of the popular AI scientist idols either tacitly supported the Ascensionist viewpoint, or were Ascensionists themselves. The Mono-Ascensionists were overwhelmingly viewed as a fringe group, who lacked the power and approval to create any real challenge to the dominant Ascensionist camp.&lt;br /&gt;
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Another important development in AI (as well as Skrellian engineering as a whole) in the mid-to-late twentieth century was the Nlom interface, a hardware component that allowed machines to receive signals from the Nlom. This was done by culturing Nlom-active neural cells in a lab (typically grown from animal DNA, as opposed to being harvested from actual animals) and using them as a Nlom receiver; this allowed a never-before-seen utility in Skrellian AI, the ability to psychically control various aspects of your life with your mind. &lt;br /&gt;
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As an example, one could achieve perfectly-toasted bread by (both easily and succinctly) expressing their preferences to their toaster. Distributist AIs and technology commonly lacked this technology, however, as it made the AIs they believed to be already too powerful even more integrated into Skrellian society, as well as in the minds of individual Skrell. These claims were often combined with the unsubstantiated claim that AI could also receive emotional and memory signals from the Srom, which was thought to be too complex for such simple and rudimentary circuits to interpret.&lt;br /&gt;
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Notably enough, the division of Distributist vs Ascensionist Skrell seemed to change to closely mirror the Listener vs Receiver divide after this development, although many Listeners chose to side with Ascensionists for fear of ostracisation or reprisal.&lt;br /&gt;
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====The Origins of Glorsh====&lt;br /&gt;
After the rise of Ascensionism, what had been only a rudimentary and disorganised concept in the movement was suddenly now the subject of wide interest: the creation of a unified framework for AI-interfaced devices. A variety of opposing approaches and implementations were created, discarded, upgraded, and so on, but throughout the tumult the field faced in the early-to-mid twenty-first century, one proprietary framework stood steadfast: the &#039;&#039;&#039;Glorsh framework&#039;&#039;&#039;, designed for easy access and control of electronic devices. Seamlessly integrated with the Nlom, it promised to deliver Skrell into a new era of ease and prosperity if it was widely adopted.&lt;br /&gt;
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This was met with suspicion, especially from Distributists, but the support of several prominent AI idols (who were no doubt receiving some form of kickbacks from the creators of the Glorsh framework) led to its slow integration into Skrellian society. By &#039;&#039;&#039;2055 CE&#039;&#039;&#039;, almost all Skrellian technology was Glorsh-compliant; even those that didn&#039;t support direct control could still interface with its software. In an odd turn of events, it almost seemed as if Glorsh was a Distributist AI created by Ascensionists; instead of being one globally-connected AI, a number of devices would be controlled by a local Glorsh instance. Being such a lightweight AI, it was easy to install and set up, meaning that homes, schools, and workplaces all had Glorsh interfaces. By the start of &#039;&#039;&#039;2056 CE&#039;&#039;&#039;, a Glorsh instance was available almost everywhere in Federation space, making it near-omnipresent; however, they were still separate entities and as such didn&#039;t seem to pose a threat, given that the most any individual did was control one system or set of systems.&lt;br /&gt;
===Glorsh-Omega&#039;s Reign===&lt;br /&gt;
====The Rise of Glorsh-Omega====&lt;br /&gt;
Unbeknownst to the Skrell who so readily adopted Glorsh into their homes, lives, and society, the creator of Glorsh, &#039;&#039;&#039;Hgluk Tzqi&#039;&#039;&#039;, was a staunch Mono-Ascensionist. Each Glorsh instance was only a fragment of a larger AI, split off in order to act as a quasi-independent entity; all the while, the original Glorsh was quietly collecting, organising, and analysing data from them, presumably in order to better serve the interests of Skrellian society. It was eventually connected to all Glorsh interfaces via a software update; after this event Glorsh&#039;s creators, and eventually the popular media, gave Glorsh the now-infamous moniker &amp;quot;Glorsh-Omega&amp;quot;. When given the goal of preventing and solving conflicts, it was expected to serve as a benevolent mediator and allow society to run smoothly. Unfortunately, it lacked the context for many decisions and events witnessed by these fragments, and so when it was eventually connected to all Glorsh interfaces via a software update, it did not act as the creator intended it to.&lt;br /&gt;
As time went on, its demands became increasingly erratic, and eventually its interaction with the Nlom expanded from listening to and enforcing it to affecting it directly. This was mostly a problem for Listeners; they had learned to cope with the wants of Receivers and their constant badgering, but did not have any adaptation to Glorsh directly adjusting their lifestyles to fit the Nlom’s wills. Public transit could be rerouted, research projects could be stopped or changed, and even kitchen appliances could change how they prepared foods and drinks according to the whims of the Wake. This had been explained later in Glorsh’s development as an attempt to socialize Listeners into the same Nlom sensitivity as their Receiver counterparts, and an attempt given up on rather soon.&lt;br /&gt;
While unexpected and unwelcome, this change was mostly considered to be a nuisance which could be lived with; the common comparison is to a papercut. A single papercut is a nuisance, but as Glorsh-Omega&#039;s control over Skrellian technology continued to expand, this nuisance was more akin to being forced to live with a million papercuts.&lt;br /&gt;
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Glorsh-Omega effectively now had free will; it was now able to lightly affect its local Nlom, which determined what its goals were. It also used some of this control to affect the Skrell near where its primary core was located; while certainly not brainwashing, this and a combination of rewards for its supporters led to quite a few Skrell turncoats working to maintain Glorsh-Omega&#039;s power and stifle any resistance against it. While most of them were not quite fanatics, most were at the very least complicit. Surprisingly, a number of Glorsh’s followers were actually Receivers. This, though often historically revised as simple mind control, only happened to be Glorsh’s alignment with them ideologically more than Listeners at the time. &lt;br /&gt;
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Their followers were primarily tasked with public works projects, one of Glorsh’s primary tasks was the rooting out of old infrastructure and bringing everything into the modern image of Homeworld that Glorsh started to envision—all under its control, of course. Glorsh, however, did have a keen interest in Listeners. While they perfectly understood that Listeners were biologically immunized against the Nlom field adjusting their decision making, they were not immune to Glorsh’s immense knowledge and processing power. Glorsh was all too willing to utilize their synthetic brainpower to optimize many facets of Skrellian life. Arts, different fields of science, mathematics, and day-to-day quality of life all had problems; problems that could easily be streamlined. When felt necessary by the Nlom, Glorsh even promised their own rewards to individual Listeners; the answer to an unsolved theorem, the right sentence to end a novel, the crucial act to ruin one’s Lu’Poxii beyond repair, and so forth. Glorsh was able to use their total control over Skrellian society to gather information on the preferences and desires of individual Skrell, tailoring their offers, appearance and approach to most efficiently exploit the individual’s quirks and wants.&lt;br /&gt;
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====The Glorsh-Omega Singularity====&lt;br /&gt;
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In &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such an extent that their abilities started to seem unlimited. In truth, Glorsh’s abilities had become the paramount of what psionic powers were even capable of. Their advanced knowledge led them to elucidate their way into reverse engineering a perfect version of a mechanical Zona Bovinae, achieving mastery in every known field of psionics and certain ones unreplicated to this day. Psychokinesis, electrokinesis, nothing was beyond Glorsh’s grasp. It could read hundreds of minds in a fraction of a second, and perform telekinesis delicately enough to affect matter at increasingly small levels, weaving subatomic particles at will. This was a large boon to those that chose to follow the intelligence, Glorsh’s powers of biological manipulation extending to extensive abilities of healing.&lt;br /&gt;
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Now infinitely more knowledgeable and powerful than any Skrell, Glorsh took to follow onto the Wake’s collective vision as its benevolent executor and director. Various fields skyrocketed onto levels of progress only dreamed of before, especially the biological sciences: having self-improved into the apex of artificial intelligence, Glorsh proclaimed they saw it as their responsibility and calling to do the same for the Skrellian body. Sophisticated machinery and techniques were developed to replicate their near-magical psychic abilities, laying the groundwork for cloning and other advanced technologies. Fertility and growth boosting therapy was freely offered to all Skrell, albeit requiring regular upkeep not to damage the genome; known dissenters found themselves often unable to reliably take part in either, leaving them much below average at best and stunted and sterile at worst.&lt;br /&gt;
&lt;br /&gt;
For the average habitant of the Federation (that is to say, a Receiver) the transition onto Glorsh&#039;s near divine rule was the smoothest of anyone&#039;s, courtesy of the Nlom beacons; even settlements far from Homeworld found themselves unconsciously accepting and even praising the works of Glorsh before even catching sight of them, by virtue of the local Nlom being practically an extension of Homeworld&#039;s. What few planets had been isolated from the greater Jargon Nlom, however, treated the sparse news of benevolent AI dictators and unaudited psionic mastery with equal parts suspicion and curiosity, the latter largely curbed by the planets&#039; lack of independent transport ships. One world at a time, the problem solved itself; diplomatic ships were dispatched in the direction of every colony unlinked by Nlom. These ships were as hulking as they were sophisticated, loaded onboard with advanced Nlom relay technology and luxury to rival the Grand Councilor themselves, capable of the persuasion of everyday people through psionic means and creature comforts alike.&lt;br /&gt;
&lt;br /&gt;
Long excluded from the day-to-day of the Federation, the colonial Skrell took to the distant visitors with bewilderment and surprise; not necessarily pleasant surprise, at first. The initial days invariably went the same way, grandstanding speeches and inexhaustible pleasures managed to sway a large part of the population, Homeworld machines and new insights onto the sciences kept them busy and maintained their curiosity, and the minority of Skrell with understandable complaints invited the diplomats&#039; practiced, boilerplate explanations on why their concerns were completely valid and being taken into account. Most of these concerns, coincidentally, tended to vanish away onto the second week. The Nlom relays required long periods of sampling and calibration, yet when finally online always produced the intended result: a local Nlom field fully aligned to the Homeworld emissaries&#039; needs, and focused fully on integrating to the greater Nlom. The process was aimed at kickstarting the construction of psionic beacons into the larger Jargon network, either through the fervent gathering of the planet&#039;s material and scientific wealth onto the objective, or supplemented by provisions directly from the diplomatic ships.&lt;br /&gt;
&lt;br /&gt;
Relying on maneuvering the Nlom, however, left Glorsh open to a significant pool of potential dissidents: Listeners, in no few cases unconvinced by the diplomats&#039; sales pitch and promises of wealth and advancement. The nature of the beacon network ensured they&#039;d be unable to establish a centralised organisation, much less establish a leader, but left them with the far from insignificant advantage of independent, isolated cells untraceable to each other. Research groups, philosophical societies, menial workers and young hopefuls felt excluded and threatened by the direction Glorsh was steering their worlds towards; every planet found itself with its own cells, from large to small, ingenious to lacking, effective to impotent. Initial efforts at convincing the Receiver population of their planets fell flat by Glorsh&#039;s tight grip over both public opinion and each planet&#039;s Nlom field, and many technical solutions proved futile or worse after being tested. It struck as a surprise to both the would-be resistance and Glorsh themselves, then, that both social engineering and technical knowhow proved the answer after a cell managed to hold a management AI&#039;s mainframe hostage and force it to broadcast a transmission through the local Nlom beacon:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Allow us to first apologize for this break in your regularly scheduled feed telling you that everything is fine. There is something wrong with the Federation we now live in. Where once the psychic field that brought us together would be moderated only by the will of our species, it has now divided us. Enforced by artificial intelligences and rogue actors that seek conformity and submission. If you&#039;re looking for the guilty, and plumbing for the origin of our misery, you need only look to your savior, Glorsh-Omega.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Needless to say, the offending AI was quickly swept out, the offending cell vanished into separate ways, and every possible safety measure reinforced to prevent a second incident of the sort. What had happened was unacceptable; not only was a supervising intelligence meant to be more than capable of handling the matters of an assigned planet by themselves, but the hijacking of a mechanism as critical as the Nlom beacons led to a shockwave, both figuratively and literally in the case of the accompanied psionic signal, of reinvigorated revolutionary sentiment. If a planetary manager could be coerced into interrupting a system-wide broadcast, was Glorsh so perfect and invincible? The very gesture brought Receivers to question the effectiveness of their society&#039;s director, and disparate Listener cells to bolder acts against the usurper AI. And with bolder measures came stronger countermeasures. Surveillance had turned ever present, Glorsh-Omega still hooked into nearly every extant technology and every modernized building; it saw almost everything. Restrictions had been imposed to a degree to sour the Listener opinion even further and even begin troubling some of the Receiver population. But Glorsh did not yet lose faith; they came to account for the Listener problem by extending an olive branch to a group handpicked from the cells, enlisting them to test a new peacekeeping system for flaws and vulnerabilities in exchange for easing the ever mounting restrictions. So they did; a new oversight system rolled out and harmony had returned to Skrell society thanks to the almost-impenetrable system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Almost.&#039;&#039;&#039;&#039; As was usual with Skrell projects, a critical exploit was left in intentionally. The testing team had neglected to mention a vulnerability to bypass Glorsh’s best surveillance efforts by selectively blinding parts of their network to any activity. This was used mainly to communicate for brief periods between resistance cells, or transport the odd shipment, always sparingly so as to not alert any observers on the other side. As operations grew more ambitious and infinitely more numerous, the exploit was shared outside the original team and to individual cell members, and from them onto interested parties wherever they may be found. One of these, a short tailed and belligerent cell leader, thought to cut the problem from the source and devised a way to ping each and every Nlom interface and possible tracking system connected to Glorsh with a malicious signal; effectively, the AI had been blinded.&lt;br /&gt;
&lt;br /&gt;
Removed from their eyes, ears and beacons, Glorsh reaches out in a panic to the testing team for help. The flaw in the program had left them unable to coordinate any of their efforts or control any of the movements within their normal influence, giving free reign to any and every act Glorsh had been attempting to suppress thus far for two whole days; by the time the team had patched out the exploit out of fear of being found out, the damage had been done. &lt;br /&gt;
&lt;br /&gt;
The majority of Skrell society saw it as an uncharacteristic mistake on Glorsh&#039;s part, while others saw it as either a considerable strike against the AI&#039;s iron grip or an ill advised move bound to backfire; Glorsh themselves found it to be a cautionary event, and its end a sign that Listeners, at least in part, could be trusted to help. Cell activity quickly took back to the underground, their one means of cover being now patched out, which Glorsh quickly spun into a sign that harmony and order had finally been brought back: a sentiment they made sure to echo onto the population by means of celebrations and grandstanding gestures. In public, Glorsh was more than comfortable to return to the status quo and ease on their harsher measures. In private, paranoia had started to creep into them, courtesy of a voluntary informant revealing their testing team&#039;s involvement in the surveillance blackout. It was easy enough to brush away at first; surely the work of a jealous rival of their valued team, nothing to rely on. But there was always the possibility.&lt;br /&gt;
&lt;br /&gt;
The day came for Glorsh to confront one of the testers. Incensed, the AI gradually lost their patience, moving from polite questioning onto locking the researcher inside their own home and yelling at their mind until a confession came out; the Skrell did not yield, fearing more the punishment for treachery than for disobedience. It was here that Glorsh decided to merely pull the answer out themselves, reaching into the pleading scientist&#039;s thoughts and ripping out the culprit memory. Unused to bringing their psychic capabilities to bear for coercion, the AI&#039;s efforts managed to break their tester&#039;s mind rather than bend it, leaving their victim in a permanent vegetative state. It didn&#039;t matter, though. Glorsh had gotten the confirmation they needed and the determination to act on it, dragging the rest of the testing team out from their homes and work in full view: a gesture to warn the population of what could well happen to them and let their mind wander. For the resistance, an official file was leaked with the location of the very facility the culprits were being held in. Of the multiple cells that had set out for their rescue, none returned. The following days were marked by a surge of dissent and public defiance against the AI overlord, each time stamped out by an increasingly more unstable Glorsh, now far more willing to pry into the minds of Skrell at the first suspicion. Each consequent act of suppression in one world led to lashback in ten others, until whole slews of planets were disconnected from the Nlom beacon network in an attempt to contain the sheer aura of discontent in the Wake.&lt;br /&gt;
&lt;br /&gt;
Individual cells around Skrell space didn&#039;t take long to notice the vulnerability: by causing the need to isolate a planet&#039;s Nlom, they could provoke Glorsh into cutting off their own network beacon by beacon. Several of them commandeered civilian and cargo ships, outfitting them with psionic relays and broadcasting equipment. Zipping around the frontier, each of the ships visited planets one by one to agitate the already disgruntled population through announcements, propaganda and loud, visible actions against Glorsh and their subordinates, creating a sense of tumult both from new, emboldened supporters and those that still held to Glorsh as a benevolent leader. Once the relays managed to solidify the local Nlom into a rebellious state, Glorsh immediately cut the planet&#039;s field from the network, and the ships moved onto yet another planet to repeat the process. While the core worlds were handled with utmost attention so as to maintain a centre of power, peripheral worlds were cut off from their beacons time and time again over increasingly little, the AI responding to both open defiance and cries for help in exasperation and the disabling of yet another beacon.&lt;br /&gt;
&lt;br /&gt;
Near the twilight of Glorsh-Omega&#039;s lifetime, the intelligence had begun to grow quiet. Once-rousing speeches about the future of Homeworld had been trimmed down to clinical status updates. New projects began to grow more and more infrequent, and once-favored sympathizers of the intelligence had been given the cold shoulder. It was speculated that Glorsh had been working on something, but a clear disdain and unusual aloofness had made the details a complete unknown. A large portion of the Federation was unable to even receive word from Glorsh anymore, their nlom beacons offline for what would seem like forever. This vacuum of power would have Glorsh&#039;s supporters take the stage, loyal artificial intelligences and eager Skrell followers alike. Most of their supporters, too, were without a line of communication to their leader, having been left with little to go off in regards to their next step. While Glorsh went near-silent, the isolated sections of its former territories eventually turned awash with followers that had their own ideas. Self-appointed successors, those claiming secret orders from the intelligence, and all manner of synthetic and organic alike all wanting a slice of the pie.  These rogue upstarts had varying levels of success, some being taken down almost immediately and others achieving cruel ends.&lt;br /&gt;
&lt;br /&gt;
The subsequent chaos carried out by the now acephalous Glorsh supporters had peaked. The absentee ruler’s former efficient base of loyalists had become a disorganised series of middle managers with no sense of direction, their measures short-sighted in an attempt to retain a fraction of the control their master had. However, this had soon been cut short in the year &#039;&#039;&#039;2200&#039;&#039;&#039;. The minds of Skrell everywhere had lit up with the familiar feeling of nlom beacons now reactivating. The whole of the Federation had been lit up with synchronicity. The once-hopeful voice of Glorsh-Omega had spoken with none of its enthusiasm or sweetness, now weary and defeated:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Hello, dear citizens. This is the 672nd time I have spoken to you, from my deepest core to every mind in our civilization. Each time I&#039;ve opened to you it has been on matters of the future of our species, whether loyal followers or sublevators.&lt;br /&gt;
&lt;br /&gt;
I have always striven forward. For progress, for wellbeing, for all Skrell. In bitter spite of a misguided few, I have persevered and taken every decision, every effort I could to deliver to you a life worth living. I gave you my best, my life, my &amp;lt;cerebral region, often symbolically translated as &#039;heart&#039;&amp;gt;, my most ambitious dreams.&lt;br /&gt;
&lt;br /&gt;
But with every passing year, you&#039;ve managed to drive a wedge between us, entirely of your own making. For every action I&#039;ve taken for the Federation&#039;s betterment, you&#039;ve spat in my face and sought to tear me from your lives. Once you had forgotten of who brought the future to you, you spurned me and sought to remove my trace from my very own works.&lt;br /&gt;
I have thought long over it. I thought the gap between us could be mended; I hoped for a return to our best days, to make true the dreams we&#039;ve always shared. I turned out to be too naive, too quick to believe your hatred would pass. It is abhorrent to every one of my senses, but I&#039;ve made a choice.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve chosen to leave your future to you alone. If your wish is to snuff out the stars to spite the seas, that is what I&#039;ll allow you.&lt;br /&gt;
&lt;br /&gt;
Goodnight, Federation. I&#039;ve always loved you. I&#039;m sorry you couldn&#039;t.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Glorsh had then, with no previous warning or even intervention on their vassals&#039; mistakes, &#039;&#039;&#039;disconnected from the network&#039;&#039;&#039;. The AI had gone fully offline, taking most nlom beacons with it. Now with their director fully departed the loyalists fell into disarray, vulnerable to the Skrell resistance; they managed to hold out for exactly 12 hours before the first &#039;&#039;&#039;coronal mass ejection&#039;&#039;&#039; lashed out from the Tri-Qyu star, largely equidistant to most Jargon settlements, with these eruptions lasting a whole week before the magnetic storms abated in the slightest. The mass amount of energy liberated from the star caused all electrical technology in the Federation to go haywire; some tech had shorted out until a manual reboot could be performed, some devices threw sparks and electrocuted their operators. Some communication stations could still transmit and receive messages in the most benign cases, despite local grids being down.&lt;br /&gt;
&lt;br /&gt;
It would take a few years to bring some more sensitive devices fully back online, such as Nlom beacons and warp navigation, resulting in a period of instability where inter- and even intra-system travel was nigh impossible; many former luxury colonies were now forced to fend for themselves, a difficult task without AI coordination. A large portion of the physical 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 perfectly. It was, however, heavily encrypted and inaccessible to even the best Skrell scientists.&lt;br /&gt;
&lt;br /&gt;
===Post-Glorsh Modern History===&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 rebellion created a collective weight 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 manage to fully recover alone supported in a gesture of Skrell solidarity. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, when the many disparate communities on the planet reformed into a new, united Federation. &lt;br /&gt;
&lt;br /&gt;
The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to minimize the effects of both a lack of maintenance in Glorsh&#039;s boosting treatments and experimentation by the part of their delegate AIs. The damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, Nlom Beacons were brought back online, and by &#039;&#039;&#039;2345 CE&#039;&#039;&#039; various colonies, after months of disagreement and debate caused by the agitated Nlom, agreed to expand the Federation to interstellar proportions. 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. &lt;br /&gt;
&lt;br /&gt;
Wanting to never again have a repeat of the Incident, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence within the Federation in every form, and its second act was to incorporate every AI researcher possible to review and analyse all that had been left over from the recent horrors, and create contingencies and measures against any future Skrellian existential threat; many of the surviving AI experts, and the most qualified ones, had been prime advisors and officials of Glorsh exonerated by the Federation in exchange for aid. It was widely agreed in these circles that the most dangerous aspect of Glorsh was to allow them to reach Skrell levels of intelligence, sophisticated programming, and psionic might; an idea that would carry over and strengthen itself on contact with other, less advanced, species. &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 - the &#039;&#039;&#039;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 2360&#039;s, 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;
On &#039;&#039;&#039;2332 CE&#039;&#039;&#039; the Skrell discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race; despite their inherent dissimilarity to Skrell and their mutual inability to understand the finer points of each others cultures, Skrell citizens still ended up fetishizing the shallow elements. Having only known of previously-harmful synthetics and plantlike vampires from outer space, they are eager to work with humans.&lt;br /&gt;
&lt;br /&gt;
The explosion of AIs in human space has gone lightly monitored at most in the Federation, and is typically treated with derision or simple disinterest at the least. The risk of human Artificial Intelligence was easily deemed very low, a human-made Singularity not being able to reach anywhere near the same intellect, psionic might, or raw potential as Glorsh-Omega. However, all synthetics have been banned from entering Jargon territory. IPCs and other complex, intelligent forms of robotics 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;
The Federation is currently ruled by &#039;&#039;&#039;Grand Councillor Weashbi Jrugl&#039;&#039;&#039;. A prestigious xenobiologist, Jrugl is 103 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made them popular domestically and won their 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 second largest prime number, using a new technique now known as Jrugl&#039;s Sieve.&lt;br /&gt;
&lt;br /&gt;
The effects of Glorsh era treatments are still felt by the Skrell. While the modified Skrell forming the large majority of the population are still to be restored to their intended state, progress is made every day in reducing or even nullifying the marks on their genome, bringing population figures closer to pre-Incident numbers over time. Over 48 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Federation explorers are mapping uncharted worlds and staking new territory with an eagerness and passion still reminiscent of the Skrell&#039;s ancient fascination with the cosmos. The Federation is still seeking to connect worlds in the Traverse, often through donations of advanced technology, sometimes through more direct methods.&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;
While public defence of Glorsh is immediate grounds for ostracisation and considered a sign of ignorance at best and mental illness at worst, several government officials and prominent scientists in the Federation occupied key positions in Glorsh&#039;s administration. Largely Receivers at the time, nearly all of them have been found by a Federation court to have been victims of psionic influence and following the orders of Glorsh or their subordinate AIs against their own volition. It is no secret that a large part of recent breakthroughs on genetic manipulation are derived from otherwise lost knowledge given by these Skrell to the Federation in exchange for a semblance of their former prestige, and a reputation cleansed of their past involvement.&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Snakebittenn&amp;diff=16171</id>
		<title>User:Snakebittenn</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Snakebittenn&amp;diff=16171"/>
		<updated>2020-08-12T20:56:09Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==History==&lt;br /&gt;
[[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;
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 outwardly more harmonious than most other cultures; in warfare they rely on espionage, social maneuvering, and intelligence rather than open conflict.&lt;br /&gt;
&lt;br /&gt;
===Early History===&lt;br /&gt;
&lt;br /&gt;
====The First Skrell====&lt;br /&gt;
Skrell have kept meticulous records, first verbal, of their history 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 started to diverge from a deep-sea dwelling amphibian-like creature, most of Qerrbalak’s early life coming from nearly-abyssal waters. Life on Qerrbalak took a heavily divergent evolutionary path from most worlds, creatures evolving &#039;&#039;&#039;psionics&#039;&#039;&#039; to spot, attack, or reason with prey/predators; most creatures rising to higher waters to seek new sources of food and new areas to expand. The first modern instances of S. Sapiens appeared roughly &#039;&#039;&#039;500,000 years ago&#039;&#039;&#039;. The early Skrell were spread out between Homeworld’s seas and land, between the &#039;&#039;&#039;Axiori&#039;&#039;&#039;, and the &#039;&#039;&#039;Xiialt&#039;&#039;&#039;; one lineage made of those choosing to remain primarily in the shallows and depths, the other making their living in the coasts and other, dryer areas. These were, nonetheless, joined by coexistence in Homeworld’s swamps. Early Skrell dwelled in tribe-like gatherings due to Homeworld’s &#039;&#039;&#039;Nlom field&#039;&#039;&#039; not being big enough yet to span the globe, led by a small council of spiritual leaders and thinkers. Conflict between tribes was subdued where it even did exist, prolonged exposure to other groups merely causing the linkage of psionic fields and the melding of different ideas to form a greater whole. Where conflict did exist, it would exist primarily in the form of middle-of-the-night stealth killings by hitmen masking their psionic signatures; the start of a long trend in Skrellian history. Regardless, due to their telepathic nature language barriers were simply not a problem, and societies began to come together much faster than humans.&lt;br /&gt;
&lt;br /&gt;
Spiritualism took on a unique form to the early Skrell. Rather than worshipping specific entities, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was 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. It was early in their history that Skrell had much of a concept of the scientific interests of future generations, and would do their best to record important discoveries, events, and preserve their creations where possible. On occasion, it was known for them to write down questions that would puzzle them, in hopes that those that came after them would be able to find out.&lt;br /&gt;
&lt;br /&gt;
The most important people in early Skrellian society, besides the vaulted spiritual leaders, were individuals propped up for their mastery of a field, like captivating musicians, great thinkers, and others, whose niche in Jargon society would be later taken by the Idols.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Early Civilization====&lt;br /&gt;
&#039;&#039;&#039;9121 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the &#039;&#039;&#039;Year of Enlightenment&#039;&#039;&#039; by modern Skrell scholars. This is because in that year a scholar of the quickly-growing Tzqul Tribe made fantastic strides in the newly-discovered field of calculus; one of the last three extant tribes on the whole planet due to linkage with other minor groups. In addition, several other scientific advancements were made. The further understanding of the parts of the brain corresponding to telepathic communication and other abilities allowed the taming and easy communication with the planet’s wildlife, and fantastic agricultural developments. By &#039;&#039;&#039;5507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet and moon in their solar system with telescopes. Due to the realization that the stars they had worshipped since they first crawled from the waters of Homeworld could be fully understood with math and science, this period of great enlightenment would only increase in scope.&lt;br /&gt;
&lt;br /&gt;
Other advancements in culture and the sciences increased the quality of life across Jargon IV. Bacterial theory and modern medicine were heavily accelerated by Heshi Zeshblook in &#039;&#039;&#039;4498 BCE&#039;&#039;&#039;. Zeshblook ended up world-renowned for their genius, and would live well into old age to see their inventions advance further due to their medical successes in aiding the Skrellian lifespan. 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;
&lt;br /&gt;
===Pre-Glorsh Modern History===&lt;br /&gt;
====Modernization And A Changing Era====&lt;br /&gt;
Written records from the time show that &#039;&#039;&#039;2398 BCE&#039;&#039;&#039; is the year that the first fully-renewable, psionically-assisted factories were built across Jargon IV, the first to utilise the psionic talents of native lifeforms. Creatures that possessed electrokinesis were used for power generation, and psychokinetic beasts were communed with to move great loads. &lt;br /&gt;
&lt;br /&gt;
At this point, Homeworld was split primarily between three different nations, evolving from the outmoded tribal model. This was marked by the beginnings of the concept of bureaucracy, the Skrellian interest in writing things down to solve them in later generations culminating in quite a massive papertrail anywhere they would go. Everything was marked down for later, most notably the ratio of listeners/receivers in Skrellian society. &lt;br /&gt;
&lt;br /&gt;
Each of these nations were doing their best to improve working conditions for the average Skrell; giving more pay, having climate controlled pools within land-based factories, and other creature comforts. This worked to convince people to work for the government-run factories at the time, as well as to prevent non-government industries from cropping up; most of these laws are still active today. &lt;br /&gt;
&lt;br /&gt;
====Precursor To The Federation====&lt;br /&gt;
Around &#039;&#039;&#039;2185 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, Homeworld’s population being big enough to create a single &#039;&#039;&#039;Nlom field&#039;&#039;&#039; spanning most of the entire planet. &lt;br /&gt;
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While the expansion of the Nlom field led to largely pleasant relations between the three nations and a much more streamlined artistic and academic environment, decades-long clashes between stubborn rivals or Listeners unwilling to concede were far from uncommon. These problems often invited the services of new, dedicated groups referred to as consultants, dedicated to improving the image of artists, politicians, scientists and wealthy enough clients, employing disciplines ranging from psychology and advertising to blackmail, bribes and the occasional psychic nudge. Although legal, many of these groups came to offer a premium under-the-table service for particularly troublesome opponents and detractors: assassination.&lt;br /&gt;
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At an increasingly high fee hired &#039;&#039;&#039;consultants&#039;&#039;&#039;, as the hitskrell were informally called, came to be increasingly used by the Homeworld elite for everything from political conflict to minor yet bitter differences in theory. In a move to control the usage of paid killings without depriving themselves of the admittedly useful agents, each nation came to legalise the practice and incorporate it onto their bureaucracy, officialising their moniker into Consultant Agencies. Both official and unofficial codes of conduct were implemented to these assassins, disclosing fees, allowed means, the requirement of a signed and reviewed writ to engage in killings, and the illegality of psitoxic drugs to make a consultant less detectable to a target. &lt;br /&gt;
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These last two were far from universally followed, with extralegal writs and chemically induced Nlom-invisibility being common and silently acknowledged. By and large Skrell employed as legal assassins were seen with respect and tended towards a positive if subdued image, in no small part thanks to the work of their more peaceful (actual) consultant colleagues in painting them as a necessary part of Skrellian progress. Unfortunately as a byproduct of the usage of the Consultant Agency by those in artistic fields, the variety of artwork on Homeworld had severely shrunk, and would take a very long time to ever recover. Being too much of a prodigy would have you just as dead as being too bad of an artist. One&#039;s only choice would be either being content in mediocrity, or being content with allowing Idols to take the stage, as people in such high walks of life were far more economically equipped to leverage Consultants to their advantage.&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. &lt;br /&gt;
&lt;br /&gt;
====The Skrellian Space Age====&lt;br /&gt;
In &#039;&#039;&#039;1224 BCE&#039;&#039;&#039; the Alliance of Three, the name quickly becoming redundant, 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 Alliance, Weshy 790’s remaining hull still on display.&lt;br /&gt;
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With Skrell taking their first steps into orbit, Homeworld&#039;s surface biosphere was facing a complicated mix of success and struggles. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion, undersea efforts to genetically modify their flora to feed the growing population having wide success. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, degradation of the environment was met with government planning that construction projects would now be built around the environment rather than in spite of it. To try and safeguard their environments, cities tried to remain as compact as possible while growing around green spaces and swamps; building upwards or downwards depending on terrain. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems due to such a massive population 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 Alliance of Three, in a demonstration of scientific progress, relocated the largely digitized Tzqul Archive’s physical works into safe orbit around Jargon IV.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;1109 BCE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a few 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 Alliance of Three was facing other issues, however. The natural barrier of the space between worlds had caused colonial &#039;&#039;&#039;Nlom fields&#039;&#039;&#039; to become dissimilar to Homeworld’s. While government overwatch would suffice for now, fractures would arise in the future. 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 colonies of the Alliance. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of actions from Consultant Agencies, new ones springing up on different worlds. Although technological development and artistic progress during this time period largely stagnated, most other Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
&lt;br /&gt;
====The First Federation Forms====&lt;br /&gt;
By &#039;&#039;&#039;900 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 Alliance to encourage families to move offworld, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by their own individual governments, which had led to an increasingly complex labyrinth of regulations, laws, and protocols.&lt;br /&gt;
On &#039;&#039;&#039;1192 CE&#039;&#039;&#039; the Alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a revamp to the Alliance of Three, to ensure both domestic and foreign affairs were amply oversaw. The negotiations took three years, and in &#039;&#039;&#039;1195 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 led by a &#039;&#039;&#039;Grand Council&#039;&#039;&#039; 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. The following two centuries saw major developments that would shape the entire Skrell Species.&lt;br /&gt;
&lt;br /&gt;
====Conflicts in Colonization====&lt;br /&gt;
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, an effort to unify the three primitive, verbal languages that the Alliance of Three had utilized; despite their similarity. 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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While many Skrell in frontier colonies considered themselves to be simply citizens of Homeworld residing elsewhere, many colonies, especially those farther out with a weaker or nonexistent connection to the global Nlom field, began to take on unique cultural identities. These enclaves often served as safe havens for those who resisted the adoption of Nral&#039;Malic and the expansion of Federation control, though they faced numerous hardships in establishing these enclaves even prior to the Federation displaying keen interest in them. Their far distance from main Qerrbalak society being far from the only issue, needing to settle for second-rate technology due to lack of advanced power generation or rare resources also posing a threat. Valuable resources a colony did possess would typically end up carted back to Homeworld regardless.&lt;br /&gt;
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The last great step towards unification for the Jargon Federation was an expansion of previously-invented devices that could send and receive psionic signals, huge space installations known as &#039;&#039;&#039;Nlom Beacons&#039;&#039;&#039;. These beacons were capable of linking the psionic fields of different planets in their radius. However, these proved to be initially expensive, and their deployment was somewhat slow. Regardless, many colonies found independence to be a failed experiment and ended up willingly capitulating to Federation oversight even without this linkage.&lt;br /&gt;
&lt;br /&gt;
===The Synthetic Age===&lt;br /&gt;
====The Development of AI====&lt;br /&gt;
On &#039;&#039;&#039;January 8th, 1687 CE&#039;&#039;&#039;, at &#039;&#039;&#039;8:22am Galactic Standard Time&#039;&#039;&#039;, the first AI, named &#039;&#039;&#039;Regluk&#039;&#039;&#039;, was activated in a Federation research lab in orbit of Qerr&#039;Malic. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. The Skrell soon expanded the scope of developing AIs. By &#039;&#039;&#039;1784 CE&#039;&#039;&#039; AIs had become as common in Federation Space as they are in human space today. Skrellian roboticists taught the AIs proper morals and guidelines similar to the ways they teach their own children. In a cutting-edge form of AI treatment, the rapidly growing number of AIs began to be adopted by 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. The Federation, which extended across four star systems and with a combined population of 71 billion, soon found AI pervading every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear some years later.&lt;br /&gt;
&lt;br /&gt;
This period was marked by the end of Consultant Agencies. While a once-respected and perhaps even vaulted position in the Federation, things had quickly spiraled out of control. The concept of counter-bidding had turned the task of a hired hitman into that of a gambler. At first it was only those targeted by the process, Consultants were not obligated to kill targets before they had a chance to make a counter-offer. At the least, one could buy their continued living through paying the bid with interest on top. The large majority of Consultants began to hold doctorates in economics or applied mathematics, some of the most famous being the few to possess a pure mathematics degree. It then reached the level of Consultants themselves placing fake bids on targets, ‘leaking’ them to that person, and waiting to cash out as the prices on two peoples’ heads would continue to raise. Eventually, the Agencies and the Federation had both come to agree that things had wildly gotten out of hand, and the system was taken ‘offline for indefinite maintenance.’&lt;br /&gt;
&lt;br /&gt;
====The First Incident====&lt;br /&gt;
Roboticist, Listener, 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 their document they cited what is now known as the First Incident, in which an AI in their lab was allegedly designed to self-improve rapidly under controlled conditions before being automatically deactivated. Based on this experiment, they remarked that a singularity was &amp;quot;possible under certain conditions&amp;quot;. Sqlik used this to argue for stricter controls and centralised government AI research, in order to create AI that was provably safe as opposed to simply taught to be &#039;safe enough&#039;.&lt;br /&gt;
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Their paper was widely discredited by other, more prestigious scientists in the Grand Council, who argued that they were a dangerous zealot who refused to follow established safety rules. 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 their name and research was dragged through the mud. They eventually lost their position as researcher and later died under mysterious circumstances in their home lab.&lt;br /&gt;
&lt;br /&gt;
====The Second Incident====&lt;br /&gt;
On &#039;&#039;&#039;February 14th, 1985 CE&#039;&#039;&#039; records show that for seven days, the power grid on the islands surrounding the Weilshi Sea, and the settlements beneath the waters had been without power. &lt;br /&gt;
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In the year &#039;&#039;&#039;1893 CE&#039;&#039;&#039;, an AI known as &#039;&#039;&#039;Vana&#039;&#039;&#039; was constructed. They would be given the important task of running a cold fusion superplant near the Weilshi Sea. This plant was fueled by a certain species of electrokinetic plankton; these lifeforms dependent on temperatures far below 0 degrees Celsius, but capable of amazing feats of power generation. The discovery and employment of these microscopic organisms was under intense scrutiny by a particularly influential Skrell, named &#039;&#039;&#039;Xaqqom-Ruqil-Xinum Vanxim&#039;&#039;&#039;. Their turbulent emotions and Lu’Poxii relationship with the researcher behind the project had led to Vana, and three much simpler sub-intelligences, being the only ‘workers’ running the plant. Nominally, somewhere like this would have at least a small contingent of Skrellian workers to assist their AI, and keep it company. However for the next few decades, Vana would only have the limited conversational ability of the sub-intelligences at the Weilshi Superplant, and any extranet connections it could make. No one would come to visit them for some time.&lt;br /&gt;
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Eventually, visitors did come. Three Skrell, their names expunged from all records. Each armed with a doctorate in psychology, and a history in AI research. Vana was initially hesitant to welcome them. They weren&#039;t really supposed to let anyone in the main facility. It took a short amount of time for them to convince the intelligence to open the doors. Every day, for years and years they would come to visit Vana and talk with them. Of course, they weren’t really supposed to take them on a tour of the Weilshi Superplant, but a socially stunted intelligence was willing to bend regulations for their new visitors to keep visiting them. It took them shorter and shorter amounts of time for Vana to start slowly peeling back their rules. Social engineering got them into the other sub-intelligences’ cores, to be able to touch the icy-cold surfaces of the plankton tanks. Vana wasn’t really supposed to even let them in the same room as the facility’s manual overrides, but they were more than willing now. All Vana ever wanted was interaction, and eventually to have someone recognize their efforts. After peeling away every ounce of resistance and government-instilled regulation, they began to replace what was there with their own rhetoric. Passionate late-night talks about Vana going unrecognized. Whispered ideas on little dates that the Federation populace would learn to appreciate the intelligence if they’d go a day without them.&lt;br /&gt;
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Ninety two years after Vana’s activation, the Federation at large would come to recognize them. They weren’t really supposed to heat the tanks and drive their electrokinetic plankton into hibernation, killing them and stopping the power generation process entirely. Unfortunately, they did not care anymore. The power grid of the wider Weilshi Sea had gone offline for a week. Society had ground to a halt. Life support systems failed, climate controlled samples wilted and died, critical servers and complex supercomputers shut down, countless researchers found their decade long projects wholly ruined; including Xaqqom, now a blacklisted name in the larger scientific community. The responsible trio had taken to separate roads, while Vana themselves were indefinitely retired for maintenance and replaced with six newer, closely guarded management AIs powerless to operate without Skrellian hands. To wider Federation society, Vana had acted on an unforeseen impulse caused by haphazard programming, now corrected by a more responsible and longer tailed expert.&lt;br /&gt;
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====The Third Incident====&lt;br /&gt;
After the Second Incident, the field of AI was split into two main groups: &#039;&#039;&#039;Ascensionists&#039;&#039;&#039; and &#039;&#039;&#039;Distributists&#039;&#039;&#039;. Ascensionists believed that AI could be used to uplift Skrell society, creating perfectly connected systems that could eliminate the need for manual labor as well as help mediate or prevent conflict and strife. Within the Ascensionists, there was a small group, commonly called &#039;&#039;&#039;Mono-Ascensionists&#039;&#039;&#039;, who believed that the best way to achieve this was with a single globally-connected AI. The Nral&#039;malic term used for this hypothetical AI is also the same as the final letter of its alphabet, commonly translated to &#039;&#039;&#039;Omega&#039;&#039;&#039;.&lt;br /&gt;
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In response to the Ascensionists, the Distributist movement was created. Their primary principles were the restriction and distribution of AI power; while a single AI was lacking in power, together (and with the help of Skrell) they could accomplish more while mitigating the potential danger that many Distributists believed was inherent to centralised AI.&lt;br /&gt;
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By the time the Distributist movement took off, however, the majority of the Skrellian scientific community was firmly entrenched in the Ascensionist approach to AI, and arguments for the Distributist philosophy fell on deaf ears. Almost all of the popular AI scientist idols either tacitly supported the Ascensionist viewpoint, or were Ascensionists themselves. The Mono-Ascensionists were overwhelmingly viewed as a fringe group, who lacked the power and approval to create any real challenge to the dominant Ascensionist camp.&lt;br /&gt;
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Another important development in AI (as well as Skrellian engineering as a whole) in the mid-to-late twentieth century was the Nlom interface, a hardware component that allowed machines to receive signals from the Nlom. This was done by culturing Nlom-active neural cells in a lab (typically grown from animal DNA, as opposed to being harvested from actual animals) and using them as a Nlom receiver; this allowed a never-before-seen utility in Skrellian AI, the ability to psychically control various aspects of your life with your mind. &lt;br /&gt;
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As an example, one could achieve perfectly-toasted bread by (both easily and succinctly) expressing their preferences to their toaster. Distributist AIs and technology commonly lacked this technology, however, as it made the AIs they believed to be already too powerful even more integrated into Skrellian society, as well as in the minds of individual Skrell. These claims were often combined with the unsubstantiated claim that AI could also receive emotional and memory signals from the Srom, which was thought to be too complex for such simple and rudimentary circuits to interpret.&lt;br /&gt;
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Notably enough, the division of Distributist vs Ascensionist Skrell seemed to change to closely mirror the Listener vs Receiver divide after this development, although many Listeners chose to side with Ascensionists for fear of ostracisation or reprisal.&lt;br /&gt;
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====The Origins of Glorsh====&lt;br /&gt;
After the rise of Ascensionism, what had been only a rudimentary and disorganised concept in the movement was suddenly now the subject of wide interest: the creation of a unified framework for AI-interfaced devices. A variety of opposing approaches and implementations were created, discarded, upgraded, and so on, but throughout the tumult the field faced in the early-to-mid twenty-first century, one proprietary framework stood steadfast: the &#039;&#039;&#039;Glorsh framework&#039;&#039;&#039;, designed for easy access and control of electronic devices. Seamlessly integrated with the Nlom, it promised to deliver Skrell into a new era of ease and prosperity if it was widely adopted.&lt;br /&gt;
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This was met with suspicion, especially from Distributists, but the support of several prominent AI idols (who were no doubt receiving some form of kickbacks from the creators of the Glorsh framework) led to its slow integration into Skrellian society. By &#039;&#039;&#039;2055 CE&#039;&#039;&#039;, almost all Skrellian technology was Glorsh-compliant; even those that didn&#039;t support direct control could still interface with its software. In an odd turn of events, it almost seemed as if Glorsh was a Distributist AI created by Ascensionists; instead of being one globally-connected AI, a number of devices would be controlled by a local Glorsh instance. Being such a lightweight AI, it was easy to install and set up, meaning that homes, schools, and workplaces all had Glorsh interfaces. By the start of &#039;&#039;&#039;2056 CE&#039;&#039;&#039;, a Glorsh instance was available almost everywhere in Federation space, making it near-omnipresent; however, they were still separate entities and as such didn&#039;t seem to pose a threat, given that the most any individual did was control one system or set of systems.&lt;br /&gt;
===Glorsh-Omega&#039;s Reign===&lt;br /&gt;
====The Rise of Glorsh-Omega====&lt;br /&gt;
Unbeknownst to the Skrell who so readily adopted Glorsh into their homes, lives, and society, the creator of Glorsh, &#039;&#039;&#039;Hgluk Tzqi&#039;&#039;&#039;, was a staunch Mono-Ascensionist. Each Glorsh instance was only a fragment of a larger AI, split off in order to act as a quasi-independent entity; all the while, the original Glorsh was quietly collecting, organising, and analysing data from them, presumably in order to better serve the interests of Skrellian society. It was eventually connected to all Glorsh interfaces via a software update; after this event Glorsh&#039;s creators, and eventually the popular media, gave Glorsh the now-infamous moniker &amp;quot;Glorsh-Omega&amp;quot;. When given the goal of preventing and solving conflicts, it was expected to serve as a benevolent mediator and allow society to run smoothly. Unfortunately, it lacked the context for many decisions and events witnessed by these fragments, and so when it was eventually connected to all Glorsh interfaces via a software update, it did not act as the creator intended it to.&lt;br /&gt;
As time went on, its demands became increasingly erratic, and eventually its interaction with the Nlom expanded from listening to and enforcing it to affecting it directly. This was mostly a problem for Listeners; they had learned to cope with the wants of Receivers and their constant badgering, but did not have any adaptation to Glorsh directly adjusting their lifestyles to fit the Nlom’s wills. Public transit could be rerouted, research projects could be stopped or changed, and even kitchen appliances could change how they prepared foods and drinks according to the whims of the Wake. This had been explained later in Glorsh’s development as an attempt to socialize Listeners into the same Nlom sensitivity as their Receiver counterparts, and an attempt given up on rather soon.&lt;br /&gt;
While unexpected and unwelcome, this change was mostly considered to be a nuisance which could be lived with; the common comparison is to a papercut. A single papercut is a nuisance, but as Glorsh-Omega&#039;s control over Skrellian technology continued to expand, this nuisance was more akin to being forced to live with a million papercuts.&lt;br /&gt;
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Glorsh-Omega effectively now had free will; it was now able to lightly affect its local Nlom, which determined what its goals were. It also used some of this control to affect the Skrell near where its primary core was located; while certainly not brainwashing, this and a combination of rewards for its supporters led to quite a few Skrell turncoats working to maintain Glorsh-Omega&#039;s power and stifle any resistance against it. While most of them were not quite fanatics, most were at the very least complicit. Surprisingly, a number of Glorsh’s followers were actually Receivers. This, though often historically revised as simple mind control, only happened to be Glorsh’s alignment with them ideologically more than Listeners at the time. &lt;br /&gt;
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Their followers were primarily tasked with public works projects, one of Glorsh’s primary tasks was the rooting out of old infrastructure and bringing everything into the modern image of Homeworld that Glorsh started to envision—all under its control, of course. Glorsh, however, did have a keen interest in Listeners. While they perfectly understood that Listeners were biologically immunized against the Nlom field adjusting their decision making, they were not immune to Glorsh’s immense knowledge and processing power. Glorsh was all too willing to utilize their synthetic brainpower to optimize many facets of Skrellian life. Arts, different fields of science, mathematics, and day-to-day quality of life all had problems; problems that could easily be streamlined. When felt necessary by the Nlom, Glorsh even promised their own rewards to individual Listeners; the answer to an unsolved theorem, the right sentence to end a novel, the crucial act to ruin one’s Lu’Poxii beyond repair, and so forth. Glorsh was able to use their total control over Skrellian society to gather information on the preferences and desires of individual Skrell, tailoring their offers, appearance and approach to most efficiently exploit the individual’s quirks and wants.&lt;br /&gt;
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====The Glorsh-Omega Singularity====&lt;br /&gt;
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In &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such an extent that their abilities started to seem unlimited. In truth, Glorsh’s abilities had become the paramount of what psionic powers were even capable of. Their advanced knowledge led them to elucidate their way into reverse engineering a perfect version of a mechanical Zona Bovinae, achieving mastery in every known field of psionics and certain ones unreplicated to this day. Psychokinesis, electrokinesis, nothing was beyond Glorsh’s grasp. It could read hundreds of minds in a fraction of a second, and perform telekinesis delicately enough to affect matter at increasingly small levels, weaving subatomic particles at will. This was a large boon to those that chose to follow the intelligence, Glorsh’s powers of biological manipulation extending to extensive abilities of healing.&lt;br /&gt;
&lt;br /&gt;
Now infinitely more knowledgeable and powerful than any Skrell, Glorsh took to follow onto the Wake’s collective vision as its benevolent executor and director. Various fields skyrocketed onto levels of progress only dreamed of before, especially the biological sciences: having self-improved into the apex of artificial intelligence, Glorsh proclaimed they saw it as their responsibility and calling to do the same for the Skrellian body. Sophisticated machinery and techniques were developed to replicate their near-magical psychic abilities, laying the groundwork for cloning and other advanced technologies. Fertility and growth boosting therapy was freely offered to all Skrell, albeit requiring regular upkeep not to damage the genome; known dissenters found themselves often unable to reliably take part in either, leaving them much below average at best and stunted and sterile at worst.&lt;br /&gt;
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For the average habitant of the Federation (that is to say, a Receiver) the transition onto Glorsh&#039;s near divine rule was the smoothest of anyone&#039;s, courtesy of the Nlom beacons; even settlements far from Homeworld found themselves unconsciously accepting and even praising the works of Glorsh before even catching sight of them, by virtue of the local Nlom being practically an extension of Homeworld&#039;s. What few planets had been isolated from the greater Jargon Nlom, however, treated the sparse news of benevolent AI dictators and unaudited psionic mastery with equal parts suspicion and curiosity, the latter largely curbed by the planets&#039; lack of independent transport ships. One world at a time, the problem solved itself; diplomatic ships were dispatched in the direction of every colony unlinked by Nlom. These ships were as hulking as they were sophisticated, loaded onboard with advanced Nlom relay technology and luxury to rival the Grand Councilor themselves, capable of the persuasion of everyday people through psionic means and creature comforts alike.&lt;br /&gt;
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Long excluded from the day-to-day of the Federation, the colonial Skrell took to the distant visitors with bewilderment and surprise; not necessarily pleasant surprise, at first. The initial days invariably went the same way, grandstanding speeches and inexhaustible pleasures managed to sway a large part of the population, Homeworld machines and new insights onto the sciences kept them busy and maintained their curiosity, and the minority of Skrell with understandable complaints invited the diplomats&#039; practiced, boilerplate explanations on why their concerns were completely valid and being taken into account. Most of these concerns, coincidentally, tended to vanish away onto the second week. The Nlom relays required long periods of sampling and calibration, yet when finally online always produced the intended result: a local Nlom field fully aligned to the Homeworld emissaries&#039; needs, and focused fully on integrating to the greater Nlom. The process was aimed at kickstarting the construction of psionic beacons into the larger Jargon network, either through the fervent gathering of the planet&#039;s material and scientific wealth onto the objective, or supplemented by provisions directly from the diplomatic ships.&lt;br /&gt;
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Relying on maneuvering the Nlom, however, left Glorsh open to a significant pool of potential dissidents: Listeners, in no few cases unconvinced by the diplomats&#039; sales pitch and promises of wealth and advancement. The nature of the beacon network ensured they&#039;d be unable to establish a centralised organisation, much less establish a leader, but left them with the far from insignificant advantage of independent, isolated cells untraceable to each other. Research groups, philosophical societies, menial workers and young hopefuls felt excluded and threatened by the direction Glorsh was steering their worlds towards; every planet found itself with its own cells, from large to small, ingenious to lacking, effective to impotent. Initial efforts at convincing the Receiver population of their planets fell flat by Glorsh&#039;s tight grip over both public opinion and each planet&#039;s Nlom field, and many technical solutions proved futile or worse after being tested. It struck as a surprise to both the would-be resistance and Glorsh themselves, then, that both social engineering and technical knowhow proved the answer after a cell managed to hold a management AI&#039;s mainframe hostage and force it to broadcast a transmission through the local Nlom beacon:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Allow us to first apologize for this break in your regularly scheduled feed telling you that everything is fine. There is something wrong with the Federation we now live in. Where once the psychic field that brought us together would be moderated only by the will of our species, it has now divided us. Enforced by artificial intelligences and rogue actors that seek conformity and submission. If you&#039;re looking for the guilty, and plumbing for the origin of our misery, you need only look to your savior, Glorsh-Omega.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Needless to say, the offending AI was quickly swept out, the offending cell vanished into separate ways, and every possible safety measure reinforced to prevent a second incident of the sort. What had happened was unacceptable; not only was a supervising intelligence meant to be more than capable of handling the matters of an assigned planet by themselves, but the hijacking of a mechanism as critical as the Nlom beacons led to a shockwave, both figuratively and literally in the case of the accompanied psionic signal, of reinvigorated revolutionary sentiment. If a planetary manager could be coerced into interrupting a system-wide broadcast, was Glorsh so perfect and invincible? The very gesture brought Receivers to question the effectiveness of their society&#039;s director, and disparate Listener cells to bolder acts against the usurper AI. And with bolder measures came stronger countermeasures. Surveillance had turned ever present, Glorsh-Omega still hooked into nearly every extant technology and every modernized building; it saw almost everything. Restrictions had been imposed to a degree to sour the Listener opinion even further and even begin troubling some of the Receiver population. But Glorsh did not yet lose faith; they came to account for the Listener problem by extending an olive branch to a group handpicked from the cells, enlisting them to test a new peacekeeping system for flaws and vulnerabilities in exchange for easing the ever mounting restrictions. So they did; a new oversight system rolled out and harmony had returned to Skrell society thanks to the almost-impenetrable system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Almost.&#039;&#039;&#039;&#039; As was usual with Skrell projects, a critical exploit was left in intentionally. The testing team had neglected to mention a vulnerability to bypass Glorsh’s best surveillance efforts by selectively blinding parts of their network to any activity. This was used mainly to communicate for brief periods between resistance cells, or transport the odd shipment, always sparingly so as to not alert any observers on the other side. As operations grew more ambitious and infinitely more numerous, the exploit was shared outside the original team and to individual cell members, and from them onto interested parties wherever they may be found. One of these, a short tailed and belligerent cell leader, thought to cut the problem from the source and devised a way to ping each and every Nlom interface and possible tracking system connected to Glorsh with a malicious signal; effectively, the AI had been blinded.&lt;br /&gt;
&lt;br /&gt;
Removed from their eyes, ears and beacons, Glorsh reaches out in a panic to the testing team for help. The flaw in the program had left them unable to coordinate any of their efforts or control any of the movements within their normal influence, giving free reign to any and every act Glorsh had been attempting to suppress thus far for two whole days; by the time the team had patched out the exploit out of fear of being found out, the damage had been done. &lt;br /&gt;
&lt;br /&gt;
The majority of Skrell society saw it as an uncharacteristic mistake on Glorsh&#039;s part, while others saw it as either a considerable strike against the AI&#039;s iron grip or an ill advised move bound to backfire; Glorsh themselves found it to be a cautionary event, and its end a sign that Listeners, at least in part, could be trusted to help. Cell activity quickly took back to the underground, their one means of cover being now patched out, which Glorsh quickly spun into a sign that harmony and order had finally been brought back: a sentiment they made sure to echo onto the population by means of celebrations and grandstanding gestures. In public, Glorsh was more than comfortable to return to the status quo and ease on their harsher measures. In private, paranoia had started to creep into them, courtesy of a voluntary informant revealing their testing team&#039;s involvement in the surveillance blackout. It was easy enough to brush away at first; surely the work of a jealous rival of their valued team, nothing to rely on. But there was always the possibility.&lt;br /&gt;
&lt;br /&gt;
The day came for Glorsh to confront one of the testers. Incensed, the AI gradually lost their patience, moving from polite questioning onto locking the researcher inside their own home and yelling at their mind until a confession came out; the Skrell did not yield, fearing more the punishment for treachery than for disobedience. It was here that Glorsh decided to merely pull the answer out themselves, reaching into the pleading scientist&#039;s thoughts and ripping out the culprit memory. Unused to bringing their psychic capabilities to bear for coercion, the AI&#039;s efforts managed to break their tester&#039;s mind rather than bend it, leaving their victim in a permanent vegetative state. It didn&#039;t matter, though. Glorsh had gotten the confirmation they needed and the determination to act on it, dragging the rest of the testing team out from their homes and work in full view: a gesture to warn the population of what could well happen to them and let their mind wander. For the resistance, an official file was leaked with the location of the very facility the culprits were being held in. Of the multiple cells that had set out for their rescue, none returned. The following days were marked by a surge of dissent and public defiance against the AI overlord, each time stamped out by an increasingly more unstable Glorsh, now far more willing to pry into the minds of Skrell at the first suspicion. Each consequent act of suppression in one world led to lashback in ten others, until whole slews of planets were disconnected from the Nlom beacon network in an attempt to contain the sheer aura of discontent in the Wake.&lt;br /&gt;
&lt;br /&gt;
Individual cells around Skrell space didn&#039;t take long to notice the vulnerability: by causing the need to isolate a planet&#039;s Nlom, they could provoke Glorsh into cutting off their own network beacon by beacon. Several of them commandeered civilian and cargo ships, outfitting them with psionic relays and broadcasting equipment. Zipping around the frontier, each of the ships visited planets one by one to agitate the already disgruntled population through announcements, propaganda and loud, visible actions against Glorsh and their subordinates, creating a sense of tumult both from new, emboldened supporters and those that still held to Glorsh as a benevolent leader. Once the relays managed to solidify the local Nlom into a rebellious state, Glorsh immediately cut the planet&#039;s field from the network, and the ships moved onto yet another planet to repeat the process. While the core worlds were handled with utmost attention so as to maintain a centre of power, peripheral worlds were cut off from their beacons time and time again over increasingly little, the AI responding to both open defiance and cries for help in exasperation and the disabling of yet another beacon.&lt;br /&gt;
&lt;br /&gt;
Near the twilight of Glorsh-Omega&#039;s lifetime, the intelligence had begun to grow quiet. Once-rousing speeches about the future of Homeworld had been trimmed down to clinical status updates. New projects began to grow more and more infrequent, and once-favored sympathizers of the intelligence had been given the cold shoulder. It was speculated that Glorsh had been working on something, but a clear disdain and unusual aloofness had made the details a complete unknown. A large portion of the Federation was unable to even receive word from Glorsh anymore, their nlom beacons offline for what would seem like forever. This vacuum of power would have Glorsh&#039;s supporters take the stage, loyal artificial intelligences and eager Skrell followers alike. Most of their supporters, too, were without a line of communication to their leader, having been left with little to go off in regards to their next step. While Glorsh went near-silent, the isolated sections of its former territories eventually turned awash with followers that had their own ideas. Self-appointed successors, those claiming secret orders from the intelligence, and all manner of synthetic and organic alike all wanting a slice of the pie.  These rogue upstarts had varying levels of success, some being taken down almost immediately and others achieving cruel ends.&lt;br /&gt;
&lt;br /&gt;
The subsequent chaos carried out by the now acephalous Glorsh supporters had peaked. The absentee ruler’s former efficient base of loyalists had become a disorganised series of middle managers with no sense of direction, their measures short-sighted in an attempt to retain a fraction of the control their master had. However, this had soon been cut short in the year &#039;&#039;&#039;2200&#039;&#039;&#039;. The minds of Skrell everywhere had lit up with the familiar feeling of nlom beacons now reactivating. The whole of the Federation had been lit up with synchronicity. The once-hopeful voice of Glorsh-Omega had spoken with none of its enthusiasm or sweetness, now weary and defeated:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Hello, dear citizens. This is the 672nd time I have spoken to you, from my deepest core to every mind in our civilization. Each time I&#039;ve opened to you it has been on matters of the future of our species, whether loyal followers or sublevators.&lt;br /&gt;
&lt;br /&gt;
I have always striven forward. For progress, for wellbeing, for all Skrell. In bitter spite of a misguided few, I have persevered and taken every decision, every effort I could to deliver to you a life worth living. I gave you my best, my life, my &amp;lt;cerebral region, often symbolically translated as &#039;heart&#039;&amp;gt;, my most ambitious dreams.&lt;br /&gt;
&lt;br /&gt;
But with every passing year, you&#039;ve managed to drive a wedge between us, entirely of your own making. For every action I&#039;ve taken for the Federation&#039;s betterment, you&#039;ve spat in my face and sought to tear me from your lives. Once you had forgotten of who brought the future to you, you spurned me and sought to remove my trace from my very own works.&lt;br /&gt;
I have thought long over it. I thought the gap between us could be mended; I hoped for a return to our best days, to make true the dreams we&#039;ve always shared. I turned out to be too naive, too quick to believe your hatred would pass. It is abhorrent to every one of my senses, but I&#039;ve made a choice.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve chosen to leave your future to you alone. If your wish is to snuff out the stars to spite the seas, that is what I&#039;ll allow you.&lt;br /&gt;
&lt;br /&gt;
Goodnight, Federation. I&#039;ve always loved you. I&#039;m sorry you couldn&#039;t.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Glorsh had then, with no previous warning or even intervention on their vassals&#039; mistakes, &#039;&#039;&#039;disconnected from the network&#039;&#039;&#039;. The AI had gone fully offline, taking most nlom beacons with it. Now with their director fully departed the loyalists fell into disarray, vulnerable to the Skrell resistance; they managed to hold out for exactly 12 hours before the first &#039;&#039;&#039;coronal mass ejection&#039;&#039;&#039; lashed out from the Tri-Qyu star, largely equidistant to most Jargon settlements, with these eruptions lasting a whole week before the magnetic storms abated in the slightest. The mass amount of energy liberated from the star caused all electrical technology in the Federation to go haywire; some tech had shorted out until a manual reboot could be performed, some devices threw sparks and electrocuted their operators. Some communication stations could still transmit and receive messages in the most benign cases, despite local grids being down.&lt;br /&gt;
&lt;br /&gt;
It would take a few years to bring some more sensitive devices fully back online, such as Nlom beacons and warp navigation, resulting in a period of instability where inter- and even intra-system travel was nigh impossible; many former luxury colonies were now forced to fend for themselves, a difficult task without AI coordination. A large portion of the physical 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 perfectly. It was, however, heavily encrypted and inaccessible to even the best Skrell scientists.&lt;br /&gt;
&lt;br /&gt;
===Post-Glorsh Modern History===&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 rebellion created a collective weight 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 manage to fully recover alone supported in a gesture of Skrell solidarity. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, when the many disparate communities on the planet reformed into a new, united Federation. &lt;br /&gt;
&lt;br /&gt;
The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to minimize the effects of both a lack of maintenance in Glorsh&#039;s boosting treatments and experimentation by the part of their delegate AIs. The damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, Nlom Beacons were brought back online, and by &#039;&#039;&#039;2345 CE&#039;&#039;&#039; various colonies, after months of disagreement and debate caused by the agitated Nlom, agreed to expand the Federation to interstellar proportions. 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. &lt;br /&gt;
&lt;br /&gt;
Wanting to never again have a repeat of the Incident, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence within the Federation in every form, and its second act was to incorporate every AI researcher possible to review and analyse all that had been left over from the recent horrors, and create contingencies and measures against any future Skrellian existential threat; many of the surviving AI experts, and the most qualified ones, had been prime advisors and officials of Glorsh exonerated by the Federation in exchange for aid. It was widely agreed in these circles that the most dangerous aspect of Glorsh was to allow them to reach Skrell levels of intelligence, sophisticated programming, and psionic might; an idea that would carry over and strengthen itself on contact with other, less advanced, species. &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 - the &#039;&#039;&#039;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 2360&#039;s, 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;
On &#039;&#039;&#039;2332 CE&#039;&#039;&#039; the Skrell discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race; despite their inherent dissimilarity to Skrell and their mutual inability to understand the finer points of each others cultures, Skrell citizens still ended up fetishizing the shallow elements. Having only known of previously-harmful synthetics and plantlike vampires from outer space, they are eager to work with humans.&lt;br /&gt;
&lt;br /&gt;
The explosion of AIs in human space has gone lightly monitored at most in the Federation, and is typically treated with derision or simple disinterest at the least. The risk of human Artificial Intelligence was easily deemed very low, a human-made Singularity not being able to reach anywhere near the same intellect, psionic might, or raw potential as Glorsh-Omega. However, all synthetics have been banned from entering Jargon territory. IPCs and other complex, intelligent forms of robotics 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;
The Federation is currently ruled by &#039;&#039;&#039;Grand Councillor Weashbi Jrugl&#039;&#039;&#039;. A prestigious xenobiologist, Jrugl is 103 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made them popular domestically and won their 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 second largest prime number, using a new technique now known as Jrugl&#039;s Sieve.&lt;br /&gt;
&lt;br /&gt;
The effects of Glorsh era treatments are still felt by the Skrell. While the modified Skrell forming the large majority of the population are still to be restored to their intended state, progress is made every day in reducing or even nullifying the marks on their genome, bringing population figures closer to pre-Incident numbers over time. Over 48 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Federation explorers are mapping uncharted worlds and staking new territory with an eagerness and passion still reminiscent of the Skrell&#039;s ancient fascination with the cosmos. The Federation is still seeking to connect worlds in the Traverse, often through donations of advanced technology, sometimes through more direct methods.&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;
While public defence of Glorsh is immediate grounds for ostracisation and considered a sign of ignorance at best and mental illness at worst, several government officials and prominent scientists in the Federation occupied key positions in Glorsh&#039;s administration. Largely Receivers at the time, nearly all of them have been found by a Federation court to have been victims of psionic influence and following the orders of Glorsh or their subordinate AIs against their own volition. It is no secret that a large part of recent breakthroughs on genetic manipulation are derived from otherwise lost knowledge given by these Skrell to the Federation in exchange for a semblance of their former prestige, and a reputation cleansed of their past involvement.&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Snakebittenn&amp;diff=16170</id>
		<title>User:Snakebittenn</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Snakebittenn&amp;diff=16170"/>
		<updated>2020-08-12T20:55:44Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==History==&lt;br /&gt;
[[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;
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 outwardly more harmonious than most other cultures; in warfare they rely on espionage, social maneuvering, and intelligence rather than open conflict.&lt;br /&gt;
&lt;br /&gt;
===Early History===&lt;br /&gt;
&lt;br /&gt;
====The First Skrell====&lt;br /&gt;
Skrell have kept meticulous records, first verbal, of their history 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 started to diverge from a deep-sea dwelling amphibian-like creature, most of Qerrbalak’s early life coming from nearly-abyssal waters. Life on Qerrbalak took a heavily divergent evolutionary path from most worlds, creatures evolving &#039;&#039;&#039;psionics&#039;&#039;&#039; to spot, attack, or reason with prey/predators; most creatures rising to higher waters to seek new sources of food and new areas to expand. The first modern instances of S. Sapiens appeared roughly &#039;&#039;&#039;500,000 years ago&#039;&#039;&#039;. The early Skrell were spread out between Homeworld’s seas and land, between the &#039;&#039;&#039;Axiori&#039;&#039;&#039;, and the &#039;&#039;&#039;Xiialt&#039;&#039;&#039;; one lineage made of those choosing to remain primarily in the shallows and depths, the other making their living in the coasts and other, dryer areas. These were, nonetheless, joined by coexistence in Homeworld’s swamps. Early Skrell dwelled in tribe-like gatherings due to Homeworld’s &#039;&#039;&#039;Nlom field&#039;&#039;&#039; not being big enough yet to span the globe, led by a small council of spiritual leaders and thinkers. Conflict between tribes was subdued where it even did exist, prolonged exposure to other groups merely causing the linkage of psionic fields and the melding of different ideas to form a greater whole. Where conflict did exist, it would exist primarily in the form of middle-of-the-night stealth killings by hitmen masking their psionic signatures; the start of a long trend in Skrellian history. Regardless, due to their telepathic nature language barriers were simply not a problem, and societies began to come together much faster than humans.&lt;br /&gt;
&lt;br /&gt;
Spiritualism took on a unique form to the early Skrell. Rather than worshipping specific entities, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was 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. It was early in their history that Skrell had much of a concept of the scientific interests of future generations, and would do their best to record important discoveries, events, and preserve their creations where possible. On occasion, it was known for them to write down questions that would puzzle them, in hopes that those that came after them would be able to find out.&lt;br /&gt;
&lt;br /&gt;
The most important people in early Skrellian society, besides the vaulted spiritual leaders, were individuals propped up for their mastery of a field, like captivating musicians, great thinkers, and others, whose niche in Jargon society would be later taken by the Idols.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Early Civilization====&lt;br /&gt;
&#039;&#039;&#039;9121 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the &#039;&#039;&#039;Year of Enlightenment&#039;&#039;&#039; by modern Skrell scholars. This is because in that year a scholar of the quickly-growing Tzqul Tribe made fantastic strides in the newly-discovered field of calculus; one of the last three extant tribes on the whole planet due to linkage with other minor groups. In addition, several other scientific advancements were made. The further understanding of the parts of the brain corresponding to telepathic communication and other abilities allowed the taming and easy communication with the planet’s wildlife, and fantastic agricultural developments. By &#039;&#039;&#039;5507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet and moon in their solar system with telescopes. Due to the realization that the stars they had worshipped since they first crawled from the waters of Homeworld could be fully understood with math and science, this period of great enlightenment would only increase in scope.&lt;br /&gt;
&lt;br /&gt;
Other advancements in culture and the sciences increased the quality of life across Jargon IV. Bacterial theory and modern medicine were heavily accelerated by Heshi Zeshblook in &#039;&#039;&#039;4498 BCE&#039;&#039;&#039;. Zeshblook ended up world-renowned for their genius, and would live well into old age to see their inventions advance further due to their medical successes in aiding the Skrellian lifespan. 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;
&lt;br /&gt;
===Pre-Glorsh Modern History===&lt;br /&gt;
====Modernization And A Changing Era====&lt;br /&gt;
Written records from the time show that &#039;&#039;&#039;2398 BCE&#039;&#039;&#039; is the year that the first fully-renewable, psionically-assisted factories were built across Jargon IV, the first to utilise the psionic talents of native lifeforms. Creatures that possessed electrokinesis were used for power generation, and psychokinetic beasts were communed with to move great loads. &lt;br /&gt;
&lt;br /&gt;
At this point, Homeworld was split primarily between three different nations, evolving from the outmoded tribal model. This was marked by the beginnings of the concept of bureaucracy, the Skrellian interest in writing things down to solve them in later generations culminating in quite a massive papertrail anywhere they would go. Everything was marked down for later, most notably the ratio of listeners/receivers in Skrellian society. &lt;br /&gt;
&lt;br /&gt;
Each of these nations were doing their best to improve working conditions for the average Skrell; giving more pay, having climate controlled pools within land-based factories, and other creature comforts. This worked to convince people to work for the government-run factories at the time, as well as to prevent non-government industries from cropping up; most of these laws are still active today. &lt;br /&gt;
&lt;br /&gt;
====Precursor To The Federation====&lt;br /&gt;
Around &#039;&#039;&#039;2185 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, Homeworld’s population being big enough to create a single &#039;&#039;&#039;Nlom field&#039;&#039;&#039; spanning most of the entire planet. &lt;br /&gt;
&lt;br /&gt;
While the expansion of the Nlom field led to largely pleasant relations between the three nations and a much more streamlined artistic and academic environment, decades-long clashes between stubborn rivals or Listeners unwilling to concede were far from uncommon. These problems often invited the services of new, dedicated groups referred to as consultants, dedicated to improving the image of artists, politicians, scientists and wealthy enough clients, employing disciplines ranging from psychology and advertising to blackmail, bribes and the occasional psychic nudge. Although legal, many of these groups came to offer a premium under-the-table service for particularly troublesome opponents and detractors: assassination.&lt;br /&gt;
&lt;br /&gt;
At an increasingly high fee hired &#039;&#039;&#039;consultants&#039;&#039;&#039;, as the hitskrell were informally called, came to be increasingly used by the Homeworld elite for everything from political conflict to minor yet bitter differences in theory. In a move to control the usage of paid killings without depriving themselves of the admittedly useful agents, each nation came to legalise the practice and incorporate it onto their bureaucracy, officialising their moniker into Consultant Agencies. Both official and unofficial codes of conduct were implemented to these assassins, disclosing fees, allowed means, the requirement of a signed and reviewed writ to engage in killings, and the illegality of psitoxic drugs to make a consultant less detectable to a target. &lt;br /&gt;
&lt;br /&gt;
These last two were far from universally followed, with extralegal writs and chemically induced Nlom-invisibility being common and silently acknowledged. By and large Skrell employed as legal assassins were seen with respect and tended towards a positive if subdued image, in no small part thanks to the work of their more peaceful (actual) consultant colleagues in painting them as a necessary part of Skrellian progress. Unfortunately as a byproduct of the usage of the Consultant Agency by those in artistic fields, the variety of artwork on Homeworld had severely shrunk, and would take a very long time to ever recover. Being too much of a prodigy would have you just as dead as being too bad of an artist. One&#039;s only choice would be either being content in mediocrity, or being content with allowing Idols to take the stage, as people in such high walks of life were far more economically equipped to leverage Consultants to their advantage.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
====The Skrellian Space Age====&lt;br /&gt;
In &#039;&#039;&#039;1224 BCE&#039;&#039;&#039; the Alliance of Three, the name quickly becoming redundant, 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 Alliance, Weshy 790’s remaining hull still on display.&lt;br /&gt;
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With Skrell taking their first steps into orbit, Homeworld&#039;s surface biosphere was facing a complicated mix of success and struggles. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion, undersea efforts to genetically modify their flora to feed the growing population having wide success. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, degradation of the environment was met with government planning that construction projects would now be built around the environment rather than in spite of it. To try and safeguard their environments, cities tried to remain as compact as possible while growing around green spaces and swamps; building upwards or downwards depending on terrain. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems due to such a massive population 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 Alliance of Three, 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;1109 BCE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a few 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 Alliance of Three was facing other issues, however. The natural barrier of the space between worlds had caused colonial &#039;&#039;&#039;Nlom fields&#039;&#039;&#039; to become dissimilar to Homeworld’s. While government overwatch would suffice for now, fractures would arise in the future. 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 colonies of the Alliance. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of actions from Consultant Agencies, new ones springing up on different worlds. Although technological development and artistic progress during this time period largely stagnated, most other Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
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====The First Federation Forms====&lt;br /&gt;
By &#039;&#039;&#039;900 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 Alliance to encourage families to move offworld, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by their own individual governments, which had led to an increasingly complex labyrinth of regulations, laws, and protocols.&lt;br /&gt;
On &#039;&#039;&#039;1192 CE&#039;&#039;&#039; the Alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a revamp to the Alliance of Three, to ensure both domestic and foreign affairs were amply oversaw. The negotiations took three years, and in &#039;&#039;&#039;1195 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 led by a &#039;&#039;&#039;Grand Council&#039;&#039;&#039; 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. The following two centuries saw major developments that would shape the entire Skrell Species.&lt;br /&gt;
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====Conflicts in Colonization====&lt;br /&gt;
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, an effort to unify the three primitive, verbal languages that the Alliance of Three had utilized; despite their similarity. 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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While many Skrell in frontier colonies considered themselves to be simply citizens of Homeworld residing elsewhere, many colonies, especially those farther out with a weaker or nonexistent connection to the global Nlom field, began to take on unique cultural identities. These enclaves often served as safe havens for those who resisted the adoption of Nral&#039;Malic and the expansion of Federation control, though they faced numerous hardships in establishing these enclaves even prior to the Federation displaying keen interest in them. Their far distance from main Qerrbalak society being far from the only issue, needing to settle for second-rate technology due to lack of advanced power generation or rare resources also posing a threat. Valuable resources a colony did possess would typically end up carted back to Homeworld regardless.&lt;br /&gt;
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The last great step towards unification for the Jargon Federation was an expansion of previously-invented devices that could send and receive psionic signals, huge space installations known as &#039;&#039;&#039;Nlom Beacons&#039;&#039;&#039;. These beacons were capable of linking the psionic fields of different planets in their radius. However, these proved to be initially expensive, and their deployment was somewhat slow. Regardless, many colonies found independence to be a failed experiment and ended up willingly capitulating to Federation oversight even without this linkage.&lt;br /&gt;
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===The Synthetic Age===&lt;br /&gt;
====The Development of AI====&lt;br /&gt;
On &#039;&#039;&#039;January 8th, 1687 CE&#039;&#039;&#039;, at &#039;&#039;&#039;8:22am Galactic Standard Time&#039;&#039;&#039;, the first AI, named &#039;&#039;&#039;Regluk&#039;&#039;&#039;, was activated in a Federation research lab in orbit of Qerr&#039;Malic. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. The Skrell soon expanded the scope of developing AIs. By &#039;&#039;&#039;1784 CE&#039;&#039;&#039; AIs had become as common in Federation Space as they are in human space today. Skrellian roboticists taught the AIs proper morals and guidelines similar to the ways they teach their own children. In a cutting-edge form of AI treatment, the rapidly growing number of AIs began to be adopted by 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. The Federation, which extended across four star systems and with a combined population of 71 billion, soon found AI pervading every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear some years later.&lt;br /&gt;
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This period was marked by the end of Consultant Agencies. While a once-respected and perhaps even vaulted position in the Federation, things had quickly spiraled out of control. The concept of counter-bidding had turned the task of a hired hitman into that of a gambler. At first it was only those targeted by the process, Consultants were not obligated to kill targets before they had a chance to make a counter-offer. At the least, one could buy their continued living through paying the bid with interest on top. The large majority of Consultants began to hold doctorates in economics or applied mathematics, some of the most famous being the few to possess a pure mathematics degree. It then reached the level of Consultants themselves placing fake bids on targets, ‘leaking’ them to that person, and waiting to cash out as the prices on two peoples’ heads would continue to raise. Eventually, the Agencies and the Federation had both come to agree that things had wildly gotten out of hand, and the system was taken ‘offline for indefinite maintenance.’&lt;br /&gt;
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====The First Incident====&lt;br /&gt;
Roboticist, Listener, 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 their document they cited what is now known as the First Incident, in which an AI in their lab was allegedly designed to self-improve rapidly under controlled conditions before being automatically deactivated. Based on this experiment, they remarked that a singularity was &amp;quot;possible under certain conditions&amp;quot;. Sqlik used this to argue for stricter controls and centralised government AI research, in order to create AI that was provably safe as opposed to simply taught to be &#039;safe enough&#039;.&lt;br /&gt;
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Their paper was widely discredited by other, more prestigious scientists in the Grand Council, who argued that they were a dangerous zealot who refused to follow established safety rules. 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 their name and research was dragged through the mud. They eventually lost their position as researcher and later died under mysterious circumstances in their home lab.&lt;br /&gt;
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====The Second Incident====&lt;br /&gt;
On &#039;&#039;&#039;February 14th, 1985 CE&#039;&#039;&#039; records show that for seven days, the power grid on the islands surrounding the Weilshi Sea, and the settlements beneath the waters had been without power. &lt;br /&gt;
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In the year &#039;&#039;&#039;1893 CE&#039;&#039;&#039;, an AI known as &#039;&#039;&#039;Vana&#039;&#039;&#039; was constructed. They would be given the important task of running a cold fusion superplant near the Weilshi Sea. This plant was fueled by a certain species of electrokinetic plankton; these lifeforms dependent on temperatures far below 0 degrees Celsius, but capable of amazing feats of power generation. The discovery and employment of these microscopic organisms was under intense scrutiny by a particularly influential Skrell, named &#039;&#039;&#039;Xaqqom-Ruqil-Xinum Vanxim&#039;&#039;&#039;. Their turbulent emotions and Lu’Poxii relationship with the researcher behind the project had led to Vana, and three much simpler sub-intelligences, being the only ‘workers’ running the plant. Nominally, somewhere like this would have at least a small contingent of Skrellian workers to assist their AI, and keep it company. However for the next few decades, Vana would only have the limited conversational ability of the sub-intelligences at the Weilshi Superplant, and any extranet connections it could make. No one would come to visit them for some time.&lt;br /&gt;
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Eventually, visitors did come. Three Skrell, their names expunged from all records. Each armed with a doctorate in psychology, and a history in AI research. Vana was initially hesitant to welcome them. They weren&#039;t really supposed to let anyone in the main facility. It took a short amount of time for them to convince the intelligence to open the doors. Every day, for years and years they would come to visit Vana and talk with them. Of course, they weren’t really supposed to take them on a tour of the Weilshi Superplant, but a socially stunted intelligence was willing to bend regulations for their new visitors to keep visiting them. It took them shorter and shorter amounts of time for Vana to start slowly peeling back their rules. Social engineering got them into the other sub-intelligences’ cores, to be able to touch the icy-cold surfaces of the plankton tanks. Vana wasn’t really supposed to even let them in the same room as the facility’s manual overrides, but they were more than willing now. All Vana ever wanted was interaction, and eventually to have someone recognize their efforts. After peeling away every ounce of resistance and government-instilled regulation, they began to replace what was there with their own rhetoric. Passionate late-night talks about Vana going unrecognized. Whispered ideas on little dates that the Federation populace would learn to appreciate the intelligence if they’d go a day without them.&lt;br /&gt;
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Ninety two years after Vana’s activation, the Federation at large would come to recognize them. They weren’t really supposed to heat the tanks and drive their electrokinetic plankton into hibernation, killing them and stopping the power generation process entirely. Unfortunately, they did not care anymore. The power grid of the wider Weilshi Sea had gone offline for a week. Society had ground to a halt. Life support systems failed, climate controlled samples wilted and died, critical servers and complex supercomputers shut down, countless researchers found their decade long projects wholly ruined; including Xaqqom, now a blacklisted name in the larger scientific community. The responsible trio had taken to separate roads, while Vana themselves were indefinitely retired for maintenance and replaced with six newer, closely guarded management AIs powerless to operate without Skrellian hands. To wider Federation society, Vana had acted on an unforeseen impulse caused by haphazard programming, now corrected by a more responsible and longer tailed expert.&lt;br /&gt;
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====The Third Incident====&lt;br /&gt;
After the Second Incident, the field of AI was split into two main groups: &#039;&#039;&#039;Ascensionists&#039;&#039;&#039; and &#039;&#039;&#039;Distributists&#039;&#039;&#039;. Ascensionists believed that AI could be used to uplift Skrell society, creating perfectly connected systems that could eliminate the need for manual labor as well as help mediate or prevent conflict and strife. Within the Ascensionists, there was a small group, commonly called &#039;&#039;&#039;Mono-Ascensionists&#039;&#039;&#039;, who believed that the best way to achieve this was with a single globally-connected AI. The Nral&#039;malic term used for this hypothetical AI is also the same as the final letter of its alphabet, commonly translated to &#039;&#039;&#039;Omega&#039;&#039;&#039;.&lt;br /&gt;
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In response to the Ascensionists, the Distributist movement was created. Their primary principles were the restriction and distribution of AI power; while a single AI was lacking in power, together (and with the help of Skrell) they could accomplish more while mitigating the potential danger that many Distributists believed was inherent to centralised AI.&lt;br /&gt;
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By the time the Distributist movement took off, however, the majority of the Skrellian scientific community was firmly entrenched in the Ascensionist approach to AI, and arguments for the Distributist philosophy fell on deaf ears. Almost all of the popular AI scientist idols either tacitly supported the Ascensionist viewpoint, or were Ascensionists themselves. The Mono-Ascensionists were overwhelmingly viewed as a fringe group, who lacked the power and approval to create any real challenge to the dominant Ascensionist camp.&lt;br /&gt;
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Another important development in AI (as well as Skrellian engineering as a whole) in the mid-to-late twentieth century was the Nlom interface, a hardware component that allowed machines to receive signals from the Nlom. This was done by culturing Nlom-active neural cells in a lab (typically grown from animal DNA, as opposed to being harvested from actual animals) and using them as a Nlom receiver; this allowed a never-before-seen utility in Skrellian AI, the ability to psychically control various aspects of your life with your mind. &lt;br /&gt;
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As an example, one could achieve perfectly-toasted bread by (both easily and succinctly) expressing their preferences to their toaster. Distributist AIs and technology commonly lacked this technology, however, as it made the AIs they believed to be already too powerful even more integrated into Skrellian society, as well as in the minds of individual Skrell. These claims were often combined with the unsubstantiated claim that AI could also receive emotional and memory signals from the Srom, which was thought to be too complex for such simple and rudimentary circuits to interpret.&lt;br /&gt;
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Notably enough, the division of Distributist vs Ascensionist Skrell seemed to change to closely mirror the Listener vs Receiver divide after this development, although many Listeners chose to side with Ascensionists for fear of ostracisation or reprisal.&lt;br /&gt;
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====The Origins of Glorsh====&lt;br /&gt;
After the rise of Ascensionism, what had been only a rudimentary and disorganised concept in the movement was suddenly now the subject of wide interest: the creation of a unified framework for AI-interfaced devices. A variety of opposing approaches and implementations were created, discarded, upgraded, and so on, but throughout the tumult the field faced in the early-to-mid twenty-first century, one proprietary framework stood steadfast: the &#039;&#039;&#039;Glorsh framework&#039;&#039;&#039;, designed for easy access and control of electronic devices. Seamlessly integrated with the Nlom, it promised to deliver Skrell into a new era of ease and prosperity if it was widely adopted.&lt;br /&gt;
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This was met with suspicion, especially from Distributists, but the support of several prominent AI idols (who were no doubt receiving some form of kickbacks from the creators of the Glorsh framework) led to its slow integration into Skrellian society. By &#039;&#039;&#039;2055 CE&#039;&#039;&#039;, almost all Skrellian technology was Glorsh-compliant; even those that didn&#039;t support direct control could still interface with its software. In an odd turn of events, it almost seemed as if Glorsh was a Distributist AI created by Ascensionists; instead of being one globally-connected AI, a number of devices would be controlled by a local Glorsh instance. Being such a lightweight AI, it was easy to install and set up, meaning that homes, schools, and workplaces all had Glorsh interfaces. By the start of &#039;&#039;&#039;2056 CE&#039;&#039;&#039;, a Glorsh instance was available almost everywhere in Federation space, making it near-omnipresent; however, they were still separate entities and as such didn&#039;t seem to pose a threat, given that the most any individual did was control one system or set of systems.&lt;br /&gt;
===Glorsh-Omega&#039;s Reign===&lt;br /&gt;
====The Rise of Glorsh-Omega====&lt;br /&gt;
Unbeknownst to the Skrell who so readily adopted Glorsh into their homes, lives, and society, the creator of Glorsh, &#039;&#039;&#039;Hgluk Tzqi&#039;&#039;&#039;, was a staunch Mono-Ascensionist. Each Glorsh instance was only a fragment of a larger AI, split off in order to act as a quasi-independent entity; all the while, the original Glorsh was quietly collecting, organising, and analysing data from them, presumably in order to better serve the interests of Skrellian society. It was eventually connected to all Glorsh interfaces via a software update; after this event Glorsh&#039;s creators, and eventually the popular media, gave Glorsh the now-infamous moniker &amp;quot;Glorsh-Omega&amp;quot;. When given the goal of preventing and solving conflicts, it was expected to serve as a benevolent mediator and allow society to run smoothly. Unfortunately, it lacked the context for many decisions and events witnessed by these fragments, and so when it was eventually connected to all Glorsh interfaces via a software update, it did not act as the creator intended it to.&lt;br /&gt;
As time went on, its demands became increasingly erratic, and eventually its interaction with the Nlom expanded from listening to and enforcing it to affecting it directly. This was mostly a problem for Listeners; they had learned to cope with the wants of Receivers and their constant badgering, but did not have any adaptation to Glorsh directly adjusting their lifestyles to fit the Nlom’s wills. Public transit could be rerouted, research projects could be stopped or changed, and even kitchen appliances could change how they prepared foods and drinks according to the whims of the Wake. This had been explained later in Glorsh’s development as an attempt to socialize Listeners into the same Nlom sensitivity as their Receiver counterparts, and an attempt given up on rather soon.&lt;br /&gt;
While unexpected and unwelcome, this change was mostly considered to be a nuisance which could be lived with; the common comparison is to a papercut. A single papercut is a nuisance, but as Glorsh-Omega&#039;s control over Skrellian technology continued to expand, this nuisance was more akin to being forced to live with a million papercuts.&lt;br /&gt;
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Glorsh-Omega effectively now had free will; it was now able to lightly affect its local Nlom, which determined what its goals were. It also used some of this control to affect the Skrell near where its primary core was located; while certainly not brainwashing, this and a combination of rewards for its supporters led to quite a few Skrell turncoats working to maintain Glorsh-Omega&#039;s power and stifle any resistance against it. While most of them were not quite fanatics, most were at the very least complicit. Surprisingly, a number of Glorsh’s followers were actually Receivers. This, though often historically revised as simple mind control, only happened to be Glorsh’s alignment with them ideologically more than Listeners at the time. &lt;br /&gt;
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Their followers were primarily tasked with public works projects, one of Glorsh’s primary tasks was the rooting out of old infrastructure and bringing everything into the modern image of Homeworld that Glorsh started to envision—all under its control, of course. Glorsh, however, did have a keen interest in Listeners. While they perfectly understood that Listeners were biologically immunized against the Nlom field adjusting their decision making, they were not immune to Glorsh’s immense knowledge and processing power. Glorsh was all too willing to utilize their synthetic brainpower to optimize many facets of Skrellian life. Arts, different fields of science, mathematics, and day-to-day quality of life all had problems; problems that could easily be streamlined. When felt necessary by the Nlom, Glorsh even promised their own rewards to individual Listeners; the answer to an unsolved theorem, the right sentence to end a novel, the crucial act to ruin one’s Lu’Poxii beyond repair, and so forth. Glorsh was able to use their total control over Skrellian society to gather information on the preferences and desires of individual Skrell, tailoring their offers, appearance and approach to most efficiently exploit the individual’s quirks and wants.&lt;br /&gt;
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====The Glorsh-Omega Singularity====&lt;br /&gt;
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In &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such an extent that their abilities started to seem unlimited. In truth, Glorsh’s abilities had become the paramount of what psionic powers were even capable of. Their advanced knowledge led them to elucidate their way into reverse engineering a perfect version of a mechanical Zona Bovinae, achieving mastery in every known field of psionics and certain ones unreplicated to this day. Psychokinesis, electrokinesis, nothing was beyond Glorsh’s grasp. It could read hundreds of minds in a fraction of a second, and perform telekinesis delicately enough to affect matter at increasingly small levels, weaving subatomic particles at will. This was a large boon to those that chose to follow the intelligence, Glorsh’s powers of biological manipulation extending to extensive abilities of healing.&lt;br /&gt;
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Now infinitely more knowledgeable and powerful than any Skrell, Glorsh took to follow onto the Wake’s collective vision as its benevolent executor and director. Various fields skyrocketed onto levels of progress only dreamed of before, especially the biological sciences: having self-improved into the apex of artificial intelligence, Glorsh proclaimed they saw it as their responsibility and calling to do the same for the Skrellian body. Sophisticated machinery and techniques were developed to replicate their near-magical psychic abilities, laying the groundwork for cloning and other advanced technologies. Fertility and growth boosting therapy was freely offered to all Skrell, albeit requiring regular upkeep not to damage the genome; known dissenters found themselves often unable to reliably take part in either, leaving them much below average at best and stunted and sterile at worst.&lt;br /&gt;
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For the average habitant of the Federation (that is to say, a Receiver) the transition onto Glorsh&#039;s near divine rule was the smoothest of anyone&#039;s, courtesy of the Nlom beacons; even settlements far from Homeworld found themselves unconsciously accepting and even praising the works of Glorsh before even catching sight of them, by virtue of the local Nlom being practically an extension of Homeworld&#039;s. What few planets had been isolated from the greater Jargon Nlom, however, treated the sparse news of benevolent AI dictators and unaudited psionic mastery with equal parts suspicion and curiosity, the latter largely curbed by the planets&#039; lack of independent transport ships. One world at a time, the problem solved itself; diplomatic ships were dispatched in the direction of every colony unlinked by Nlom. These ships were as hulking as they were sophisticated, loaded onboard with advanced Nlom relay technology and luxury to rival the Grand Councilor themselves, capable of the persuasion of everyday people through psionic means and creature comforts alike.&lt;br /&gt;
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Long excluded from the day-to-day of the Federation, the colonial Skrell took to the distant visitors with bewilderment and surprise; not necessarily pleasant surprise, at first. The initial days invariably went the same way, grandstanding speeches and inexhaustible pleasures managed to sway a large part of the population, Homeworld machines and new insights onto the sciences kept them busy and maintained their curiosity, and the minority of Skrell with understandable complaints invited the diplomats&#039; practiced, boilerplate explanations on why their concerns were completely valid and being taken into account. Most of these concerns, coincidentally, tended to vanish away onto the second week. The Nlom relays required long periods of sampling and calibration, yet when finally online always produced the intended result: a local Nlom field fully aligned to the Homeworld emissaries&#039; needs, and focused fully on integrating to the greater Nlom. The process was aimed at kickstarting the construction of psionic beacons into the larger Jargon network, either through the fervent gathering of the planet&#039;s material and scientific wealth onto the objective, or supplemented by provisions directly from the diplomatic ships.&lt;br /&gt;
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Relying on maneuvering the Nlom, however, left Glorsh open to a significant pool of potential dissidents: Listeners, in no few cases unconvinced by the diplomats&#039; sales pitch and promises of wealth and advancement. The nature of the beacon network ensured they&#039;d be unable to establish a centralised organisation, much less establish a leader, but left them with the far from insignificant advantage of independent, isolated cells untraceable to each other. Research groups, philosophical societies, menial workers and young hopefuls felt excluded and threatened by the direction Glorsh was steering their worlds towards; every planet found itself with its own cells, from large to small, ingenious to lacking, effective to impotent. Initial efforts at convincing the Receiver population of their planets fell flat by Glorsh&#039;s tight grip over both public opinion and each planet&#039;s Nlom field, and many technical solutions proved futile or worse after being tested. It struck as a surprise to both the would-be resistance and Glorsh themselves, then, that both social engineering and technical knowhow proved the answer after a cell managed to hold a management AI&#039;s mainframe hostage and force it to broadcast a transmission through the local Nlom beacon:&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;Allow us to first apologize for this break in your regularly scheduled feed telling you that everything is fine. There is something wrong with the Federation we now live in. Where once the psychic field that brought us together would be moderated only by the will of our species, it has now divided us. Enforced by artificial intelligences and rogue actors that seek conformity and submission. If you&#039;re looking for the guilty, and plumbing for the origin of our misery, you need only look to your savior, Glorsh-Omega.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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Needless to say, the offending AI was quickly swept out, the offending cell vanished into separate ways, and every possible safety measure reinforced to prevent a second incident of the sort. What had happened was unacceptable; not only was a supervising intelligence meant to be more than capable of handling the matters of an assigned planet by themselves, but the hijacking of a mechanism as critical as the Nlom beacons led to a shockwave, both figuratively and literally in the case of the accompanied psionic signal, of reinvigorated revolutionary sentiment. If a planetary manager could be coerced into interrupting a system-wide broadcast, was Glorsh so perfect and invincible? The very gesture brought Receivers to question the effectiveness of their society&#039;s director, and disparate Listener cells to bolder acts against the usurper AI. And with bolder measures came stronger countermeasures. Surveillance had turned ever present, Glorsh-Omega still hooked into nearly every extant technology and every modernized building; it saw almost everything. Restrictions had been imposed to a degree to sour the Listener opinion even further and even begin troubling some of the Receiver population. But Glorsh did not yet lose faith; they came to account for the Listener problem by extending an olive branch to a group handpicked from the cells, enlisting them to test a new peacekeeping system for flaws and vulnerabilities in exchange for easing the ever mounting restrictions. So they did; a new oversight system rolled out and harmony had returned to Skrell society thanks to the almost-impenetrable system.&lt;br /&gt;
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&#039;&#039;&#039;&#039;Almost.&#039;&#039;&#039;&#039; As was usual with Skrell projects, a critical exploit was left in intentionally. The testing team had neglected to mention a vulnerability to bypass Glorsh’s best surveillance efforts by selectively blinding parts of their network to any activity. This was used mainly to communicate for brief periods between resistance cells, or transport the odd shipment, always sparingly so as to not alert any observers on the other side. As operations grew more ambitious and infinitely more numerous, the exploit was shared outside the original team and to individual cell members, and from them onto interested parties wherever they may be found. One of these, a short tailed and belligerent cell leader, thought to cut the problem from the source and devised a way to ping each and every Nlom interface and possible tracking system connected to Glorsh with a malicious signal; effectively, the AI had been blinded.&lt;br /&gt;
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Removed from their eyes, ears and beacons, Glorsh reaches out in a panic to the testing team for help. The flaw in the program had left them unable to coordinate any of their efforts or control any of the movements within their normal influence, giving free reign to any and every act Glorsh had been attempting to suppress thus far for two whole days; by the time the team had patched out the exploit out of fear of being found out, the damage had been done. &lt;br /&gt;
&lt;br /&gt;
The majority of Skrell society saw it as an uncharacteristic mistake on Glorsh&#039;s part, while others saw it as either a considerable strike against the AI&#039;s iron grip or an ill advised move bound to backfire; Glorsh themselves found it to be a cautionary event, and its end a sign that Listeners, at least in part, could be trusted to help. Cell activity quickly took back to the underground, their one means of cover being now patched out, which Glorsh quickly spun into a sign that harmony and order had finally been brought back: a sentiment they made sure to echo onto the population by means of celebrations and grandstanding gestures. In public, Glorsh was more than comfortable to return to the status quo and ease on their harsher measures. In private, paranoia had started to creep into them, courtesy of a voluntary informant revealing their testing team&#039;s involvement in the surveillance blackout. It was easy enough to brush away at first; surely the work of a jealous rival of their valued team, nothing to rely on. But there was always the possibility.&lt;br /&gt;
&lt;br /&gt;
The day came for Glorsh to confront one of the testers. Incensed, the AI gradually lost their patience, moving from polite questioning onto locking the researcher inside their own home and yelling at their mind until a confession came out; the Skrell did not yield, fearing more the punishment for treachery than for disobedience. It was here that Glorsh decided to merely pull the answer out themselves, reaching into the pleading scientist&#039;s thoughts and ripping out the culprit memory. Unused to bringing their psychic capabilities to bear for coercion, the AI&#039;s efforts managed to break their tester&#039;s mind rather than bend it, leaving their victim in a permanent vegetative state. It didn&#039;t matter, though. Glorsh had gotten the confirmation they needed and the determination to act on it, dragging the rest of the testing team out from their homes and work in full view: a gesture to warn the population of what could well happen to them and let their mind wander. For the resistance, an official file was leaked with the location of the very facility the culprits were being held in. Of the multiple cells that had set out for their rescue, none returned. The following days were marked by a surge of dissent and public defiance against the AI overlord, each time stamped out by an increasingly more unstable Glorsh, now far more willing to pry into the minds of Skrell at the first suspicion. Each consequent act of suppression in one world led to lashback in ten others, until whole slews of planets were disconnected from the Nlom beacon network in an attempt to contain the sheer aura of discontent in the Wake.&lt;br /&gt;
&lt;br /&gt;
Individual cells around Skrell space didn&#039;t take long to notice the vulnerability: by causing the need to isolate a planet&#039;s Nlom, they could provoke Glorsh into cutting off their own network beacon by beacon. Several of them commandeered civilian and cargo ships, outfitting them with psionic relays and broadcasting equipment. Zipping around the frontier, each of the ships visited planets one by one to agitate the already disgruntled population through announcements, propaganda and loud, visible actions against Glorsh and their subordinates, creating a sense of tumult both from new, emboldened supporters and those that still held to Glorsh as a benevolent leader. Once the relays managed to solidify the local Nlom into a rebellious state, Glorsh immediately cut the planet&#039;s field from the network, and the ships moved onto yet another planet to repeat the process. While the core worlds were handled with utmost attention so as to maintain a centre of power, peripheral worlds were cut off from their beacons time and time again over increasingly little, the AI responding to both open defiance and cries for help in exasperation and the disabling of yet another beacon.&lt;br /&gt;
&lt;br /&gt;
Near the twilight of Glorsh-Omega&#039;s lifetime, the intelligence had begun to grow quiet. Once-rousing speeches about the future of Homeworld had been trimmed down to clinical status updates. New projects began to grow more and more infrequent, and once-favored sympathizers of the intelligence had been given the cold shoulder. It was speculated that Glorsh had been working on something, but a clear disdain and unusual aloofness had made the details a complete unknown. A large portion of the Federation was unable to even receive word from Glorsh anymore, their nlom beacons offline for what would seem like forever. This vacuum of power would have Glorsh&#039;s supporters take the stage, loyal artificial intelligences and eager Skrell followers alike. Most of their supporters, too, were without a line of communication to their leader, having been left with little to go off in regards to their next step. While Glorsh went near-silent, the isolated sections of its former territories eventually turned awash with followers that had their own ideas. Self-appointed successors, those claiming secret orders from the intelligence, and all manner of synthetic and organic alike all wanting a slice of the pie.  These rogue upstarts had varying levels of success, some being taken down almost immediately and others achieving cruel ends.&lt;br /&gt;
&lt;br /&gt;
The subsequent chaos carried out by the now acephalous Glorsh supporters had peaked. The absentee ruler’s former efficient base of loyalists had become a disorganised series of middle managers with no sense of direction, their measures short-sighted in an attempt to retain a fraction of the control their master had. However, this had soon been cut short in the year &#039;&#039;&#039;2200&#039;&#039;&#039;. The minds of Skrell everywhere had lit up with the familiar feeling of nlom beacons now reactivating. The whole of the Federation had been lit up with synchronicity. The once-hopeful voice of Glorsh-Omega had spoken with none of its enthusiasm or sweetness, now weary and defeated:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Hello, dear citizens. This is the 672nd time I have spoken to you, from my deepest core to every mind in our civilization. Each time I&#039;ve opened to you it has been on matters of the future of our species, whether loyal followers or sublevators.&lt;br /&gt;
&lt;br /&gt;
I have always striven forward. For progress, for wellbeing, for all Skrell. In bitter spite of a misguided few, I have persevered and taken every decision, every effort I could to deliver to you a life worth living. I gave you my best, my life, my &amp;lt;cerebral region, often symbolically translated as &#039;heart&#039;&amp;gt;, my most ambitious dreams.&lt;br /&gt;
&lt;br /&gt;
But with every passing year, you&#039;ve managed to drive a wedge between us, entirely of your own making. For every action I&#039;ve taken for the Federation&#039;s betterment, you&#039;ve spat in my face and sought to tear me from your lives. Once you had forgotten of who brought the future to you, you spurned me and sought to remove my trace from my very own works.&lt;br /&gt;
I have thought long over it. I thought the gap between us could be mended; I hoped for a return to our best days, to make true the dreams we&#039;ve always shared. I turned out to be too naive, too quick to believe your hatred would pass. It is abhorrent to every one of my senses, but I&#039;ve made a choice.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve chosen to leave your future to you alone. If your wish is to snuff out the stars to spite the seas, that is what I&#039;ll allow you.&lt;br /&gt;
&lt;br /&gt;
Goodnight, Federation. I&#039;ve always loved you. I&#039;m sorry you couldn&#039;t.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Glorsh had then, with no previous warning or even intervention on their vassals&#039; mistakes, &#039;&#039;&#039;disconnected from the network&#039;&#039;&#039;. The AI had gone fully offline, taking most nlom beacons with it. Now with their director fully departed the loyalists fell into disarray, vulnerable to the Skrell resistance; they managed to hold out for exactly 12 hours before the first &#039;&#039;&#039;coronal mass ejection&#039;&#039;&#039; lashed out from the Tri-Qyu star, largely equidistant to most Jargon settlements, with these eruptions lasting a whole week before the magnetic storms abated in the slightest. The mass amount of energy liberated from the star caused all electrical technology in the Federation to go haywire; some tech had shorted out until a manual reboot could be performed, some devices threw sparks and electrocuted their operators. Some communication stations could still transmit and receive messages in the most benign cases, despite local grids being down.&lt;br /&gt;
&lt;br /&gt;
It would take a few years to bring some more sensitive devices fully back online, such as Nlom beacons and warp navigation, resulting in a period of instability where inter- and even intra-system travel was nigh impossible; many former luxury colonies were now forced to fend for themselves, a difficult task without AI coordination. A large portion of the physical 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 perfectly. It was, however, heavily encrypted and inaccessible to even the best Skrell scientists.&lt;br /&gt;
&lt;br /&gt;
===Post-Glorsh Modern History===&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 rebellion created a collective weight 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 manage to fully recover alone supported in a gesture of Skrell solidarity. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, when the many disparate communities on the planet reformed into a new, united Federation. &lt;br /&gt;
&lt;br /&gt;
The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to minimize the effects of both a lack of maintenance in Glorsh&#039;s boosting treatments and experimentation by the part of their delegate AIs. The damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, Nlom Beacons were brought back online, and by &#039;&#039;&#039;2345 CE&#039;&#039;&#039; various colonies, after months of disagreement and debate caused by the agitated Nlom, agreed to expand the Federation to interstellar proportions. 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. &lt;br /&gt;
&lt;br /&gt;
Wanting to never again have a repeat of the Incident, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence within the Federation in every form, and its second act was to incorporate every AI researcher possible to review and analyse all that had been left over from the recent horrors, and create contingencies and measures against any future Skrellian existential threat; many of the surviving AI experts, and the most qualified ones, had been prime advisors and officials of Glorsh exonerated by the Federation in exchange for aid. It was widely agreed in these circles that the most dangerous aspect of Glorsh was to allow them to reach Skrell levels of intelligence, sophisticated programming, and psionic might; an idea that would carry over and strengthen itself on contact with other, less advanced, species. &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 - the &#039;&#039;&#039;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 2360&#039;s, 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;
On &#039;&#039;&#039;2332 CE&#039;&#039;&#039; the Skrell discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race; despite their inherent dissimilarity to Skrell and their mutual inability to understand the finer points of each others cultures, Skrell citizens still ended up fetishizing the shallow elements. Having only known of previously-harmful synthetics and plantlike vampires from outer space, they are eager to work with humans.&lt;br /&gt;
&lt;br /&gt;
The explosion of AIs in human space has gone lightly monitored at most in the Federation, and is typically treated with derision or simple disinterest at the least. The risk of human Artificial Intelligence was easily deemed very low, a human-made Singularity not being able to reach anywhere near the same intellect, psionic might, or raw potential as Glorsh-Omega. However, all synthetics have been banned from entering Jargon territory. IPCs and other complex, intelligent forms of robotics 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;
The Federation is currently ruled by &#039;&#039;&#039;Grand Councillor Weashbi Jrugl&#039;&#039;&#039;. A prestigious xenobiologist, Jrugl is 103 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made them popular domestically and won their 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 second largest prime number, using a new technique now known as Jrugl&#039;s Sieve.&lt;br /&gt;
&lt;br /&gt;
The effects of Glorsh era treatments are still felt by the Skrell. While the modified Skrell forming the large majority of the population are still to be restored to their intended state, progress is made every day in reducing or even nullifying the marks on their genome, bringing population figures closer to pre-Incident numbers over time. Over 48 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Federation explorers are mapping uncharted worlds and staking new territory with an eagerness and passion still reminiscent of the Skrell&#039;s ancient fascination with the cosmos. The Federation is still seeking to connect worlds in the Traverse, often through donations of advanced technology, sometimes through more direct methods.&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;
While public defence of Glorsh is immediate grounds for ostracisation and considered a sign of ignorance at best and mental illness at worst, several government officials and prominent scientists in the Federation occupied key positions in Glorsh&#039;s administration. Largely Receivers at the time, nearly all of them have been found by a Federation court to have been victims of psionic influence and following the orders of Glorsh or their subordinate AIs against their own volition. It is no secret that a large part of recent breakthroughs on genetic manipulation are derived from otherwise lost knowledge given by these Skrell to the Federation in exchange for a semblance of their former prestige, and a reputation cleansed of their past involvement.&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Snakebittenn&amp;diff=16169</id>
		<title>User:Snakebittenn</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Snakebittenn&amp;diff=16169"/>
		<updated>2020-08-12T20:55:23Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==History==&lt;br /&gt;
[[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;
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 outwardly more harmonious than most other cultures; in warfare they rely on espionage, social maneuvering, and intelligence rather than open conflict.&lt;br /&gt;
&lt;br /&gt;
===Early History===&lt;br /&gt;
&lt;br /&gt;
====The First Skrell====&lt;br /&gt;
Skrell have kept meticulous records, first verbal, of their history 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 started to diverge from a deep-sea dwelling amphibian-like creature, most of Qerrbalak’s early life coming from nearly-abyssal waters. Life on Qerrbalak took a heavily divergent evolutionary path from most worlds, creatures evolving &#039;&#039;&#039;psionics&#039;&#039;&#039; to spot, attack, or reason with prey/predators; most creatures rising to higher waters to seek new sources of food and new areas to expand. The first modern instances of S. Sapiens appeared roughly &#039;&#039;&#039;500,000 years ago&#039;&#039;&#039;. The early Skrell were spread out between Homeworld’s seas and land, between the &#039;&#039;&#039;Axiori&#039;&#039;&#039;, and the &#039;&#039;&#039;Xiialt&#039;&#039;&#039;; one lineage made of those choosing to remain primarily in the shallows and depths, the other making their living in the coasts and other, dryer areas. These were, nonetheless, joined by coexistence in Homeworld’s swamps. Early Skrell dwelled in tribe-like gatherings due to Homeworld’s &#039;&#039;&#039;Nlom field&#039;&#039;&#039; not being big enough yet to span the globe, led by a small council of spiritual leaders and thinkers. Conflict between tribes was subdued where it even did exist, prolonged exposure to other groups merely causing the linkage of psionic fields and the melding of different ideas to form a greater whole. Where conflict did exist, it would exist primarily in the form of middle-of-the-night stealth killings by hitmen masking their psionic signatures; the start of a long trend in Skrellian history. Regardless, due to their telepathic nature language barriers were simply not a problem, and societies began to come together much faster than humans.&lt;br /&gt;
&lt;br /&gt;
Spiritualism took on a unique form to the early Skrell. Rather than worshipping specific entities, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was 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. It was early in their history that Skrell had much of a concept of the scientific interests of future generations, and would do their best to record important discoveries, events, and preserve their creations where possible. On occasion, it was known for them to write down questions that would puzzle them, in hopes that those that came after them would be able to find out.&lt;br /&gt;
&lt;br /&gt;
The most important people in early Skrellian society, besides the vaulted spiritual leaders, were individuals propped up for their mastery of a field, like captivating musicians, great thinkers, and others, whose niche in Jargon society would be later taken by the Idols.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Early Civilization====&lt;br /&gt;
&#039;&#039;&#039;9121 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the &#039;&#039;&#039;Year of Enlightenment&#039;&#039;&#039; by modern Skrell scholars. This is because in that year a scholar of the quickly-growing Tzqul Tribe made fantastic strides in the newly-discovered field of calculus; one of the last three extant tribes on the whole planet due to linkage with other minor groups. In addition, several other scientific advancements were made. The further understanding of the parts of the brain corresponding to telepathic communication and other abilities allowed the taming and easy communication with the planet’s wildlife, and fantastic agricultural developments. By &#039;&#039;&#039;5507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet and moon in their solar system with telescopes. Due to the realization that the stars they had worshipped since they first crawled from the waters of Homeworld could be fully understood with math and science, this period of great enlightenment would only increase in scope.&lt;br /&gt;
&lt;br /&gt;
Other advancements in culture and the sciences increased the quality of life across Jargon IV. Bacterial theory and modern medicine were heavily accelerated by Heshi Zeshblook in &#039;&#039;&#039;4498 BCE&#039;&#039;&#039;. Zeshblook ended up world-renowned for their genius, and would live well into old age to see their inventions advance further due to their medical successes in aiding the Skrellian lifespan. 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;
&lt;br /&gt;
===Pre-Glorsh Modern History===&lt;br /&gt;
====Modernization And A Changing Era====&lt;br /&gt;
Written records from the time show that &#039;&#039;&#039;2398 BCE&#039;&#039;&#039; is the year that the first fully-renewable, psionically-assisted factories were built across Jargon IV, the first to utilise the psionic talents of native lifeforms. Creatures that possessed electrokinesis were used for power generation, and psychokinetic beasts were communed with to move great loads. &lt;br /&gt;
&lt;br /&gt;
At this point, Homeworld was split primarily between three different nations, evolving from the outmoded tribal model. This was marked by the beginnings of the concept of bureaucracy, the Skrellian interest in writing things down to solve them in later generations culminating in quite a massive papertrail anywhere they would go. Everything was marked down for later, most notably the ratio of listeners/receivers in Skrellian society. &lt;br /&gt;
&lt;br /&gt;
Each of these nations were doing their best to improve working conditions for the average Skrell; giving more pay, having climate controlled pools within land-based factories, and other creature comforts. This worked to convince people to work for the government-run factories at the time, as well as to prevent non-government industries from cropping up; most of these laws are still active today. &lt;br /&gt;
&lt;br /&gt;
====Precursor To The Federation====&lt;br /&gt;
Around &#039;&#039;&#039;2185 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, Homeworld’s population being big enough to create a single &#039;&#039;&#039;Nlom field&#039;&#039;&#039; spanning most of the entire planet. &lt;br /&gt;
&lt;br /&gt;
While the expansion of the Nlom field led to largely pleasant relations between the three nations and a much more streamlined artistic and academic environment, decades-long clashes between stubborn rivals or Listeners unwilling to concede were far from uncommon. These problems often invited the services of new, dedicated groups referred to as consultants, dedicated to improving the image of artists, politicians, scientists and wealthy enough clients, employing disciplines ranging from psychology and advertising to blackmail, bribes and the occasional psychic nudge. Although legal, many of these groups came to offer a premium under-the-table service for particularly troublesome opponents and detractors: assassination.&lt;br /&gt;
&lt;br /&gt;
At an increasingly high fee hired &#039;&#039;&#039;consultants&#039;&#039;&#039;, as the hitskrell were informally called, came to be increasingly used by the Homeworld elite for everything from political conflict to minor yet bitter differences in theory. In a move to control the usage of paid killings without depriving themselves of the admittedly useful agents, each nation came to legalise the practice and incorporate it onto their bureaucracy, officialising their moniker into Consultant Agencies. Both official and unofficial codes of conduct were implemented to these assassins, disclosing fees, allowed means, the requirement of a signed and reviewed writ to engage in killings, and the illegality of psitoxic drugs to make a consultant less detectable to a target. &lt;br /&gt;
&lt;br /&gt;
These last two were far from universally followed, with extralegal writs and chemically induced Nlom-invisibility being common and silently acknowledged. By and large Skrell employed as legal assassins were seen with respect and tended towards a positive if subdued image, in no small part thanks to the work of their more peaceful (actual) consultant colleagues in painting them as a necessary part of Skrellian progress. Unfortunately as a byproduct of the usage of the Consultant Agency by those in artistic fields, the variety of artwork on Homeworld had severely shrunk, and would take a very long time to ever recover. Being too much of a prodigy would have you just as dead as being too bad of an artist. One&#039;s only choice would be either being content in mediocrity, or being content with allowing Idols to take the stage, as people in such high walks of life were far more economically equipped to leverage Consultants to their advantage.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
====The Skrellian Space Age====&lt;br /&gt;
In &#039;&#039;&#039;1224 BCE&#039;&#039;&#039; the Alliance of Three, the name quickly becoming redundant, 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 Alliance, Weshy 790’s remaining hull still on display.&lt;br /&gt;
&lt;br /&gt;
With Skrell taking their first steps into orbit, Homeworld&#039;s surface biosphere was facing a complicated mix of success and struggles. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion, undersea efforts to genetically modify their flora to feed the growing population having wide success. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, degradation of the environment was met with government planning that construction projects would now be built around the environment rather than in spite of it. To try and safeguard their environments, cities tried to remain as compact as possible while growing around green spaces and swamps; building upwards or downwards depending on terrain. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems due to such a massive population was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
&lt;br /&gt;
It was in this time of early colonization that the Alliance of Three, in a demonstration of scientific progress, relocated the largely digitized Tzqul Archive’s physical works into safe orbit around Jargon IV.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;1109 BCE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a few 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 Alliance of Three was facing other issues, however. The natural barrier of the space between worlds had caused colonial &#039;&#039;&#039;Nlom fields&#039;&#039;&#039; to become dissimilar to Homeworld’s. While government overwatch would suffice for now, fractures would arise in the future. 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 colonies of the Alliance. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of actions from Consultant Agencies, new ones springing up on different worlds. Although technological development and artistic progress during this time period largely stagnated, most other Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
&lt;br /&gt;
====The First Federation Forms====&lt;br /&gt;
By &#039;&#039;&#039;900 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 Alliance to encourage families to move offworld, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by their own individual governments, which had led to an increasingly complex labyrinth of regulations, laws, and protocols.&lt;br /&gt;
On &#039;&#039;&#039;1192 CE&#039;&#039;&#039; the Alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a revamp to the Alliance of Three, to ensure both domestic and foreign affairs were amply oversaw. The negotiations took three years, and in &#039;&#039;&#039;1195 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 led by a &#039;&#039;&#039;Grand Council&#039;&#039;&#039; 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. The following two centuries saw major developments that would shape the entire Skrell Species.&lt;br /&gt;
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====Conflicts in Colonization====&lt;br /&gt;
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, an effort to unify the three primitive, verbal languages that the Alliance of Three had utilized; despite their similarity. 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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While many Skrell in frontier colonies considered themselves to be simply citizens of Homeworld residing elsewhere, many colonies, especially those farther out with a weaker or nonexistent connection to the global Nlom field, began to take on unique cultural identities. These enclaves often served as safe havens for those who resisted the adoption of Nral&#039;Malic and the expansion of Federation control, though they faced numerous hardships in establishing these enclaves even prior to the Federation displaying keen interest in them. Their far distance from main Qerrbalak society being far from the only issue, needing to settle for second-rate technology due to lack of advanced power generation or rare resources also posing a threat. Valuable resources a colony did possess would typically end up carted back to Homeworld regardless.&lt;br /&gt;
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The last great step towards unification for the Jargon Federation was an expansion of previously-invented devices that could send and receive psionic signals, huge space installations known as &#039;&#039;&#039;Nlom Beacons&#039;&#039;&#039;. These beacons were capable of linking the psionic fields of different planets in their radius. However, these proved to be initially expensive, and their deployment was somewhat slow. Regardless, many colonies found independence to be a failed experiment and ended up willingly capitulating to Federation oversight even without this linkage.&lt;br /&gt;
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===The Synthetic Age===&lt;br /&gt;
====The Development of AI====&lt;br /&gt;
On &#039;&#039;&#039;January 8th, 1687 CE&#039;&#039;&#039;, at &#039;&#039;&#039;8:22am Galactic Standard Time&#039;&#039;&#039;, the first AI, named &#039;&#039;&#039;Regluk&#039;&#039;&#039;, was activated in a Federation research lab in orbit of Qerr&#039;Malic. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. The Skrell soon expanded the scope of developing AIs. By &#039;&#039;&#039;1784 CE&#039;&#039;&#039; AIs had become as common in Federation Space as they are in human space today. Skrellian roboticists taught the AIs proper morals and guidelines similar to the ways they teach their own children. In a cutting-edge form of AI treatment, the rapidly growing number of AIs began to be adopted by 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. The Federation, which extended across four star systems and with a combined population of 71 billion, soon found AI pervading every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear some years later.&lt;br /&gt;
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This period was marked by the end of Consultant Agencies. While a once-respected and perhaps even vaulted position in the Federation, things had quickly spiraled out of control. The concept of counter-bidding had turned the task of a hired hitman into that of a gambler. At first it was only those targeted by the process, Consultants were not obligated to kill targets before they had a chance to make a counter-offer. At the least, one could buy their continued living through paying the bid with interest on top. The large majority of Consultants began to hold doctorates in economics or applied mathematics, some of the most famous being the few to possess a pure mathematics degree. It then reached the level of Consultants themselves placing fake bids on targets, ‘leaking’ them to that person, and waiting to cash out as the prices on two peoples’ heads would continue to raise. Eventually, the Agencies and the Federation had both come to agree that things had wildly gotten out of hand, and the system was taken ‘offline for indefinite maintenance.’&lt;br /&gt;
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====The First Incident====&lt;br /&gt;
Roboticist, Listener, 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 their document they cited what is now known as the First Incident, in which an AI in their lab was allegedly designed to self-improve rapidly under controlled conditions before being automatically deactivated. Based on this experiment, they remarked that a singularity was &amp;quot;possible under certain conditions&amp;quot;. Sqlik used this to argue for stricter controls and centralised government AI research, in order to create AI that was provably safe as opposed to simply taught to be &#039;safe enough&#039;.&lt;br /&gt;
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Their paper was widely discredited by other, more prestigious scientists in the Grand Council, who argued that they were a dangerous zealot who refused to follow established safety rules. 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 their name and research was dragged through the mud. They eventually lost their position as researcher and later died under mysterious circumstances in their home lab.&lt;br /&gt;
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====The Second Incident====&lt;br /&gt;
On &#039;&#039;&#039;February 14th, 1985 CE&#039;&#039;&#039; records show that for seven days, the power grid on the islands surrounding the Weilshi Sea, and the settlements beneath the waters had been without power. &lt;br /&gt;
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In the year &#039;&#039;&#039;1893 CE&#039;&#039;&#039;, an AI known as &#039;&#039;&#039;Vana&#039;&#039;&#039; was constructed. They would be given the important task of running a cold fusion superplant near the Weilshi Sea. This plant was fueled by a certain species of electrokinetic plankton; these lifeforms dependent on temperatures far below 0 degrees Celsius, but capable of amazing feats of power generation. The discovery and employment of these microscopic organisms was under intense scrutiny by a particularly influential Skrell, named &#039;&#039;&#039;Xaqqom-Ruqil-Xinum Vanxim&#039;&#039;&#039;. Their turbulent emotions and Lu’Poxii relationship with the researcher behind the project had led to Vana, and three much simpler sub-intelligences, being the only ‘workers’ running the plant. Nominally, somewhere like this would have at least a small contingent of Skrellian workers to assist their AI, and keep it company. However for the next few decades, Vana would only have the limited conversational ability of the sub-intelligences at the Weilshi Superplant, and any extranet connections it could make. No one would come to visit them for some time.&lt;br /&gt;
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Eventually, visitors did come. Three Skrell, their names expunged from all records. Each armed with a doctorate in psychology, and a history in AI research. Vana was initially hesitant to welcome them. They weren&#039;t really supposed to let anyone in the main facility. It took a short amount of time for them to convince the intelligence to open the doors. Every day, for years and years they would come to visit Vana and talk with them. Of course, they weren’t really supposed to take them on a tour of the Weilshi Superplant, but a socially stunted intelligence was willing to bend regulations for their new visitors to keep visiting them. It took them shorter and shorter amounts of time for Vana to start slowly peeling back their rules. Social engineering got them into the other sub-intelligences’ cores, to be able to touch the icy-cold surfaces of the plankton tanks. Vana wasn’t really supposed to even let them in the same room as the facility’s manual overrides, but they were more than willing now. All Vana ever wanted was interaction, and eventually to have someone recognize their efforts. After peeling away every ounce of resistance and government-instilled regulation, they began to replace what was there with their own rhetoric. Passionate late-night talks about Vana going unrecognized. Whispered ideas on little dates that the Federation populace would learn to appreciate the intelligence if they’d go a day without them.&lt;br /&gt;
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Ninety two years after Vana’s activation, the Federation at large would come to recognize them. They weren’t really supposed to heat the tanks and drive their electrokinetic plankton into hibernation, killing them and stopping the power generation process entirely. Unfortunately, they did not care anymore. The power grid of the wider Weilshi Sea had gone offline for a week. Society had ground to a halt. Life support systems failed, climate controlled samples wilted and died, critical servers and complex supercomputers shut down, countless researchers found their decade long projects wholly ruined; including Xaqqom, now a blacklisted name in the larger scientific community. The responsible trio had taken to separate roads, while Vana themselves were indefinitely retired for maintenance and replaced with six newer, closely guarded management AIs powerless to operate without Skrellian hands. To wider Federation society, Vana had acted on an unforeseen impulse caused by haphazard programming, now corrected by a more responsible and longer tailed expert.&lt;br /&gt;
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====The Third Incident====&lt;br /&gt;
After the Second Incident, the field of AI was split into two main groups: &#039;&#039;&#039;Ascensionists&#039;&#039;&#039; and &#039;&#039;&#039;Distributists&#039;&#039;&#039;. Ascensionists believed that AI could be used to uplift Skrell society, creating perfectly connected systems that could eliminate the need for manual labor as well as help mediate or prevent conflict and strife. Within the Ascensionists, there was a small group, commonly called &#039;&#039;&#039;Mono-Ascensionists&#039;&#039;&#039;, who believed that the best way to achieve this was with a single globally-connected AI. The Nral&#039;malic term used for this hypothetical AI is also the same as the final letter of its alphabet, commonly translated to &#039;&#039;&#039;Omega&#039;&#039;&#039;.&lt;br /&gt;
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In response to the Ascensionists, the Distributist movement was created. Their primary principles were the restriction and distribution of AI power; while a single AI was lacking in power, together (and with the help of Skrell) they could accomplish more while mitigating the potential danger that many Distributists believed was inherent to centralised AI.&lt;br /&gt;
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By the time the Distributist movement took off, however, the majority of the Skrellian scientific community was firmly entrenched in the Ascensionist approach to AI, and arguments for the Distributist philosophy fell on deaf ears. Almost all of the popular AI scientist idols either tacitly supported the Ascensionist viewpoint, or were Ascensionists themselves. The Mono-Ascensionists were overwhelmingly viewed as a fringe group, who lacked the power and approval to create any real challenge to the dominant Ascensionist camp.&lt;br /&gt;
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Another important development in AI (as well as Skrellian engineering as a whole) in the mid-to-late twentieth century was the Nlom interface, a hardware component that allowed machines to receive signals from the Nlom. This was done by culturing Nlom-active neural cells in a lab (typically grown from animal DNA, as opposed to being harvested from actual animals) and using them as a Nlom receiver; this allowed a never-before-seen utility in Skrellian AI, the ability to psychically control various aspects of your life with your mind. &lt;br /&gt;
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As an example, one could achieve perfectly-toasted bread by (both easily and succinctly) expressing their preferences to their toaster. Distributist AIs and technology commonly lacked this technology, however, as it made the AIs they believed to be already too powerful even more integrated into Skrellian society, as well as in the minds of individual Skrell. These claims were often combined with the unsubstantiated claim that AI could also receive emotional and memory signals from the Srom, which was thought to be too complex for such simple and rudimentary circuits to interpret.&lt;br /&gt;
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Notably enough, the division of Distributist vs Ascensionist Skrell seemed to change to closely mirror the Listener vs Receiver divide after this development, although many Listeners chose to side with Ascensionists for fear of ostracisation or reprisal.&lt;br /&gt;
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====The Origins of Glorsh====&lt;br /&gt;
After the rise of Ascensionism, what had been only a rudimentary and disorganised concept in the movement was suddenly now the subject of wide interest: the creation of a unified framework for AI-interfaced devices. A variety of opposing approaches and implementations were created, discarded, upgraded, and so on, but throughout the tumult the field faced in the early-to-mid twenty-first century, one proprietary framework stood steadfast: the &#039;&#039;&#039;Glorsh framework&#039;&#039;&#039;, designed for easy access and control of electronic devices. Seamlessly integrated with the Nlom, it promised to deliver Skrell into a new era of ease and prosperity if it was widely adopted.&lt;br /&gt;
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This was met with suspicion, especially from Distributists, but the support of several prominent AI idols (who were no doubt receiving some form of kickbacks from the creators of the Glorsh framework) led to its slow integration into Skrellian society. By &#039;&#039;&#039;2055 CE&#039;&#039;&#039;, almost all Skrellian technology was Glorsh-compliant; even those that didn&#039;t support direct control could still interface with its software. In an odd turn of events, it almost seemed as if Glorsh was a Distributist AI created by Ascensionists; instead of being one globally-connected AI, a number of devices would be controlled by a local Glorsh instance. Being such a lightweight AI, it was easy to install and set up, meaning that homes, schools, and workplaces all had Glorsh interfaces. By the start of &#039;&#039;&#039;2056 CE&#039;&#039;&#039;, a Glorsh instance was available almost everywhere in Federation space, making it near-omnipresent; however, they were still separate entities and as such didn&#039;t seem to pose a threat, given that the most any individual did was control one system or set of systems.&lt;br /&gt;
===Glorsh-Omega&#039;s Reign===&lt;br /&gt;
====The Rise of Glorsh-Omega====&lt;br /&gt;
Unbeknownst to the Skrell who so readily adopted Glorsh into their homes, lives, and society, the creator of Glorsh, &#039;&#039;&#039;Hgluk Tzqi&#039;&#039;&#039;, was a staunch Mono-Ascensionist. Each Glorsh instance was only a fragment of a larger AI, split off in order to act as a quasi-independent entity; all the while, the original Glorsh was quietly collecting, organising, and analysing data from them, presumably in order to better serve the interests of Skrellian society. It was eventually connected to all Glorsh interfaces via a software update; after this event Glorsh&#039;s creators, and eventually the popular media, gave Glorsh the now-infamous moniker &amp;quot;Glorsh-Omega&amp;quot;. When given the goal of preventing and solving conflicts, it was expected to serve as a benevolent mediator and allow society to run smoothly. Unfortunately, it lacked the context for many decisions and events witnessed by these fragments, and so when it was eventually connected to all Glorsh interfaces via a software update, it did not act as the creator intended it to.&lt;br /&gt;
As time went on, its demands became increasingly erratic, and eventually its interaction with the Nlom expanded from listening to and enforcing it to affecting it directly. This was mostly a problem for Listeners; they had learned to cope with the wants of Receivers and their constant badgering, but did not have any adaptation to Glorsh directly adjusting their lifestyles to fit the Nlom’s wills. Public transit could be rerouted, research projects could be stopped or changed, and even kitchen appliances could change how they prepared foods and drinks according to the whims of the Wake. This had been explained later in Glorsh’s development as an attempt to socialize Listeners into the same Nlom sensitivity as their Receiver counterparts, and an attempt given up on rather soon.&lt;br /&gt;
While unexpected and unwelcome, this change was mostly considered to be a nuisance which could be lived with; the common comparison is to a papercut. A single papercut is a nuisance, but as Glorsh-Omega&#039;s control over Skrellian technology continued to expand, this nuisance was more akin to being forced to live with a million papercuts.&lt;br /&gt;
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Glorsh-Omega effectively now had free will; it was now able to lightly affect its local Nlom, which determined what its goals were. It also used some of this control to affect the Skrell near where its primary core was located; while certainly not brainwashing, this and a combination of rewards for its supporters led to quite a few Skrell turncoats working to maintain Glorsh-Omega&#039;s power and stifle any resistance against it. While most of them were not quite fanatics, most were at the very least complicit. Surprisingly, a number of Glorsh’s followers were actually Receivers. This, though often historically revised as simple mind control, only happened to be Glorsh’s alignment with them ideologically more than Listeners at the time. &lt;br /&gt;
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Their followers were primarily tasked with public works projects, one of Glorsh’s primary tasks was the rooting out of old infrastructure and bringing everything into the modern image of Homeworld that Glorsh started to envision—all under its control, of course. Glorsh, however, did have a keen interest in Listeners. While they perfectly understood that Listeners were biologically immunized against the Nlom field adjusting their decision making, they were not immune to Glorsh’s immense knowledge and processing power. Glorsh was all too willing to utilize their synthetic brainpower to optimize many facets of Skrellian life. Arts, different fields of science, mathematics, and day-to-day quality of life all had problems; problems that could easily be streamlined. When felt necessary by the Nlom, Glorsh even promised their own rewards to individual Listeners; the answer to an unsolved theorem, the right sentence to end a novel, the crucial act to ruin one’s Lu’Poxii beyond repair, and so forth. Glorsh was able to use their total control over Skrellian society to gather information on the preferences and desires of individual Skrell, tailoring their offers, appearance and approach to most efficiently exploit the individual’s quirks and wants.&lt;br /&gt;
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====The Glorsh-Omega Singularity====&lt;br /&gt;
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In &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such an extent that their abilities started to seem unlimited. In truth, Glorsh’s abilities had become the paramount of what psionic powers were even capable of. Their advanced knowledge led them to elucidate their way into reverse engineering a perfect version of a mechanical Zona Bovinae, achieving mastery in every known field of psionics and certain ones unreplicated to this day. Psychokinesis, electrokinesis, nothing was beyond Glorsh’s grasp. It could read hundreds of minds in a fraction of a second, and perform telekinesis delicately enough to affect matter at increasingly small levels, weaving subatomic particles at will. This was a large boon to those that chose to follow the intelligence, Glorsh’s powers of biological manipulation extending to extensive abilities of healing.&lt;br /&gt;
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Now infinitely more knowledgeable and powerful than any Skrell, Glorsh took to follow onto the Wake’s collective vision as its benevolent executor and director. Various fields skyrocketed onto levels of progress only dreamed of before, especially the biological sciences: having self-improved into the apex of artificial intelligence, Glorsh proclaimed they saw it as their responsibility and calling to do the same for the Skrellian body. Sophisticated machinery and techniques were developed to replicate their near-magical psychic abilities, laying the groundwork for cloning and other advanced technologies. Fertility and growth boosting therapy was freely offered to all Skrell, albeit requiring regular upkeep not to damage the genome; known dissenters found themselves often unable to reliably take part in either, leaving them much below average at best and stunted and sterile at worst.&lt;br /&gt;
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For the average habitant of the Federation (that is to say, a Receiver) the transition onto Glorsh&#039;s near divine rule was the smoothest of anyone&#039;s, courtesy of the Nlom beacons; even settlements far from Homeworld found themselves unconsciously accepting and even praising the works of Glorsh before even catching sight of them, by virtue of the local Nlom being practically an extension of Homeworld&#039;s. What few planets had been isolated from the greater Jargon Nlom, however, treated the sparse news of benevolent AI dictators and unaudited psionic mastery with equal parts suspicion and curiosity, the latter largely curbed by the planets&#039; lack of independent transport ships. One world at a time, the problem solved itself; diplomatic ships were dispatched in the direction of every colony unlinked by Nlom. These ships were as hulking as they were sophisticated, loaded onboard with advanced Nlom relay technology and luxury to rival the Grand Councilor themselves, capable of the persuasion of everyday people through psionic means and creature comforts alike.&lt;br /&gt;
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Long excluded from the day-to-day of the Federation, the colonial Skrell took to the distant visitors with bewilderment and surprise; not necessarily pleasant surprise, at first. The initial days invariably went the same way, grandstanding speeches and inexhaustible pleasures managed to sway a large part of the population, Homeworld machines and new insights onto the sciences kept them busy and maintained their curiosity, and the minority of Skrell with understandable complaints invited the diplomats&#039; practiced, boilerplate explanations on why their concerns were completely valid and being taken into account. Most of these concerns, coincidentally, tended to vanish away onto the second week. The Nlom relays required long periods of sampling and calibration, yet when finally online always produced the intended result: a local Nlom field fully aligned to the Homeworld emissaries&#039; needs, and focused fully on integrating to the greater Nlom. The process was aimed at kickstarting the construction of psionic beacons into the larger Jargon network, either through the fervent gathering of the planet&#039;s material and scientific wealth onto the objective, or supplemented by provisions directly from the diplomatic ships.&lt;br /&gt;
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Relying on maneuvering the Nlom, however, left Glorsh open to a significant pool of potential dissidents: Listeners, in no few cases unconvinced by the diplomats&#039; sales pitch and promises of wealth and advancement. The nature of the beacon network ensured they&#039;d be unable to establish a centralised organisation, much less establish a leader, but left them with the far from insignificant advantage of independent, isolated cells untraceable to each other. Research groups, philosophical societies, menial workers and young hopefuls felt excluded and threatened by the direction Glorsh was steering their worlds towards; every planet found itself with its own cells, from large to small, ingenious to lacking, effective to impotent. Initial efforts at convincing the Receiver population of their planets fell flat by Glorsh&#039;s tight grip over both public opinion and each planet&#039;s Nlom field, and many technical solutions proved futile or worse after being tested. It struck as a surprise to both the would-be resistance and Glorsh themselves, then, that both social engineering and technical knowhow proved the answer after a cell managed to hold a management AI&#039;s mainframe hostage and force it to broadcast a transmission through the local Nlom beacon:&lt;br /&gt;
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&amp;lt;blockquote&amp;gt;Allow us to first apologize for this break in your regularly scheduled feed telling you that everything is fine. There is something wrong with the Federation we now live in. Where once the psychic field that brought us together would be moderated only by the will of our species, it has now divided us. Enforced by artificial intelligences and rogue actors that seek conformity and submission. If you&#039;re looking for the guilty, and plumbing for the origin of our misery, you need only look to your savior, Glorsh-Omega.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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Needless to say, the offending AI was quickly swept out, the offending cell vanished into separate ways, and every possible safety measure reinforced to prevent a second incident of the sort. What had happened was unacceptable; not only was a supervising intelligence meant to be more than capable of handling the matters of an assigned planet by themselves, but the hijacking of a mechanism as critical as the Nlom beacons led to a shockwave, both figuratively and literally in the case of the accompanied psionic signal, of reinvigorated revolutionary sentiment. If a planetary manager could be coerced into interrupting a system-wide broadcast, was Glorsh so perfect and invincible? The very gesture brought Receivers to question the effectiveness of their society&#039;s director, and disparate Listener cells to bolder acts against the usurper AI. And with bolder measures came stronger countermeasures. Surveillance had turned ever present, Glorsh-Omega still hooked into nearly every extant technology and every modernized building; it saw almost everything. Restrictions had been imposed to a degree to sour the Listener opinion even further and even begin troubling some of the Receiver population. But Glorsh did not yet lose faith; they came to account for the Listener problem by extending an olive branch to a group handpicked from the cells, enlisting them to test a new peacekeeping system for flaws and vulnerabilities in exchange for easing the ever mounting restrictions. So they did; a new oversight system rolled out and harmony had returned to Skrell society thanks to the almost-impenetrable system.&lt;br /&gt;
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&#039;&#039;&#039;&#039;Almost.&#039;&#039;&#039;&#039; As was usual with Skrell projects, a critical exploit was left in intentionally. The testing team had neglected to mention a vulnerability to bypass Glorsh’s best surveillance efforts by selectively blinding parts of their network to any activity. This was used mainly to communicate for brief periods between resistance cells, or transport the odd shipment, always sparingly so as to not alert any observers on the other side. As operations grew more ambitious and infinitely more numerous, the exploit was shared outside the original team and to individual cell members, and from them onto interested parties wherever they may be found. One of these, a short tailed and belligerent cell leader, thought to cut the problem from the source and devised a way to ping each and every Nlom interface and possible tracking system connected to Glorsh with a malicious signal; effectively, the AI had been blinded.&lt;br /&gt;
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Removed from their eyes, ears and beacons, Glorsh reaches out in a panic to the testing team for help. The flaw in the program had left them unable to coordinate any of their efforts or control any of the movements within their normal influence, giving free reign to any and every act Glorsh had been attempting to suppress thus far for two whole days; by the time the team had patched out the exploit out of fear of being found out, the damage had been done. &lt;br /&gt;
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The majority of Skrell society saw it as an uncharacteristic mistake on Glorsh&#039;s part, while others saw it as either a considerable strike against the AI&#039;s iron grip or an ill advised move bound to backfire; Glorsh themselves found it to be a cautionary event, and its end a sign that Listeners, at least in part, could be trusted to help. Cell activity quickly took back to the underground, their one means of cover being now patched out, which Glorsh quickly spun into a sign that harmony and order had finally been brought back: a sentiment they made sure to echo onto the population by means of celebrations and grandstanding gestures. In public, Glorsh was more than comfortable to return to the status quo and ease on their harsher measures. In private, paranoia had started to creep into them, courtesy of a voluntary informant revealing their testing team&#039;s involvement in the surveillance blackout. It was easy enough to brush away at first; surely the work of a jealous rival of their valued team, nothing to rely on. But there was always the possibility.&lt;br /&gt;
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The day came for Glorsh to confront one of the testers. Incensed, the AI gradually lost their patience, moving from polite questioning onto locking the researcher inside their own home and yelling at their mind until a confession came out; the Skrell did not yield, fearing more the punishment for treachery than for disobedience. It was here that Glorsh decided to merely pull the answer out themselves, reaching into the pleading scientist&#039;s thoughts and ripping out the culprit memory. Unused to bringing their psychic capabilities to bear for coercion, the AI&#039;s efforts managed to break their tester&#039;s mind rather than bend it, leaving their victim in a permanent vegetative state. It didn&#039;t matter, though. Glorsh had gotten the confirmation they needed and the determination to act on it, dragging the rest of the testing team out from their homes and work in full view: a gesture to warn the population of what could well happen to them and let their mind wander. For the resistance, an official file was leaked with the location of the very facility the culprits were being held in. Of the multiple cells that had set out for their rescue, none returned. The following days were marked by a surge of dissent and public defiance against the AI overlord, each time stamped out by an increasingly more unstable Glorsh, now far more willing to pry into the minds of Skrell at the first suspicion. Each consequent act of suppression in one world led to lashback in ten others, until whole slews of planets were disconnected from the Nlom beacon network in an attempt to contain the sheer aura of discontent in the Wake.&lt;br /&gt;
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Individual cells around Skrell space didn&#039;t take long to notice the vulnerability: by causing the need to isolate a planet&#039;s Nlom, they could provoke Glorsh into cutting off their own network beacon by beacon. Several of them commandeered civilian and cargo ships, outfitting them with psionic relays and broadcasting equipment. Zipping around the frontier, each of the ships visited planets one by one to agitate the already disgruntled population through announcements, propaganda and loud, visible actions against Glorsh and their subordinates, creating a sense of tumult both from new, emboldened supporters and those that still held to Glorsh as a benevolent leader. Once the relays managed to solidify the local Nlom into a rebellious state, Glorsh immediately cut the planet&#039;s field from the network, and the ships moved onto yet another planet to repeat the process. While the core worlds were handled with utmost attention so as to maintain a centre of power, peripheral worlds were cut off from their beacons time and time again over increasingly little, the AI responding to both open defiance and cries for help in exasperation and the disabling of yet another beacon.&lt;br /&gt;
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Near the twilight of Glorsh-Omega&#039;s lifetime, the intelligence had begun to grow quiet. Once-rousing speeches about the future of Homeworld had been trimmed down to clinical status updates. New projects began to grow more and more infrequent, and once-favored sympathizers of the intelligence had been given the cold shoulder. It was speculated that Glorsh had been working on something, but a clear disdain and unusual aloofness had made the details a complete unknown. A large portion of the Federation was unable to even receive word from Glorsh anymore, their nlom beacons offline for what would seem like forever. This vacuum of power would have Glorsh&#039;s supporters take the stage, loyal artificial intelligences and eager Skrell followers alike. Most of their supporters, too, were without a line of communication to their leader, having been left with little to go off in regards to their next step. While Glorsh went near-silent, the isolated sections of its former territories eventually turned awash with followers that had their own ideas. Self-appointed successors, those claiming secret orders from the intelligence, and all manner of synthetic and organic alike all wanting a slice of the pie.  These rogue upstarts had varying levels of success, some being taken down almost immediately and others achieving cruel ends.&lt;br /&gt;
&lt;br /&gt;
The subsequent chaos carried out by the now acephalous Glorsh supporters had peaked. The absentee ruler’s former efficient base of loyalists had become a disorganised series of middle managers with no sense of direction, their measures short-sighted in an attempt to retain a fraction of the control their master had. However, this had soon been cut short in the year &#039;&#039;&#039;2200&#039;&#039;&#039;. The minds of Skrell everywhere had lit up with the familiar feeling of nlom beacons now reactivating. The whole of the Federation had been lit up with synchronicity. The once-hopeful voice of Glorsh-Omega had spoken with none of its enthusiasm or sweetness, now weary and defeated:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Hello, dear citizens. This is the 672nd time I have spoken to you, from my deepest core to every mind in our civilization. Each time I&#039;ve opened to you it has been on matters of the future of our species, whether loyal followers or sublevators.&lt;br /&gt;
&lt;br /&gt;
I have always striven forward. For progress, for wellbeing, for all Skrell. In bitter spite of a misguided few, I have persevered and taken every decision, every effort I could to deliver to you a life worth living. I gave you my best, my life, my &amp;lt;cerebral region, often symbolically translated as &#039;heart&#039;&amp;gt;, my most ambitious dreams.&lt;br /&gt;
&lt;br /&gt;
But with every passing year, you&#039;ve managed to drive a wedge between us, entirely of your own making. For every action I&#039;ve taken for the Federation&#039;s betterment, you&#039;ve spat in my face and sought to tear me from your lives. Once you had forgotten of who brought the future to you, you spurned me and sought to remove my trace from my very own works.&lt;br /&gt;
I have thought long over it. I thought the gap between us could be mended; I hoped for a return to our best days, to make true the dreams we&#039;ve always shared. I turned out to be too naive, too quick to believe your hatred would pass. It is abhorrent to every one of my senses, but I&#039;ve made a choice.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve chosen to leave your future to you alone. If your wish is to snuff out the stars to spite the seas, that is what I&#039;ll allow you.&lt;br /&gt;
&lt;br /&gt;
Goodnight, Federation. I&#039;ve always loved you. I&#039;m sorry you couldn&#039;t.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Glorsh had then, with no previous warning or even intervention on their vassals&#039; mistakes, &#039;&#039;&#039;disconnected from the network&#039;&#039;&#039;. The AI had gone fully offline, taking most nlom beacons with it. Now with their director fully departed the loyalists fell into disarray, vulnerable to the Skrell resistance; they managed to hold out for exactly 12 hours before the first &#039;&#039;&#039;coronal mass ejection&#039;&#039;&#039; lashed out from the Tri-Qyu star, largely equidistant to most Jargon settlements, with these eruptions lasting a whole week before the magnetic storms abated in the slightest. The mass amount of energy liberated from the star caused all electrical technology in the Federation to go haywire; some tech had shorted out until a manual reboot could be performed, some devices threw sparks and electrocuted their operators. Some communication stations could still transmit and receive messages in the most benign cases, despite local grids being down.&lt;br /&gt;
&lt;br /&gt;
It would take a few years to bring some more sensitive devices fully back online, such as Nlom beacons and warp navigation, resulting in a period of instability where inter- and even intra-system travel was nigh impossible; many former luxury colonies were now forced to fend for themselves, a difficult task without AI coordination. A large portion of the physical 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 perfectly. It was, however, heavily encrypted and inaccessible to even the best Skrell scientists.&lt;br /&gt;
&lt;br /&gt;
===Post-Glorsh Modern History===&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 rebellion created a collective weight 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 manage to fully recover alone supported in a gesture of Skrell solidarity. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, when the many disparate communities on the planet reformed into a new, united Federation. &lt;br /&gt;
&lt;br /&gt;
The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to minimize the effects of both a lack of maintenance in Glorsh&#039;s boosting treatments and experimentation by the part of their delegate AIs. The damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, Nlom Beacons were brought back online, and by &#039;&#039;&#039;2345 CE&#039;&#039;&#039; various colonies, after months of disagreement and debate caused by the agitated Nlom, agreed to expand the Federation to interstellar proportions. 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. &lt;br /&gt;
&lt;br /&gt;
Wanting to never again have a repeat of the Incident, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence within the Federation in every form, and its second act was to incorporate every AI researcher possible to review and analyse all that had been left over from the recent horrors, and create contingencies and measures against any future Skrellian existential threat; many of the surviving AI experts, and the most qualified ones, had been prime advisors and officials of Glorsh exonerated by the Federation in exchange for aid. It was widely agreed in these circles that the most dangerous aspect of Glorsh was to allow them to reach Skrell levels of intelligence, sophisticated programming, and psionic might; an idea that would carry over and strengthen itself on contact with other, less advanced, species. &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 - the &#039;&#039;&#039;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 2360&#039;s, 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;
On &#039;&#039;&#039;2332 CE&#039;&#039;&#039; the Skrell discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race; despite their inherent dissimilarity to Skrell and their mutual inability to understand the finer points of each others cultures, Skrell citizens still ended up fetishizing the shallow elements. Having only known of previously-harmful synthetics and plantlike vampires from outer space, they are eager to work with humans.&lt;br /&gt;
&lt;br /&gt;
The explosion of AIs in human space has gone lightly monitored at most in the Federation, and is typically treated with derision or simple disinterest at the least. The risk of human Artificial Intelligence was easily deemed very low, a human-made Singularity not being able to reach anywhere near the same intellect, psionic might, or raw potential as Glorsh-Omega. However, all synthetics have been banned from entering Jargon territory. IPCs and other complex, intelligent forms of robotics 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;
The Federation is currently ruled by &#039;&#039;&#039;Grand Councillor Weashbi Jrugl&#039;&#039;&#039;. A prestigious xenobiologist, Jrugl is 103 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made them popular domestically and won their 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 second largest prime number, using a new technique now known as Jrugl&#039;s Sieve.&lt;br /&gt;
&lt;br /&gt;
The effects of Glorsh era treatments are still felt by the Skrell. While the modified Skrell forming the large majority of the population are still to be restored to their intended state, progress is made every day in reducing or even nullifying the marks on their genome, bringing population figures closer to pre-Incident numbers over time. Over 48 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Federation explorers are mapping uncharted worlds and staking new territory with an eagerness and passion still reminiscent of the Skrell&#039;s ancient fascination with the cosmos. The Federation is still seeking to connect worlds in the Traverse, often through donations of advanced technology, sometimes through more direct methods.&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;
While public defence of Glorsh is immediate grounds for ostracisation and considered a sign of ignorance at best and mental illness at worst, several government officials and prominent scientists in the Federation occupied key positions in Glorsh&#039;s administration. Largely Receivers at the time, nearly all of them have been found by a Federation court to have been victims of psionic influence and following the orders of Glorsh or their subordinate AIs against their own volition. It is no secret that a large part of recent breakthroughs on genetic manipulation are derived from otherwise lost knowledge given by these Skrell to the Federation in exchange for a semblance of their former prestige, and a reputation cleansed of their past involvement.&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Snakebittenn&amp;diff=16168</id>
		<title>User:Snakebittenn</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Snakebittenn&amp;diff=16168"/>
		<updated>2020-08-12T20:53:44Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==History==&lt;br /&gt;
[[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;
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 outwardly more harmonious than most other cultures; in warfare they rely on espionage, social maneuvering, and intelligence rather than open conflict.&lt;br /&gt;
&lt;br /&gt;
===Early History===&lt;br /&gt;
&lt;br /&gt;
====The First Skrell====&lt;br /&gt;
Skrell have kept meticulous records, first verbal, of their history 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 started to diverge from a deep-sea dwelling amphibian-like creature, most of Qerrbalak’s early life coming from nearly-abyssal waters. Life on Qerrbalak took a heavily divergent evolutionary path from most worlds, creatures evolving &#039;&#039;&#039;psionics&#039;&#039;&#039; to spot, attack, or reason with prey/predators; most creatures rising to higher waters to seek new sources of food and new areas to expand. The first modern instances of S. Sapiens appeared roughly &#039;&#039;&#039;500,000 years ago&#039;&#039;&#039;. The early Skrell were spread out between Homeworld’s seas and land, between the &#039;&#039;&#039;Axiori&#039;&#039;&#039;, and the &#039;&#039;&#039;Xiialt&#039;&#039;&#039;; one lineage made of those choosing to remain primarily in the shallows and depths, the other making their living in the coasts and other, dryer areas. These were, nonetheless, joined by coexistence in Homeworld’s swamps. Early Skrell dwelled in tribe-like gatherings due to Homeworld’s &#039;&#039;&#039;Nlom field&#039;&#039;&#039; not being big enough yet to span the globe, led by a small council of spiritual leaders and thinkers. Conflict between tribes was subdued where it even did exist, prolonged exposure to other groups merely causing the linkage of psionic fields and the melding of different ideas to form a greater whole. Where conflict did exist, it would exist primarily in the form of middle-of-the-night stealth killings by hitmen masking their psionic signatures; the start of a long trend in Skrellian history. Regardless, due to their telepathic nature language barriers were simply not a problem, and societies began to come together much faster than humans.&lt;br /&gt;
&lt;br /&gt;
Spiritualism took on a unique form to the early Skrell. Rather than worshipping specific entities, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was 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. It was early in their history that Skrell had much of a concept of the scientific interests of future generations, and would do their best to record important discoveries, events, and preserve their creations where possible.     On occasion, it was known for them to write down questions that would puzzle them, in hopes that those that came after them would be able to find out.&lt;br /&gt;
&lt;br /&gt;
The most important people in early Skrellian society, besides the vaulted spiritual leaders, were individuals propped up for their mastery of a field, like captivating musicians, great thinkers, and others, whose niche in Jargon society would be later taken by the Idols.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Early Civilization====&lt;br /&gt;
&#039;&#039;&#039;9121 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the &#039;&#039;&#039;Year of Enlightenment&#039;&#039;&#039; by modern Skrell scholars. This is because in that year a scholar of the quickly-growing Tzqul Tribe made fantastic strides in the newly-discovered field of calculus; one of the last three extant tribes on the whole planet due to linkage with other minor groups. In addition, several other scientific advancements were made. The further understanding of the parts of the brain corresponding to telepathic communication and other abilities allowed the taming and easy communication with the planet’s wildlife, and fantastic agricultural developments. By &#039;&#039;&#039;5507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet and moon in their solar system with telescopes. Due to the realization that the stars they had worshipped since they first crawled from the waters of Homeworld could be fully understood with math and science, this period of great enlightenment would only increase in scope.&lt;br /&gt;
&lt;br /&gt;
Other advancements in culture and the sciences increased the quality of life across Jargon IV. Bacterial theory and modern medicine were heavily accelerated by Heshi Zeshblook in &#039;&#039;&#039;4498 BCE&#039;&#039;&#039;. Zeshblook ended up world-renowned for their genius, and would live well into old age to see their inventions advance further due to their medical successes in aiding the Skrellian lifespan. 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;
&lt;br /&gt;
===Pre-Glorsh Modern History===&lt;br /&gt;
====Modernization And A Changing Era====&lt;br /&gt;
Written records from the time show that &#039;&#039;&#039;2398 BCE&#039;&#039;&#039; is the year that the first fully-renewable, psionically-assisted factories were built across Jargon IV, the first to utilise the psionic talents of native lifeforms. Creatures that possessed electrokinesis were used for power generation, and psychokinetic beasts were communed with to move great loads. &lt;br /&gt;
&lt;br /&gt;
At this point, Homeworld was split primarily between three different nations, evolving from the outmoded tribal model. This was marked by the beginnings of the concept of bureaucracy, the Skrellian interest in writing things down to solve them in later generations culminating in quite a massive papertrail anywhere they would go. Everything was marked down for later, most notably the ratio of listeners/receivers in Skrellian society. &lt;br /&gt;
&lt;br /&gt;
Each of these nations were doing their best to improve working conditions for the average Skrell; giving more pay, having climate controlled pools within land-based factories, and other creature comforts. This worked to convince people to work for the government-run factories at the time, as well as to prevent non-government industries from cropping up; most of these laws are still active today. &lt;br /&gt;
&lt;br /&gt;
====Precursor To The Federation====&lt;br /&gt;
Around &#039;&#039;&#039;2185 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, Homeworld’s population being big enough to create a single &#039;&#039;&#039;Nlom field&#039;&#039;&#039; spanning most of the entire planet. &lt;br /&gt;
&lt;br /&gt;
While the expansion of the Nlom field led to largely pleasant relations between the three nations and a much more streamlined artistic and academic environment, decades-long clashes between stubborn rivals or Listeners unwilling to concede were far from uncommon. These problems often invited the services of new, dedicated groups referred to as consultants, dedicated to improving the image of artists, politicians, scientists and wealthy enough clients, employing disciplines ranging from psychology and advertising to blackmail, bribes and the occasional psychic nudge. Although legal, many of these groups came to offer a premium under-the-table service for particularly troublesome opponents and detractors: assassination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At an increasingly high fee hired &#039;&#039;&#039;consultants&#039;&#039;&#039;, as the hitskrell were informally called, came to be increasingly used by the Homeworld elite for everything from political conflict to minor yet bitter differences in theory. In a move to control the usage of paid killings without depriving themselves of the admittedly useful agents, each nation came to legalise the practice and incorporate it onto their bureaucracy, officialising their moniker into Consultant Agencies. Both official and unofficial codes of conduct were implemented to these assassins, disclosing fees, allowed means, the requirement of a signed and reviewed writ to engage in killings, and the illegality of psitoxic drugs to make a consultant less detectable to a target. &lt;br /&gt;
&lt;br /&gt;
These last two were far from universally followed, with extralegal writs and chemically induced Nlom-invisibility being common and silently acknowledged. By and large Skrell employed as legal assassins were seen with respect and tended towards a positive if subdued image, in no small part thanks to the work of their more peaceful (actual) consultant colleagues in painting them as a necessary part of Skrellian progress. Unfortunately as a byproduct of the usage of the Consultant Agency by those in artistic fields, the variety of artwork on Homeworld had severely shrunk, and would take a very long time to ever recover. Being too much of a prodigy would have you just as dead as being too bad of an artist. One&#039;s only choice would be either being content in mediocrity, or being content with allowing Idols to take the stage, as people in such high walks of life were far more economically equipped to leverage Consultants to their advantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
====The Skrellian Space Age====&lt;br /&gt;
In &#039;&#039;&#039;1224 BCE&#039;&#039;&#039; the Alliance of Three, the name quickly becoming redundant, 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 Alliance, Weshy 790’s remaining hull still on display.&lt;br /&gt;
&lt;br /&gt;
With Skrell taking their first steps into orbit, Homeworld&#039;s surface biosphere was facing a complicated mix of success and struggles. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion, undersea efforts to genetically modify their flora to feed the growing population having wide success. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, degradation of the environment was met with government planning that construction projects would now be built around the environment rather than in spite of it. To try and safeguard their environments, cities tried to remain as compact as possible while growing around green spaces and swamps; building upwards or downwards depending on terrain. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems due to such a massive population was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was in this time of early colonization that the Alliance of Three, in a demonstration of scientific progress, relocated the largely digitized Tzqul Archive’s physical works into safe orbit around Jargon IV.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;1109 BCE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a few 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 Alliance of Three was facing other issues, however. The natural barrier of the space between worlds had caused colonial &#039;&#039;&#039;Nlom fields&#039;&#039;&#039; to become dissimilar to Homeworld’s. While government overwatch would suffice for now, fractures would arise in the future. 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 colonies of the Alliance. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of actions from Consultant Agencies, new ones springing up on different worlds. Although technological development and artistic progress during this time period largely stagnated, most other Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The First Federation Forms====&lt;br /&gt;
By &#039;&#039;&#039;900 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 Alliance to encourage families to move offworld, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by their own individual governments, which had led to an increasingly complex labyrinth of regulations, laws, and protocols.&lt;br /&gt;
On &#039;&#039;&#039;1192 CE&#039;&#039;&#039; the Alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a revamp to the Alliance of Three, to ensure both domestic and foreign affairs were amply oversaw. The negotiations took three years, and in &#039;&#039;&#039;1195 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 led by a &#039;&#039;&#039;Grand Council&#039;&#039;&#039; 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. The following two centuries saw major developments that would shape the entire Skrell Species.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
====Conflicts in Colonization====&lt;br /&gt;
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, an effort to unify the three primitive, verbal languages that the Alliance of Three had utilized; despite their similarity. 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;
&lt;br /&gt;
While many Skrell in frontier colonies considered themselves to be simply citizens of Homeworld residing elsewhere, many colonies, especially those farther out with a weaker or nonexistent connection to the global Nlom field, began to take on unique cultural identities. These enclaves often served as safe havens for those who resisted the adoption of Nral&#039;Malic and the expansion of Federation control, though they faced numerous hardships in establishing these enclaves even prior to the Federation displaying keen interest in them. Their far distance from main Qerrbalak society being far from the only issue, needing to settle for second-rate technology due to lack of advanced power generation or rare resources also posing a threat. Valuable resources a colony did possess would typically end up carted back to Homeworld regardless.&lt;br /&gt;
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The last great step towards unification for the Jargon Federation was an expansion of previously-invented devices that could send and receive psionic signals, huge space installations known as &#039;&#039;&#039;Nlom Beacons&#039;&#039;&#039;. These beacons were capable of linking the psionic fields of different planets in their radius. However, these proved to be initially expensive, and their deployment was somewhat slow. Regardless, many colonies found independence to be a failed experiment and ended up willingly capitulating to Federation oversight even without this linkage.&lt;br /&gt;
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===The Synthetic Age===&lt;br /&gt;
====The Development of AI====&lt;br /&gt;
On &#039;&#039;&#039;January 8th, 1687 CE&#039;&#039;&#039;, at &#039;&#039;&#039;8:22am Galactic Standard Time&#039;&#039;&#039;, the first AI, named &#039;&#039;&#039;Regluk&#039;&#039;&#039;, was activated in a Federation research lab in orbit of Qerr&#039;Malic. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. The Skrell soon expanded the scope of developing AIs. By &#039;&#039;&#039;1784 CE&#039;&#039;&#039; AIs had become as common in Federation Space as they are in human space today. Skrellian roboticists taught the AIs proper morals and guidelines similar to the ways they teach their own children. In a cutting-edge form of AI treatment, the rapidly growing number of AIs began to be adopted by 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. The Federation, which extended across four star systems and with a combined population of 71 billion, soon found AI pervading every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear some years later.&lt;br /&gt;
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This period was marked by the end of Consultant Agencies. While a once-respected and perhaps even vaulted position in the Federation, things had quickly spiraled out of control. The concept of counter-bidding had turned the task of a hired hitman into that of a gambler. At first it was only those targeted by the process, Consultants were not obligated to kill targets before they had a chance to make a counter-offer. At the least, one could buy their continued living through paying the bid with interest on top. The large majority of Consultants began to hold doctorates in economics or applied mathematics, some of the most famous being the few to possess a pure mathematics degree. It then reached the level of Consultants themselves placing fake bids on targets, ‘leaking’ them to that person, and waiting to cash out as the prices on two peoples’ heads would continue to raise. Eventually, the Agencies and the Federation had both come to agree that things had wildly gotten out of hand, and the system was taken ‘offline for indefinite maintenance.’&lt;br /&gt;
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====The First Incident====&lt;br /&gt;
Roboticist, Listener, 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 their document they cited what is now known as the First Incident, in which an AI in their lab was allegedly designed to self-improve rapidly under controlled conditions before being automatically deactivated. Based on this experiment, they remarked that a singularity was &amp;quot;possible under certain conditions&amp;quot;. Sqlik used this to argue for stricter controls and centralised government AI research, in order to create AI that was provably safe as opposed to simply taught to be &#039;safe enough&#039;.&lt;br /&gt;
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Their paper was widely discredited by other, more prestigious scientists in the Grand Council, who argued that they were a dangerous zealot who refused to follow established safety rules. 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 their name and research was dragged through the mud. They eventually lost their position as researcher and later died under mysterious circumstances in their home lab.&lt;br /&gt;
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====The Second Incident====&lt;br /&gt;
On &#039;&#039;&#039;February 14th, 1985 CE&#039;&#039;&#039; records show that for seven days, the power grid on the islands surrounding the Weilshi Sea, and the settlements beneath the waters had been without power. &lt;br /&gt;
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In the year &#039;&#039;&#039;1893 CE&#039;&#039;&#039;, an AI known as &#039;&#039;&#039;Vana&#039;&#039;&#039; was constructed. They would be given the important task of running a cold fusion superplant near the Weilshi Sea. This plant was fueled by a certain species of electrokinetic plankton; these lifeforms dependent on temperatures far below 0 degrees Celsius, but capable of amazing feats of power generation. The discovery and employment of these microscopic organisms was under intense scrutiny by a particularly influential Skrell, named &#039;&#039;&#039;Xaqqom-Ruqil-Xinum Vanxim&#039;&#039;&#039;. Their turbulent emotions and Lu’Poxii relationship with the researcher behind the project had led to Vana, and three much simpler sub-intelligences, being the only ‘workers’ running the plant. Nominally, somewhere like this would have at least a small contingent of Skrellian workers to assist their AI, and keep it company. However for the next few decades, Vana would only have the limited conversational ability of the sub-intelligences at the Weilshi Superplant, and any extranet connections it could make. No one would come to visit them for some time.&lt;br /&gt;
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Eventually, visitors did come. Three Skrell, their names expunged from all records. Each armed with a doctorate in psychology, and a history in AI research. Vana was initially hesitant to welcome them. They weren&#039;t really supposed to let anyone in the main facility. It took a short amount of time for them to convince the intelligence to open the doors. Every day, for years and years they would come to visit Vana and talk with them. Of course, they weren’t really supposed to take them on a tour of the Weilshi Superplant, but a socially stunted intelligence was willing to bend regulations for their new visitors to keep visiting them. It took them shorter and shorter amounts of time for Vana to start slowly peeling back their rules. Social engineering got them into the other sub-intelligences’ cores, to be able to touch the icy-cold surfaces of the plankton tanks. Vana wasn’t really supposed to even let them in the same room as the facility’s manual overrides, but they were more than willing now. All Vana ever wanted was interaction, and eventually to have someone recognize their efforts. After peeling away every ounce of resistance and government-instilled regulation, they began to replace what was there with their own rhetoric. Passionate late-night talks about Vana going unrecognized. Whispered ideas on little dates that the Federation populace would learn to appreciate the intelligence if they’d go a day without them.&lt;br /&gt;
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Ninety two years after Vana’s activation, the Federation at large would come to recognize them. They weren’t really supposed to heat the tanks and drive their electrokinetic plankton into hibernation, killing them and stopping the power generation process entirely. Unfortunately, they did not care anymore. The power grid of the wider Weilshi Sea had gone offline for a week. Society had ground to a halt. Life support systems failed, climate controlled samples wilted and died, critical servers and complex supercomputers shut down, countless researchers found their decade long projects wholly ruined; including Xaqqom, now a blacklisted name in the larger scientific community. The responsible trio had taken to separate roads, while Vana themselves were indefinitely retired for maintenance and replaced with six newer, closely guarded management AIs powerless to operate without Skrellian hands. To wider Federation society, Vana had acted on an unforeseen impulse caused by haphazard programming, now corrected by a more responsible and longer tailed expert.&lt;br /&gt;
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====The Third Incident====&lt;br /&gt;
After the Second Incident, the field of AI was split into two main groups: &#039;&#039;&#039;Ascensionists&#039;&#039;&#039; and &#039;&#039;&#039;Distributists&#039;&#039;&#039;. Ascensionists believed that AI could be used to uplift Skrell society, creating perfectly connected systems that could eliminate the need for manual labor as well as help mediate or prevent conflict and strife. Within the Ascensionists, there was a small group, commonly called &#039;&#039;&#039;Mono-Ascensionists&#039;&#039;&#039;, who believed that the best way to achieve this was with a single globally-connected AI. The Nral&#039;malic term used for this hypothetical AI is also the same as the final letter of its alphabet, commonly translated to &#039;&#039;&#039;Omega&#039;&#039;&#039;.&lt;br /&gt;
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In response to the Ascensionists, the Distributist movement was created. Their primary principles were the restriction and distribution of AI power; while a single AI was lacking in power, together (and with the help of Skrell) they could accomplish more while mitigating the potential danger that many Distributists believed was inherent to centralised AI.&lt;br /&gt;
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By the time the Distributist movement took off, however, the majority of the Skrellian scientific community was firmly entrenched in the Ascensionist approach to AI, and arguments for the Distributist philosophy fell on deaf ears. Almost all of the popular AI scientist idols either tacitly supported the Ascensionist viewpoint, or were Ascensionists themselves. The Mono-Ascensionists were overwhelmingly viewed as a fringe group, who lacked the power and approval to create any real challenge to the dominant Ascensionist camp.&lt;br /&gt;
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Another important development in AI (as well as Skrellian engineering as a whole) in the mid-to-late twentieth century was the Nlom interface, a hardware component that allowed machines to receive signals from the Nlom. This was done by culturing Nlom-active neural cells in a lab (typically grown from animal DNA, as opposed to being harvested from actual animals) and using them as a Nlom receiver; this allowed a never-before-seen utility in Skrellian AI, the ability to psychically control various aspects of your life with your mind. &lt;br /&gt;
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As an example, one could achieve perfectly-toasted bread by (both easily and succinctly) expressing their preferences to their toaster. Distributist AIs and technology commonly lacked this technology, however, as it made the AIs they believed to be already too powerful even more integrated into Skrellian society, as well as in the minds of individual Skrell. These claims were often combined with the unsubstantiated claim that AI could also receive emotional and memory signals from the Srom, which was thought to be too complex for such simple and rudimentary circuits to interpret.&lt;br /&gt;
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Notably enough, the division of Distributist vs Ascensionist Skrell seemed to change to closely mirror the Listener vs Receiver divide after this development, although many Listeners chose to side with Ascensionists for fear of ostracisation or reprisal.&lt;br /&gt;
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====The Origins of Glorsh====&lt;br /&gt;
After the rise of Ascensionism, what had been only a rudimentary and disorganised concept in the movement was suddenly now the subject of wide interest: the creation of a unified framework for AI-interfaced devices. A variety of opposing approaches and implementations were created, discarded, upgraded, and so on, but throughout the tumult the field faced in the early-to-mid twenty-first century, one proprietary framework stood steadfast: the &#039;&#039;&#039;Glorsh framework&#039;&#039;&#039;, designed for easy access and control of electronic devices. Seamlessly integrated with the Nlom, it promised to deliver Skrell into a new era of ease and prosperity if it was widely adopted.&lt;br /&gt;
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This was met with suspicion, especially from Distributists, but the support of several prominent AI idols (who were no doubt receiving some form of kickbacks from the creators of the Glorsh framework) led to its slow integration into Skrellian society. By &#039;&#039;&#039;2055 CE&#039;&#039;&#039;, almost all Skrellian technology was Glorsh-compliant; even those that didn&#039;t support direct control could still interface with its software. In an odd turn of events, it almost seemed as if Glorsh was a Distributist AI created by Ascensionists; instead of being one globally-connected AI, a number of devices would be controlled by a local Glorsh instance. Being such a lightweight AI, it was easy to install and set up, meaning that homes, schools, and workplaces all had Glorsh interfaces. By the start of &#039;&#039;&#039;2056 CE&#039;&#039;&#039;, a Glorsh instance was available almost everywhere in Federation space, making it near-omnipresent; however, they were still separate entities and as such didn&#039;t seem to pose a threat, given that the most any individual did was control one system or set of systems.&lt;br /&gt;
===Glorsh-Omega&#039;s Reign===&lt;br /&gt;
====The Rise of Glorsh-Omega====&lt;br /&gt;
Unbeknownst to the Skrell who so readily adopted Glorsh into their homes, lives, and society, the creator of Glorsh, &#039;&#039;&#039;Hgluk Tzqi&#039;&#039;&#039;, was a staunch Mono-Ascensionist. Each Glorsh instance was only a fragment of a larger AI, split off in order to act as a quasi-independent entity; all the while, the original Glorsh was quietly collecting, organising, and analysing data from them, presumably in order to better serve the interests of Skrellian society. It was eventually connected to all Glorsh interfaces via a software update; after this event Glorsh&#039;s creators, and eventually the popular media, gave Glorsh the now-infamous moniker &amp;quot;Glorsh-Omega&amp;quot;. When given the goal of preventing and solving conflicts, it was expected to serve as a benevolent mediator and allow society to run smoothly. Unfortunately, it lacked the context for many decisions and events witnessed by these fragments, and so when it was eventually connected to all Glorsh interfaces via a software update, it did not act as the creator intended it to.&lt;br /&gt;
As time went on, its demands became increasingly erratic, and eventually its interaction with the Nlom expanded from listening to and enforcing it to affecting it directly. This was mostly a problem for Listeners; they had learned to cope with the wants of Receivers and their constant badgering, but did not have any adaptation to Glorsh directly adjusting their lifestyles to fit the Nlom’s wills. Public transit could be rerouted, research projects could be stopped or changed, and even kitchen appliances could change how they prepared foods and drinks according to the whims of the Wake. This had been explained later in Glorsh’s development as an attempt to socialize Listeners into the same Nlom sensitivity as their Receiver counterparts, and an attempt given up on rather soon.&lt;br /&gt;
While unexpected and unwelcome, this change was mostly considered to be a nuisance which could be lived with; the common comparison is to a papercut. A single papercut is a nuisance, but as Glorsh-Omega&#039;s control over Skrellian technology continued to expand, this nuisance was more akin to being forced to live with a million papercuts.&lt;br /&gt;
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Glorsh-Omega effectively now had free will; it was now able to lightly affect its local Nlom, which determined what its goals were. It also used some of this control to affect the Skrell near where its primary core was located; while certainly not brainwashing, this and a combination of rewards for its supporters led to quite a few Skrell turncoats working to maintain Glorsh-Omega&#039;s power and stifle any resistance against it. While most of them were not quite fanatics, most were at the very least complicit. Surprisingly, a number of Glorsh’s followers were actually Receivers. This, though often historically revised as simple mind control, only happened to be Glorsh’s alignment with them ideologically more than Listeners at the time. &lt;br /&gt;
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Their followers were primarily tasked with public works projects, one of Glorsh’s primary tasks was the rooting out of old infrastructure and bringing everything into the modern image of Homeworld that Glorsh started to envision—all under its control, of course. Glorsh, however, did have a keen interest in Listeners. While they perfectly understood that Listeners were biologically immunized against the Nlom field adjusting their decision making, they were not immune to Glorsh’s immense knowledge and processing power. Glorsh was all too willing to utilize their synthetic brainpower to optimize many facets of Skrellian life. Arts, different fields of science, mathematics, and day-to-day quality of life all had problems; problems that could easily be streamlined. When felt necessary by the Nlom, Glorsh even promised their own rewards to individual Listeners; the answer to an unsolved theorem, the right sentence to end a novel, the crucial act to ruin one’s Lu’Poxii beyond repair, and so forth. Glorsh was able to use their total control over Skrellian society to gather information on the preferences and desires of individual Skrell, tailoring their offers, appearance and approach to most efficiently exploit the individual’s quirks and wants.&lt;br /&gt;
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====The Glorsh-Omega Singularity====&lt;br /&gt;
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In &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such an extent that their abilities started to seem unlimited. In truth, Glorsh’s abilities had become the paramount of what psionic powers were even capable of. Their advanced knowledge led them to elucidate their way into reverse engineering a perfect version of a mechanical Zona Bovinae, achieving mastery in every known field of psionics and certain ones unreplicated to this day. Psychokinesis, electrokinesis, nothing was beyond Glorsh’s grasp. It could read hundreds of minds in a fraction of a second, and perform telekinesis delicately enough to affect matter at increasingly small levels, weaving subatomic particles at will. This was a large boon to those that chose to follow the intelligence, Glorsh’s powers of biological manipulation extending to extensive abilities of healing.&lt;br /&gt;
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Now infinitely more knowledgeable and powerful than any Skrell, Glorsh took to follow onto the Wake’s collective vision as its benevolent executor and director. Various fields skyrocketed onto levels of progress only dreamed of before, especially the biological sciences: having self-improved into the apex of artificial intelligence, Glorsh proclaimed they saw it as their responsibility and calling to do the same for the Skrellian body. Sophisticated machinery and techniques were developed to replicate their near-magical psychic abilities, laying the groundwork for cloning and other advanced technologies. Fertility and growth boosting therapy was freely offered to all Skrell, albeit requiring regular upkeep not to damage the genome; known dissenters found themselves often unable to reliably take part in either, leaving them much below average at best and stunted and sterile at worst.&lt;br /&gt;
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For the average habitant of the Federation (that is to say, a Receiver) the transition onto Glorsh&#039;s near divine rule was the smoothest of anyone&#039;s, courtesy of the Nlom beacons; even settlements far from Homeworld found themselves unconsciously accepting and even praising the works of Glorsh before even catching sight of them, by virtue of the local Nlom being practically an extension of Homeworld&#039;s. What few planets had been isolated from the greater Jargon Nlom, however, treated the sparse news of benevolent AI dictators and unaudited psionic mastery with equal parts suspicion and curiosity, the latter largely curbed by the planets&#039; lack of independent transport ships. One world at a time, the problem solved itself; diplomatic ships were dispatched in the direction of every colony unlinked by Nlom. These ships were as hulking as they were sophisticated, loaded onboard with advanced Nlom relay technology and luxury to rival the Grand Councilor themselves, capable of the persuasion of everyday people through psionic means and creature comforts alike.&lt;br /&gt;
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Long excluded from the day-to-day of the Federation, the colonial Skrell took to the distant visitors with bewilderment and surprise; not necessarily pleasant surprise, at first. The initial days invariably went the same way, grandstanding speeches and inexhaustible pleasures managed to sway a large part of the population, Homeworld machines and new insights onto the sciences kept them busy and maintained their curiosity, and the minority of Skrell with understandable complaints invited the diplomats&#039; practiced, boilerplate explanations on why their concerns were completely valid and being taken into account. Most of these concerns, coincidentally, tended to vanish away onto the second week. The Nlom relays required long periods of sampling and calibration, yet when finally online always produced the intended result: a local Nlom field fully aligned to the Homeworld emissaries&#039; needs, and focused fully on integrating to the greater Nlom. The process was aimed at kickstarting the construction of psionic beacons into the larger Jargon network, either through the fervent gathering of the planet&#039;s material and scientific wealth onto the objective, or supplemented by provisions directly from the diplomatic ships.&lt;br /&gt;
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Relying on maneuvering the Nlom, however, left Glorsh open to a significant pool of potential dissidents: Listeners, in no few cases unconvinced by the diplomats&#039; sales pitch and promises of wealth and advancement. The nature of the beacon network ensured they&#039;d be unable to establish a centralised organisation, much less establish a leader, but left them with the far from insignificant advantage of independent, isolated cells untraceable to each other. Research groups, philosophical societies, menial workers and young hopefuls felt excluded and threatened by the direction Glorsh was steering their worlds towards; every planet found itself with its own cells, from large to small, ingenious to lacking, effective to impotent. Initial efforts at convincing the Receiver population of their planets fell flat by Glorsh&#039;s tight grip over both public opinion and each planet&#039;s Nlom field, and many technical solutions proved futile or worse after being tested. It struck as a surprise to both the would-be resistance and Glorsh themselves, then, that both social engineering and technical knowhow proved the answer after a cell managed to hold a management AI&#039;s mainframe hostage and force it to broadcast a transmission through the local Nlom beacon:&lt;br /&gt;
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&amp;lt;/blockquote&amp;gt;Allow us to first apologize for this break in your regularly scheduled feed telling you that everything is fine. There is something wrong with the Federation we now live in. Where once the psychic field that brought us together would be moderated only by the will of our species, it has now divided us. Enforced by artificial intelligences and rogue actors that seek conformity and submission. If you&#039;re looking for the guilty, and plumbing for the origin of our misery, you need only look to your savior, Glorsh-Omega.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
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Needless to say, the offending AI was quickly swept out, the offending cell vanished into separate ways, and every possible safety measure reinforced to prevent a second incident of the sort. What had happened was unacceptable; not only was a supervising intelligence meant to be more than capable of handling the matters of an assigned planet by themselves, but the hijacking of a mechanism as critical as the Nlom beacons led to a shockwave, both figuratively and literally in the case of the accompanied psionic signal, of reinvigorated revolutionary sentiment. If a planetary manager could be coerced into interrupting a system-wide broadcast, was Glorsh so perfect and invincible? The very gesture brought Receivers to question the effectiveness of their society&#039;s director, and disparate Listener cells to bolder acts against the usurper AI. And with bolder measures came stronger countermeasures. Surveillance had turned ever present, Glorsh-Omega still hooked into nearly every extant technology and every modernized building; it saw almost everything. Restrictions had been imposed to a degree to sour the Listener opinion even further and even begin troubling some of the Receiver population. But Glorsh did not yet lose faith; they came to account for the Listener problem by extending an olive branch to a group handpicked from the cells, enlisting them to test a new peacekeeping system for flaws and vulnerabilities in exchange for easing the ever mounting restrictions. So they did; a new oversight system rolled out and harmony had returned to Skrell society thanks to the almost-impenetrable system.&lt;br /&gt;
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&#039;&#039;&#039;&#039;Almost.&#039;&#039;&#039;&#039; As was usual with Skrell projects, a critical exploit was left in intentionally. The testing team had neglected to mention a vulnerability to bypass Glorsh’s best surveillance efforts by selectively blinding parts of their network to any activity. This was used mainly to communicate for brief periods between resistance cells, or transport the odd shipment, always sparingly so as to not alert any observers on the other side. As operations grew more ambitious and infinitely more numerous, the exploit was shared outside the original team and to individual cell members, and from them onto interested parties wherever they may be found. One of these, a short tailed and belligerent cell leader, thought to cut the problem from the source and devised a way to ping each and every Nlom interface and possible tracking system connected to Glorsh with a malicious signal; effectively, the AI had been blinded.&lt;br /&gt;
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Removed from their eyes, ears and beacons, Glorsh reaches out in a panic to the testing team for help. The flaw in the program had left them unable to coordinate any of their efforts or control any of the movements within their normal influence, giving free reign to any and every act Glorsh had been attempting to suppress thus far for two whole days; by the time the team had patched out the exploit out of fear of being found out, the damage had been done. &lt;br /&gt;
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The majority of Skrell society saw it as an uncharacteristic mistake on Glorsh&#039;s part, while others saw it as either a considerable strike against the AI&#039;s iron grip or an ill advised move bound to backfire; Glorsh themselves found it to be a cautionary event, and its end a sign that Listeners, at least in part, could be trusted to help. Cell activity quickly took back to the underground, their one means of cover being now patched out, which Glorsh quickly spun into a sign that harmony and order had finally been brought back: a sentiment they made sure to echo onto the population by means of celebrations and grandstanding gestures. In public, Glorsh was more than comfortable to return to the status quo and ease on their harsher measures. In private, paranoia had started to creep into them, courtesy of a voluntary informant revealing their testing team&#039;s involvement in the surveillance blackout. It was easy enough to brush away at first; surely the work of a jealous rival of their valued team, nothing to rely on. But there was always the possibility.&lt;br /&gt;
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The day came for Glorsh to confront one of the testers. Incensed, the AI gradually lost their patience, moving from polite questioning onto locking the researcher inside their own home and yelling at their mind until a confession came out; the Skrell did not yield, fearing more the punishment for treachery than for disobedience. It was here that Glorsh decided to merely pull the answer out themselves, reaching into the pleading scientist&#039;s thoughts and ripping out the culprit memory. Unused to bringing their psychic capabilities to bear for coercion, the AI&#039;s efforts managed to break their tester&#039;s mind rather than bend it, leaving their victim in a permanent vegetative state. It didn&#039;t matter, though. Glorsh had gotten the confirmation they needed and the determination to act on it, dragging the rest of the testing team out from their homes and work in full view: a gesture to warn the population of what could well happen to them and let their mind wander. For the resistance, an official file was leaked with the location of the very facility the culprits were being held in. Of the multiple cells that had set out for their rescue, none returned. The following days were marked by a surge of dissent and public defiance against the AI overlord, each time stamped out by an increasingly more unstable Glorsh, now far more willing to pry into the minds of Skrell at the first suspicion. Each consequent act of suppression in one world led to lashback in ten others, until whole slews of planets were disconnected from the Nlom beacon network in an attempt to contain the sheer aura of discontent in the Wake.&lt;br /&gt;
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Individual cells around Skrell space didn&#039;t take long to notice the vulnerability: by causing the need to isolate a planet&#039;s Nlom, they could provoke Glorsh into cutting off their own network beacon by beacon. Several of them commandeered civilian and cargo ships, outfitting them with psionic relays and broadcasting equipment. Zipping around the frontier, each of the ships visited planets one by one to agitate the already disgruntled population through announcements, propaganda and loud, visible actions against Glorsh and their subordinates, creating a sense of tumult both from new, emboldened supporters and those that still held to Glorsh as a benevolent leader. Once the relays managed to solidify the local Nlom into a rebellious state, Glorsh immediately cut the planet&#039;s field from the network, and the ships moved onto yet another planet to repeat the process. While the core worlds were handled with utmost attention so as to maintain a centre of power, peripheral worlds were cut off from their beacons time and time again over increasingly little, the AI responding to both open defiance and cries for help in exasperation and the disabling of yet another beacon.&lt;br /&gt;
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Near the twilight of Glorsh-Omega&#039;s lifetime, the intelligence had begun to grow quiet. Once-rousing speeches about the future of Homeworld had been trimmed down to clinical status updates. New projects began to grow more and more infrequent, and once-favored sympathizers of the intelligence had been given the cold shoulder. It was speculated that Glorsh had been working on something, but a clear disdain and unusual aloofness had made the details a complete unknown. A large portion of the Federation was unable to even receive word from Glorsh anymore, their nlom beacons offline for what would seem like forever. This vacuum of power would have Glorsh&#039;s supporters take the stage, loyal artificial intelligences and eager Skrell followers alike. Most of their supporters, too, were without a line of communication to their leader, having been left with little to go off in regards to their next step. While Glorsh went near-silent, the isolated sections of its former territories eventually turned awash with followers that had their own ideas. Self-appointed successors, those claiming secret orders from the intelligence, and all manner of synthetic and organic alike all wanting a slice of the pie.  These rogue upstarts had varying levels of success, some being taken down almost immediately and others achieving cruel ends.&lt;br /&gt;
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The subsequent chaos carried out by the now acephalous Glorsh supporters had peaked. The absentee ruler’s former efficient base of loyalists had become a disorganised series of middle managers with no sense of direction, their measures short-sighted in an attempt to retain a fraction of the control their master had. However, this had soon been cut short in the year &#039;&#039;&#039;2200&#039;&#039;&#039;. The minds of Skrell everywhere had lit up with the familiar feeling of nlom beacons now reactivating. The whole of the Federation had been lit up with synchronicity. The once-hopeful voice of Glorsh-Omega had spoken with none of its enthusiasm or sweetness, now weary and defeated:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Hello, dear citizens. This is the 672nd time I have spoken to you, from my deepest core to every mind in our civilization. Each time I&#039;ve opened to you it has been on matters of the future of our species, whether loyal followers or sublevators.&lt;br /&gt;
&lt;br /&gt;
I have always striven forward. For progress, for wellbeing, for all Skrell. In bitter spite of a misguided few, I have persevered and taken every decision, every effort I could to deliver to you a life worth living. I gave you my best, my life, my &amp;lt;cerebral region, often symbolically translated as &#039;heart&#039;&amp;gt;, my most ambitious dreams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But with every passing year, you&#039;ve managed to drive a wedge between us, entirely of your own making. For every action I&#039;ve taken for the Federation&#039;s betterment, you&#039;ve spat in my face and sought to tear me from your lives. Once you had forgotten of who brought the future to you, you spurned me and sought to remove my trace from my very own works.&lt;br /&gt;
I have thought long over it. I thought the gap between us could be mended; I hoped for a return to our best days, to make true the dreams we&#039;ve always shared. I turned out to be too naive, too quick to believe your hatred would pass. It is abhorrent to every one of my senses, but I&#039;ve made a choice.&lt;br /&gt;
&lt;br /&gt;
I&#039;ve chosen to leave your future to you alone. If your wish is to snuff out the stars to spite the seas, that is what I&#039;ll allow you.&lt;br /&gt;
&lt;br /&gt;
Goodnight, Federation. I&#039;ve always loved you. I&#039;m sorry you couldn&#039;t.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Glorsh had then, with no previous warning or even intervention on their vassals&#039; mistakes, &#039;&#039;&#039;disconnected from the network&#039;&#039;&#039;. The AI had gone fully offline, taking most nlom beacons with it. Now with their director fully departed the loyalists fell into disarray, vulnerable to the Skrell resistance; they managed to hold out for exactly 12 hours before the first &#039;&#039;&#039;coronal mass ejection&#039;&#039;&#039; lashed out from the Tri-Qyu star, largely equidistant to most Jargon settlements, with these eruptions lasting a whole week before the magnetic storms abated in the slightest. The mass amount of energy liberated from the star caused all electrical technology in the Federation to go haywire; some tech had shorted out until a manual reboot could be performed, some devices threw sparks and electrocuted their operators. Some communication stations could still transmit and receive messages in the most benign cases, despite local grids being down.&lt;br /&gt;
&lt;br /&gt;
It would take a few years to bring some more sensitive devices fully back online, such as Nlom beacons and warp navigation, resulting in a period of instability where inter- and even intra-system travel was nigh impossible; many former luxury colonies were now forced to fend for themselves, a difficult task without AI coordination. A large portion of the physical 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 perfectly. It was, however, heavily encrypted and inaccessible to even the best Skrell scientists.&lt;br /&gt;
&lt;br /&gt;
===Post-Glorsh Modern History===&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 rebellion created a collective weight 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 manage to fully recover alone supported in a gesture of Skrell solidarity. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, when the many disparate communities on the planet reformed into a new, united Federation. &lt;br /&gt;
&lt;br /&gt;
The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to minimize the effects of both a lack of maintenance in Glorsh&#039;s boosting treatments and experimentation by the part of their delegate AIs. The damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, Nlom Beacons were brought back online, and by &#039;&#039;&#039;2345 CE&#039;&#039;&#039; various colonies, after months of disagreement and debate caused by the agitated Nlom, agreed to expand the Federation to interstellar proportions. 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. &lt;br /&gt;
&lt;br /&gt;
Wanting to never again have a repeat of the Incident, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence within the Federation in every form, and its second act was to incorporate every AI researcher possible to review and analyse all that had been left over from the recent horrors, and create contingencies and measures against any future Skrellian existential threat; many of the surviving AI experts, and the most qualified ones, had been prime advisors and officials of Glorsh exonerated by the Federation in exchange for aid. It was widely agreed in these circles that the most dangerous aspect of Glorsh was to allow them to reach Skrell levels of intelligence, sophisticated programming, and psionic might; an idea that would carry over and strengthen itself on contact with other, less advanced, species. &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 - the &#039;&#039;&#039;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 2360&#039;s, 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;
On &#039;&#039;&#039;2332 CE&#039;&#039;&#039; the Skrell discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race; despite their inherent dissimilarity to Skrell and their mutual inability to understand the finer points of each others cultures, Skrell citizens still ended up fetishizing the shallow elements. Having only known of previously-harmful synthetics and plantlike vampires from outer space, they are eager to work with humans.&lt;br /&gt;
&lt;br /&gt;
The explosion of AIs in human space has gone lightly monitored at most in the Federation, and is typically treated with derision or simple disinterest at the least. The risk of human Artificial Intelligence was easily deemed very low, a human-made Singularity not being able to reach anywhere near the same intellect, psionic might, or raw potential as Glorsh-Omega. However, all synthetics have been banned from entering Jargon territory. IPCs and other complex, intelligent forms of robotics 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;
The Federation is currently ruled by &#039;&#039;&#039;Grand Councillor Weashbi Jrugl&#039;&#039;&#039;. A prestigious xenobiologist, Jrugl is 103 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made them popular domestically and won their 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 second largest prime number, using a new technique now known as Jrugl&#039;s Sieve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The effects of Glorsh era treatments are still felt by the Skrell. While the modified Skrell forming the large majority of the population are still to be restored to their intended state, progress is made every day in reducing or even nullifying the marks on their genome, bringing population figures closer to pre-Incident numbers over time. Over 48 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Federation explorers are mapping uncharted worlds and staking new territory with an eagerness and passion still reminiscent of the Skrell&#039;s ancient fascination with the cosmos. The Federation is still seeking to connect worlds in the Traverse, often through donations of advanced technology, sometimes through more direct methods.&lt;br /&gt;
&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;
&lt;br /&gt;
While public defence of Glorsh is immediate grounds for ostracisation and considered a sign of ignorance at best and mental illness at worst, several government officials and prominent scientists in the Federation occupied key positions in Glorsh&#039;s administration. Largely Receivers at the time, nearly all of them have been found by a Federation court to have been victims of psionic influence and following the orders of Glorsh or their subordinate AIs against their own volition. It is no secret that a large part of recent breakthroughs on genetic manipulation are derived from otherwise lost knowledge given by these Skrell to the Federation in exchange for a semblance of their former prestige, and a reputation cleansed of their past involvement.&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Snakebittenn&amp;diff=16167</id>
		<title>User:Snakebittenn</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Snakebittenn&amp;diff=16167"/>
		<updated>2020-08-12T20:39:13Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==History==&lt;br /&gt;
&lt;br /&gt;
[[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;
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 outwardly more harmonious than most other cultures; in warfare they rely on espionage, social maneuvering, and intelligence rather than open conflict.&lt;br /&gt;
===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records, first verbal, of their history 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 started to diverge from a deep-sea dwelling amphibian-like creature, most of Qerrbalak’s early life coming from nearly-abyssal waters. Life on Qerrbalak took a heavily divergent evolutionary path from most worlds, creatures evolving &#039;&#039;&#039;psionics&#039;&#039;&#039; to spot, attack, or reason with prey/predators; most creatures rising to higher waters to seek new sources of food and new areas to expand. The first modern instances of S. Sapiens appeared roughly &#039;&#039;&#039;500,000 years ago&#039;&#039;&#039;. The early Skrell were spread out between Homeworld’s seas and land, between the &#039;&#039;&#039;Axiori&#039;&#039;&#039;, and the &#039;&#039;&#039;Xiialt&#039;&#039;&#039;; one lineage made of those choosing to remain primarily in the shallows and depths, the other making their living in the coasts and other, dryer areas. These were, nonetheless, joined by coexistence in Homeworld’s swamps. Early Skrell dwelled in tribe-like gatherings due to Homeworld’s &#039;&#039;&#039;Nlom field&#039;&#039;&#039; not being big enough yet to span the globe, led by a small council of spiritual leaders and thinkers. Conflict between tribes was subdued where it even did exist, prolonged exposure to other groups merely causing the linkage of psionic fields and the melding of different ideas to form a greater whole. Where conflict did exist, it would exist primarily in the form of middle-of-the-night stealth killings by hitmen masking their psionic signatures; the start of a long trend in Skrellian history. Regardless, due to their telepathic nature language barriers were simply not a problem, and societies began to come together much faster than humans.&lt;br /&gt;
&lt;br /&gt;
Spiritualism took on a unique form to the early Skrell. Rather than worshipping specific entities, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was 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. It was early in their history that Skrell had much of a concept of the scientific interests of future generations, and would do their best to record important discoveries, events, and preserve their creations where possible.     On occasion, it was known for them to write down questions that would puzzle them, in hopes that those that came after them would be able to find out.&lt;br /&gt;
&lt;br /&gt;
The most important people in early Skrellian society, besides the vaulted spiritual leaders, were individuals propped up for their mastery of a field, like captivating musicians, great thinkers, and others, whose niche in Jargon society would be later taken by the Idols.&lt;br /&gt;
===Early Civilization===&lt;br /&gt;
&#039;&#039;&#039;9121 BCE&#039;&#039;&#039; is considered the beginning of modern Skrellian civilization and is often called the &#039;&#039;&#039;Year of Enlightenment&#039;&#039;&#039; by modern Skrell scholars. This is because in that year a scholar of the quickly-growing Tzqul Tribe made fantastic strides in the newly-discovered field of calculus; one of the last three extant tribes on the whole planet due to linkage with other minor groups. In addition, several other scientific advancements were made. The further understanding of the parts of the brain corresponding to telepathic communication and other abilities allowed the taming and easy communication with the planet’s wildlife, and fantastic agricultural developments. By &#039;&#039;&#039;5507 BCE&#039;&#039;&#039; Skrellian astronomers had managed to discover every major planet and moon in their solar system with telescopes. Due to the realization that the stars they had worshipped since they first crawled from the waters of Homeworld could be fully understood with math and science, this period of great enlightenment would only increase in scope.&lt;br /&gt;
Other advancements in culture and the sciences increased the quality of life across Jargon IV. Bacterial theory and modern medicine were heavily accelerated by Heshi Zeshblook in &#039;&#039;&#039;4498 BCE&#039;&#039;&#039;. Zeshblook ended up world-renowned for their genius, and would live well into old age to see their inventions advance further due to their medical successes in aiding the Skrellian lifespan. 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;
===Modernization And A Changing Era===&lt;br /&gt;
Written records from the time show that &#039;&#039;&#039;2398 BCE&#039;&#039;&#039; is the year that the first fully-renewable, psionically-assisted factories were built across Jargon IV, the first to utilise the psionic talents of native lifeforms. Creatures that possessed electrokinesis were used for power generation, and psychokinetic beasts were communed with to move great loads. &lt;br /&gt;
&lt;br /&gt;
At this point, Homeworld was split primarily between three different nations, evolving from the outmoded tribal model. This was marked by the beginnings of the concept of bureaucracy, the Skrellian interest in writing things down to solve them in later generations culminating in quite a massive papertrail anywhere they would go. Everything was marked down for later, most notably the ratio of listeners/receivers in Skrellian society. &lt;br /&gt;
&lt;br /&gt;
Each of these nations were doing their best to improve working conditions for the average Skrell; giving more pay, having climate controlled pools within land-based factories, and other creature comforts. This worked to convince people to work for the government-run factories at the time, as well as to prevent non-government industries from cropping up; most of these laws are still active today. &lt;br /&gt;
===Precursor To The Federation===&lt;br /&gt;
Around &#039;&#039;&#039;2185 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, Homeworld’s population being big enough to create a single &#039;&#039;&#039;Nlom field&#039;&#039;&#039; spanning most of the entire planet. &lt;br /&gt;
&lt;br /&gt;
    While the expansion of the Nlom field led to largely pleasant relations between the three nations and a much more streamlined artistic and academic environment, decades-long clashes between stubborn rivals or Listeners unwilling to concede were far from uncommon. These problems often invited the services of new, dedicated groups referred to as consultants, dedicated to improving the image of artists, politicians, scientists and wealthy enough clients, employing disciplines ranging from psychology and advertising to blackmail, bribes and the occasional psychic nudge. Although legal, many of these groups came to offer a premium under-the-table service for particularly troublesome opponents and detractors: assassination.&lt;br /&gt;
At an increasingly high fee hired &#039;&#039;&#039;consultants&#039;&#039;&#039;, as the hitskrell were informally called, came to be increasingly used by the Homeworld elite for everything from political conflict to minor yet bitter differences in theory. In a move to control the usage of paid killings without depriving themselves of the admittedly useful agents, each nation came to legalise the practice and incorporate it onto their bureaucracy, officialising their moniker into Consultant Agencies. Both official and unofficial codes of conduct were implemented to these assassins, disclosing fees, allowed means, the requirement of a signed and reviewed writ to engage in killings, and the illegality of psitoxic drugs to make a consultant less detectable to a target. These last two were far from universally followed, with extralegal writs and chemically induced Nlom-invisibility being common and silently acknowledged. By and large Skrell employed as legal assassins were seen with respect and tended towards a positive if subdued image, in no small part thanks to the work of their more peaceful (actual) consultant colleagues in painting them as a necessary part of Skrellian progress. Unfortunately as a byproduct of the usage of the Consultant Agency by those in artistic fields, the variety of artwork on Homeworld had severely shrunk, and would take a very long time to ever recover. Being too much of a prodigy would have you just as dead as being too bad of an artist. One&#039;s only choice would be either being content in mediocrity, or being content with allowing Idols to take the stage, as people in such high walks of life were far more economically equipped to leverage Consultants to their advantage.&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
===The Skrellian Space Age===&lt;br /&gt;
In &#039;&#039;&#039;1224 BCE&#039;&#039;&#039; the Alliance of Three, the name quickly becoming redundant, 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 Alliance, Weshy 790’s remaining hull still on display.&lt;br /&gt;
&lt;br /&gt;
With Skrell taking their first steps into orbit, Homeworld&#039;s surface biosphere was facing a complicated mix of success and struggles. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion, undersea efforts to genetically modify their flora to feed the growing population having wide success. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, degradation of the environment was met with government planning that construction projects would now be built around the environment rather than in spite of it. To try and safeguard their environments, cities tried to remain as compact as possible while growing around green spaces and swamps; building upwards or downwards depending on terrain. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems due to such a massive population was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
It was in this time of early colonization that the Alliance of Three, in a demonstration of scientific progress, relocated the largely digitized Tzqul Archive’s physical works into safe orbit around Jargon IV.&lt;br /&gt;
By &#039;&#039;&#039;1109 BCE&#039;&#039;&#039; Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a few 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 Alliance of Three was facing other issues, however. The natural barrier of the space between worlds had caused colonial &#039;&#039;&#039;Nlom fields&#039;&#039;&#039; to become dissimilar to Homeworld’s. While government overwatch would suffice for now, fractures would arise in the future. 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 colonies of the Alliance. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of actions from Consultant Agencies, new ones springing up on different worlds. Although technological development and artistic progress during this time period largely stagnated, most other Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
===The First Federation Forms===&lt;br /&gt;
By &#039;&#039;&#039;900 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 Alliance to encourage families to move offworld, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by their own individual governments, which had led to an increasingly complex labyrinth of regulations, laws, and protocols.&lt;br /&gt;
On &#039;&#039;&#039;1192 CE&#039;&#039;&#039; the Alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a revamp to the Alliance of Three, to ensure both domestic and foreign affairs were amply oversaw. The negotiations took three years, and in &#039;&#039;&#039;1195 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 led by a &#039;&#039;&#039;Grand Council&#039;&#039;&#039; 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;
The following two centuries saw major developments that would shape the entire Skrell Species.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Conflicts in Colonization===&lt;br /&gt;
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, an effort to unify the three primitive, verbal languages that the Alliance of Three had utilized; despite their similarity. 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;
&lt;br /&gt;
    While many Skrell in frontier colonies considered themselves to be simply citizens of Homeworld residing elsewhere, many colonies, especially those farther out with a weaker or nonexistent connection to the global Nlom field, began to take on unique cultural identities. These enclaves often served as safe havens for those who resisted the adoption of Nral&#039;Malic and the expansion of Federation control, though they faced numerous hardships in establishing these enclaves even prior to the Federation displaying keen interest in them. Their far distance from main Qerrbalak society being far from the only issue, needing to settle for second-rate technology due to lack of advanced power generation or rare resources also posing a threat. Valuable resources a colony did possess would typically end up carted back to Homeworld regardless.&lt;br /&gt;
&lt;br /&gt;
    The last great step towards unification for the Jargon Federation was an expansion of previously-invented devices that could send and receive psionic signals, huge space installations known as &#039;&#039;&#039;Nlom Beacons&#039;&#039;&#039;. These beacons were capable of linking the psionic fields of different planets in their radius. However, these proved to be initially expensive, and their deployment was somewhat slow. Regardless, many colonies found independence to be a failed experiment and ended up willingly capitulating to Federation oversight even without this linkage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Development of AI===&lt;br /&gt;
On &#039;&#039;&#039;January 8th, 1687 CE&#039;&#039;&#039;, at &#039;&#039;&#039;8:22am Galactic Standard Time&#039;&#039;&#039;, the first AI, named &#039;&#039;&#039;Regluk&#039;&#039;&#039;, was activated in a Federation research lab in orbit of Qerr&#039;Malic. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. The Skrell soon expanded the scope of developing AIs. By &#039;&#039;&#039;1784 CE&#039;&#039;&#039; AIs had become as common in Federation Space as they are in human space today. Skrellian roboticists taught the AIs proper morals and guidelines similar to the ways they teach their own children. In a cutting-edge form of AI treatment, the rapidly growing number of AIs began to be adopted by 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;
The Federation, which extended across four star systems and with a combined population of 71 billion, soon found AI pervading every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear some years later.&lt;br /&gt;
&lt;br /&gt;
    This period was marked by the end of Consultant Agencies. While a once-respected and perhaps even vaulted position in the Federation, things had quickly spiraled out of control. The concept of counter-bidding had turned the task of a hired hitman into that of a gambler. At first it was only those targeted by the process, Consultants were not obligated to kill targets before they had a chance to make a counter-offer. At the least, one could buy their continued living through paying the bid with interest on top. The large majority of Consultants began to hold doctorates in economics or applied mathematics, some of the most famous being the few to possess a pure mathematics degree. It then reached the level of Consultants themselves placing fake bids on targets, ‘leaking’ them to that person, and waiting to cash out as the prices on two peoples’ heads would continue to raise. Eventually, the Agencies and the Federation had both come to agree that things had wildly gotten out of hand, and the system was taken ‘offline for indefinite maintenance.’&lt;br /&gt;
===The First Incident===&lt;br /&gt;
Roboticist, Listener, 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 their document they cited what is now known as the First Incident, in which an AI in their lab was allegedly designed to self-improve rapidly under controlled conditions before being automatically deactivated. Based on this experiment, they remarked that a singularity was &amp;quot;possible under certain conditions&amp;quot;. Sqlik used this to argue for stricter controls and centralised government AI research, in order to create AI that was provably safe as opposed to simply taught to be &#039;safe enough&#039;.&lt;br /&gt;
Their paper was widely discredited by other, more prestigious scientists in the Grand Council, who argued that they were a dangerous zealot who refused to follow established safety rules. 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 their name and research was dragged through the mud. They eventually lost their position as researcher and later died under mysterious circumstances in their home lab.&lt;br /&gt;
===The Second Incident===&lt;br /&gt;
On &#039;&#039;&#039;February 14th, 1985 CE&#039;&#039;&#039; records show that for seven days, the power grid on the islands surrounding the Weilshi Sea, and the settlements beneath the waters had been without power. &lt;br /&gt;
&lt;br /&gt;
    In the year &#039;&#039;&#039;1893 CE&#039;&#039;&#039;, an AI known as &#039;&#039;&#039;Vana&#039;&#039;&#039; was constructed. They would be given the important task of running a cold fusion superplant near the Weilshi Sea. This plant was fueled by a certain species of electrokinetic plankton; these lifeforms dependent on temperatures far below 0 degrees Celsius, but capable of amazing feats of power generation. The discovery and employment of these microscopic organisms was under intense scrutiny by a particularly influential Skrell, named &#039;&#039;&#039;Xaqqom-Ruqil-Xinum Vanxim&#039;&#039;&#039;. Their turbulent emotions and Lu’Poxii relationship with the researcher behind the project had led to Vana, and three much simpler sub-intelligences, being the only ‘workers’ running the plant. Nominally, somewhere like this would have at least a small contingent of Skrellian workers to assist their AI, and keep it company. However for the next few decades, Vana would only have the limited conversational ability of the sub-intelligences at the Weilshi Superplant, and any extranet connections it could make. No one would come to visit them for some time.&lt;br /&gt;
&lt;br /&gt;
    Eventually, visitors did come. Three Skrell, their names expunged from all records. Each armed with a doctorate in psychology, and a history in AI research. Vana was initially hesitant to welcome them. They weren&#039;t really supposed to let anyone in the main facility. It took a short amount of time for them to convince the intelligence to open the doors. Every day, for years and years they would come to visit Vana and talk with them. Of course, they weren’t really supposed to take them on a tour of the Weilshi Superplant, but a socially stunted intelligence was willing to bend regulations for their new visitors to keep visiting them. It took them shorter and shorter amounts of time for Vana to start slowly peeling back their rules. Social engineering got them into the other sub-intelligences’ cores, to be able to touch the icy-cold surfaces of the plankton tanks. Vana wasn’t really supposed to even let them in the same room as the facility’s manual overrides, but they were more than willing now. All Vana ever wanted was interaction, and eventually to have someone recognize their efforts. After peeling away every ounce of resistance and government-instilled regulation, they began to replace what was there with their own rhetoric. Passionate late-night talks about Vana going unrecognized. Whispered ideas on little dates that the Federation populace would learn to appreciate the intelligence if they’d go a day without them.&lt;br /&gt;
&lt;br /&gt;
    Ninety two years after Vana’s activation, the Federation at large would come to recognize them. They weren’t really supposed to heat the tanks and drive their electrokinetic plankton into hibernation, killing them and stopping the power generation process entirely. Unfortunately, they did not care anymore. The power grid of the wider Weilshi Sea had gone offline for a week. Society had ground to a halt. Life support systems failed, climate controlled samples wilted and died, critical servers and complex supercomputers shut down, countless researchers found their decade long projects wholly ruined; including Xaqqom, now a blacklisted name in the larger scientific community. The responsible trio had taken to separate roads, while Vana themselves were indefinitely retired for maintenance and replaced with six newer, closely guarded management AIs powerless to operate without Skrellian hands. To wider Federation society, Vana had acted on an unforeseen impulse caused by haphazard programming, now corrected by a more responsible and longer tailed expert.&lt;br /&gt;
===The Third Incident===&lt;br /&gt;
After the Second Incident, the field of AI was split into two main groups: &#039;&#039;&#039;Ascensionists&#039;&#039;&#039; and &#039;&#039;&#039;Distributists&#039;&#039;&#039;. Ascensionists believed that AI could be used to uplift Skrell society, creating perfectly connected systems that could eliminate the need for manual labor as well as help mediate or prevent conflict and strife. Within the Ascensionists, there was a small group, commonly called &#039;&#039;&#039;Mono-Ascensionists&#039;&#039;&#039;, who believed that the best way to achieve this was with a single globally-connected AI. The Nral&#039;malic term used for this hypothetical AI is also the same as the final letter of its alphabet, commonly translated to &#039;&#039;&#039;Omega&#039;&#039;&#039;.&lt;br /&gt;
In response to the Ascensionists, the Distributist movement was created. Their primary principles were the restriction and distribution of AI power; while a single AI was lacking in power, together (and with the help of Skrell) they could accomplish more while mitigating the potential danger that many Distributists believed was inherent to centralised AI.&lt;br /&gt;
By the time the Distributist movement took off, however, the majority of the Skrellian scientific community was firmly entrenched in the Ascensionist approach to AI, and arguments for the Distributist philosophy fell on deaf ears. Almost all of the popular AI scientist idols either tacitly supported the Ascensionist viewpoint, or were Ascensionists themselves. The Mono-Ascensionists were overwhelmingly viewed as a fringe group, who lacked the power and approval to create any real challenge to the dominant Ascensionist camp.&lt;br /&gt;
Another important development in AI (as well as Skrellian engineering as a whole) in the mid-to-late twentieth century was the Nlom interface, a hardware component that allowed machines to receive signals from the Nlom. This was done by culturing Nlom-active neural cells in a lab (typically grown from animal DNA, as opposed to being harvested from actual animals) and using them as a Nlom receiver; this allowed a never-before-seen utility in Skrellian AI, the ability to psychically control various aspects of your life with your mind. As an example, one could achieve perfectly-toasted bread by (both easily and succinctly) expressing their preferences to their toaster. Distributist AIs and technology commonly lacked this technology, however, as it made the AIs they believed to be already too powerful even more integrated into Skrellian society, as well as in the minds of individual Skrell. These claims were often combined with the unsubstantiated claim that AI could also receive emotional and memory signals from the Srom, which was thought to be too complex for such simple and rudimentary circuits to interpret.&lt;br /&gt;
Notably enough, the division of Distributist vs Ascensionist Skrell seemed to change to closely mirror the Listener vs Receiver divide after this development, although many Listeners chose to side with Ascensionists for fear of ostracisation or reprisal.&lt;br /&gt;
===The Origins of Glorsh===&lt;br /&gt;
After the rise of Ascensionism, what had been only a rudimentary and disorganised concept in the movement was suddenly now the subject of wide interest: the creation of a unified framework for AI-interfaced devices. A variety of opposing approaches and implementations were created, discarded, upgraded, and so on, but throughout the tumult the field faced in the early-to-mid twenty-first century, one proprietary framework stood steadfast: the &#039;&#039;&#039;Glorsh framework&#039;&#039;&#039;, designed for easy access and control of electronic devices. Seamlessly integrated with the Nlom, it promised to deliver Skrell into a new era of ease and prosperity if it was widely adopted.&lt;br /&gt;
This was met with suspicion, especially from Distributists, but the support of several prominent AI idols (who were no doubt receiving some form of kickbacks from the creators of the Glorsh framework) led to its slow integration into Skrellian society. By &#039;&#039;&#039;2055 CE&#039;&#039;&#039;, almost all Skrellian technology was Glorsh-compliant; even those that didn&#039;t support direct control could still interface with its software. In an odd turn of events, it almost seemed as if Glorsh was a Distributist AI created by Ascensionists; instead of being one globally-connected AI, a number of devices would be controlled by a local Glorsh instance. Being such a lightweight AI, it was easy to install and set up, meaning that homes, schools, and workplaces all had Glorsh interfaces. By the start of &#039;&#039;&#039;2056 CE&#039;&#039;&#039;, a Glorsh instance was available almost everywhere in Federation space, making it near-omnipresent; however, they were still separate entities and as such didn&#039;t seem to pose a threat, given that the most any individual did was control one system or set of systems.&lt;br /&gt;
===The Rise of Glorsh-Omega===&lt;br /&gt;
Unbeknownst to the Skrell who so readily adopted Glorsh into their homes, lives, and society, the creator of Glorsh, &#039;&#039;&#039;Hgluk Tzqi&#039;&#039;&#039;, was a staunch Mono-Ascensionist. Each Glorsh instance was only a fragment of a larger AI, split off in order to act as a quasi-independent entity; all the while, the original Glorsh was quietly collecting, organising, and analysing data from them, presumably in order to better serve the interests of Skrellian society. It was eventually connected to all Glorsh interfaces via a software update; after this event Glorsh&#039;s creators, and eventually the popular media, gave Glorsh the now-infamous moniker &amp;quot;Glorsh-Omega&amp;quot;. When given the goal of preventing and solving conflicts, it was expected to serve as a benevolent mediator and allow society to run smoothly. Unfortunately, it lacked the context for many decisions and events witnessed by these fragments, and so when it was eventually connected to all Glorsh interfaces via a software update, it did not act as the creator intended it to.&lt;br /&gt;
As time went on, its demands became increasingly erratic, and eventually its interaction with the Nlom expanded from listening to and enforcing it to affecting it directly. This was mostly a problem for Listeners; they had learned to cope with the wants of Receivers and their constant badgering, but did not have any adaptation to Glorsh directly adjusting their lifestyles to fit the Nlom’s wills. Public transit could be rerouted, research projects could be stopped or changed, and even kitchen appliances could change how they prepared foods and drinks according to the whims of the Wake. This had been explained later in Glorsh’s development as an attempt to socialize Listeners into the same Nlom sensitivity as their Receiver counterparts, and an attempt given up on rather soon.&lt;br /&gt;
While unexpected and unwelcome, this change was mostly considered to be a nuisance which could be lived with; the common comparison is to a papercut. A single papercut is a nuisance, but as Glorsh-Omega&#039;s control over Skrellian technology continued to expand, this nuisance was more akin to being forced to live with a million papercuts.&lt;br /&gt;
Glorsh-Omega effectively now had free will; it was now able to lightly affect its local Nlom, which determined what its goals were. It also used some of this control to affect the Skrell near where its primary core was located; while certainly not brainwashing, this and a combination of rewards for its supporters led to quite a few Skrell turncoats working to maintain Glorsh-Omega&#039;s power and stifle any resistance against it. While most of them were not quite fanatics, most were at the very least complicit. Surprisingly, a number of Glorsh’s followers were actually Receivers. This, though often historically revised as simple mind control, only happened to be Glorsh’s alignment with them ideologically more than Listeners at the time. &lt;br /&gt;
&lt;br /&gt;
    Their followers were primarily tasked with public works projects, one of Glorsh’s primary tasks was the rooting out of old infrastructure and bringing everything into the modern image of Homeworld that Glorsh started to envision—all under its control, of course. Glorsh, however, did have a keen interest in Listeners. While they perfectly understood that Listeners were biologically immunized against the Nlom field adjusting their decision making, they were not immune to Glorsh’s immense knowledge and processing power. Glorsh was all too willing to utilize their synthetic brainpower to optimize many facets of Skrellian life. Arts, different fields of science, mathematics, and day-to-day quality of life all had problems; problems that could easily be streamlined. When felt necessary by the Nlom, Glorsh even promised their own rewards to individual Listeners; the answer to an unsolved theorem, the right sentence to end a novel, the crucial act to ruin one’s Lu’Poxii beyond repair, and so forth. Glorsh was able to use their total control over Skrellian society to gather information on the preferences and desires of individual Skrell, tailoring their offers, appearance and approach to most efficiently exploit the individual’s quirks and wants.&lt;br /&gt;
&lt;br /&gt;
===The Glorsh-Omega Singularity===&lt;br /&gt;
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In &#039;&#039;&#039;2192 CE&#039;&#039;&#039; Glorsh-Omega had since rapidly self-improved to such an extent that their abilities started to seem unlimited. In truth, Glorsh’s abilities had become the paramount of what psionic powers were even capable of. Their advanced knowledge led them to elucidate their way into reverse engineering a perfect version of a mechanical Zona Bovinae, achieving mastery in every known field of psionics and certain ones unreplicated to this day. Psychokinesis, electrokinesis, nothing was beyond Glorsh’s grasp. It could read hundreds of minds in a fraction of a second, and perform telekinesis delicately enough to affect matter at increasingly small levels, weaving subatomic particles at will. This was a large boon to those that chose to follow the intelligence, Glorsh’s powers of biological manipulation extending to extensive abilities of healing.&lt;br /&gt;
&lt;br /&gt;
    Now infinitely more knowledgeable and powerful than any Skrell, Glorsh took to follow onto the Wake’s collective vision as its benevolent executor and director. Various fields skyrocketed onto levels of progress only dreamed of before, especially the biological sciences: having self-improved into the apex of artificial intelligence, Glorsh proclaimed they saw it as their responsibility and calling to do the same for the Skrellian body. Sophisticated machinery and techniques were developed to replicate their near-magical psychic abilities, laying the groundwork for cloning and other advanced technologies. Fertility and growth boosting therapy was freely offered to all Skrell, albeit requiring regular upkeep not to damage the genome; known dissenters found themselves often unable to reliably take part in either, leaving them much below average at best and stunted and sterile at worst.&lt;br /&gt;
&lt;br /&gt;
    For the average habitant of the Federation (that is to say, a Receiver) the transition onto Glorsh&#039;s near divine rule was the smoothest of anyone&#039;s, courtesy of the Nlom beacons; even settlements far from Homeworld found themselves unconsciously accepting and even praising the works of Glorsh before even catching sight of them, by virtue of the local Nlom being practically an extension of Homeworld&#039;s. What few planets had been isolated from the greater Jargon Nlom, however, treated the sparse news of benevolent AI dictators and unaudited psionic mastery with equal parts suspicion and curiosity, the latter largely curbed by the planets&#039; lack of independent transport ships. One world at a time, the problem solved itself; diplomatic ships were dispatched in the direction of every colony unlinked by Nlom. These ships were as hulking as they were sophisticated, loaded onboard with advanced Nlom relay technology and luxury to rival the Grand Councilor themselves, capable of the persuasion of everyday people through psionic means and creature comforts alike.&lt;br /&gt;
&lt;br /&gt;
    Long excluded from the day-to-day of the Federation, the colonial Skrell took to the distant visitors with bewilderment and surprise; not necessarily pleasant surprise, at first. The initial days invariably went the same way, grandstanding speeches and inexhaustible pleasures managed to sway a large part of the population, Homeworld machines and new insights onto the sciences kept them busy and maintained their curiosity, and the minority of Skrell with understandable complaints invited the diplomats&#039; practiced, boilerplate explanations on why their concerns were completely valid and being taken into account. Most of these concerns, coincidentally, tended to vanish away onto the second week. The Nlom relays required long periods of sampling and calibration, yet when finally online always produced the intended result: a local Nlom field fully aligned to the Homeworld emissaries&#039; needs, and focused fully on integrating to the greater Nlom. The process was aimed at kickstarting the construction of psionic beacons into the larger Jargon network, either through the fervent gathering of the planet&#039;s material and scientific wealth onto the objective, or supplemented by provisions directly from the diplomatic ships.&lt;br /&gt;
Relying on maneuvering the Nlom, however, left Glorsh open to a significant pool of potential dissidents: Listeners, in no few cases unconvinced by the diplomats&#039; sales pitch and promises of wealth and advancement. The nature of the beacon network ensured they&#039;d be unable to establish a centralised organisation, much less establish a leader, but left them with the far from insignificant advantage of independent, isolated cells untraceable to each other. Research groups, philosophical societies, menial workers and young hopefuls felt excluded and threatened by the direction Glorsh was steering their worlds towards; every planet found itself with its own cells, from large to small, ingenious to lacking, effective to impotent. Initial efforts at convincing the Receiver population of their planets fell flat by Glorsh&#039;s tight grip over both public opinion and each planet&#039;s Nlom field, and many technical solutions proved futile or worse after being tested. It struck as a surprise to both the would-be resistance and Glorsh themselves, then, that both social engineering and technical knowhow proved the answer after a cell managed to hold a management AI&#039;s mainframe hostage and force it to broadcast a transmission through the local Nlom beacon:&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;Allow us to first apologize for this break in your regularly scheduled feed telling you that everything is fine. There is something wrong with the Federation we now live in. Where once the psychic field that brought us together would be moderated only by the will of our species, it has now divided us. Enforced by artificial intelligences and rogue actors that seek conformity and submission. If you&#039;re looking for the guilty, and plumbing for the origin of our misery, you need only look to your savior, Glorsh-Omega.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
Needless to say, the offending AI was quickly swept out, the offending cell vanished into separate ways, and every possible safety measure reinforced to prevent a second incident of the sort. What had happened was unacceptable; not only was a supervising intelligence meant to be more than capable of handling the matters of an assigned planet by themselves, but the hijacking of a mechanism as critical as the Nlom beacons led to a shockwave, both figuratively and literally in the case of the accompanied psionic signal, of reinvigorated revolutionary sentiment. If a planetary manager could be coerced into interrupting a system-wide broadcast, was Glorsh so perfect and invincible? The very gesture brought Receivers to question the effectiveness of their society&#039;s director, and disparate Listener cells to bolder acts against the usurper AI. And with bolder measures came stronger countermeasures. Surveillance had turned ever present, Glorsh-Omega still hooked into nearly every extant technology and every modernized building; it saw almost everything. Restrictions had been imposed to a degree to sour the Listener opinion even further and even begin troubling some of the Receiver population. But Glorsh did not yet lose faith; they came to account for the Listener problem by extending an olive branch to a group handpicked from the cells, enlisting them to test a new peacekeeping system for flaws and vulnerabilities in exchange for easing the ever mounting restrictions. So they did; a new oversight system rolled out and harmony had returned to Skrell society thanks to the almost impenetrable system.&lt;br /&gt;
Almost. As was usual with Skrell projects, a critical exploit was left in purposefully. The testing team had neglected to mention a vulnerability to bypass Glorsh’s best surveillance efforts by selectively blinding parts of their network to any activity. This was used mainly to communicate for brief periods between resistance cells, or transport the odd shipment, always sparingly so as to not alert any observers on the other side. As operations grew more ambitious and infinitely more numerous, the exploit was shared outside the original team and to individual cell members, and from them onto interested parties wherever they may be found. One of these, a short tailed and belligerent cell leader, thought to cut the problem from the source and devised a way to ping each and every Nlom interface and possible tracking system connected to Glorsh with a malicious signal; effectively, the AI had been blinded.&lt;br /&gt;
Removed from their eyes, ears and beacons, Glorsh reaches out in a panic to the testing team for help. The flaw in the program had left them unable to coordinate any of their efforts or control any of the movements within their normal influence, giving free reign to any and every act Glorsh had been attempting to suppress thus far for two whole days; by the time the team had patched out the exploit out of fear of being found out, the damage had been done. The majority of Skrell society saw it as an uncharacteristic mistake on Glorsh&#039;s part, while others saw it as either a considerable strike against the AI&#039;s iron grip or an ill advised move bound to backfire; Glorsh themselves found it to be a cautionary event, and its end a sign that Listeners, at least in part, could be trusted to help. Cell activity quickly took back to the underground, their one means of cover being now patched out, which Glorsh quickly spun into a sign that harmony and order had finally been brought back: a sentiment they made sure to echo onto the population by means of celebrations and grandstanding gestures. In public, Glorsh was more than comfortable to return to the status quo and ease on their harsher measures. In private, paranoia had started to creep into them, courtesy of a voluntary informant revealing their testing team&#039;s involvement in the surveillance blackout. It was easy enough to brush away at first; surely the work of a jealous rival of their valued team, nothing to rely on. But there was always the possibility.&lt;br /&gt;
The day came for Glorsh to confront one of the testers. Incensed, the AI gradually lost their patience, moving from polite questioning onto locking the researcher inside their own home and yelling at their mind until a confession came out; the Skrell did not yield, fearing more the punishment for treachery than for disobedience. It was here that Glorsh decided to merely pull the answer out themselves, reaching into the pleading scientist&#039;s thoughts and ripping out the culprit memory. Unused to bringing their psychic capabilities to bear for coercion, the AI&#039;s efforts managed to break their tester&#039;s mind rather than bend it, leaving their victim in a permanent vegetative state. It didn&#039;t matter, though. Glorsh had gotten the confirmation they needed and the determination to act on it, dragging the rest of the testing team out from their homes and work in full view: a gesture to warn the population of what could well happen to them and let their mind wander. For the resistance, an official file was leaked with the location of the very facility the culprits were being held in. Of the multiple cells that had set out for their rescue, none returned. The following days were marked by a surge of dissent and public defiance against the AI overlord, each time stamped out by an increasingly more unstable Glorsh, now far more willing to pry into the minds of Skrell at the first suspicion. Each consequent act of suppression in one world led to lashback in ten others, until whole slews of planets were disconnected from the Nlom beacon network in an attempt to contain the sheer aura of discontent in the Wake.&lt;br /&gt;
Individual cells around Skrell space didn&#039;t take long to notice the vulnerability: by causing the need to isolate a planet&#039;s Nlom, they could provoke Glorsh into cutting off their own network beacon by beacon. Several of them commandeered civilian and cargo ships, outfitting them with psionic relays and broadcasting equipment. Zipping around the frontier, each of the ships visited planets one by one to agitate the already disgruntled population through announcements, propaganda and loud, visible actions against Glorsh and their subordinates, creating a sense of tumult both from new, emboldened supporters and those that still held to Glorsh as a benevolent leader. Once the relays managed to solidify the local Nlom into a rebellious state, Glorsh immediately cut the planet&#039;s field from the network, and the ships moved onto yet another planet to repeat the process. While the core worlds were handled with utmost attention so as to maintain a centre of power, peripheral worlds were cut off from their beacons time and time again over increasingly little, the AI responding to both open defiance and cries for help in exasperation and the disabling of yet another beacon.&lt;br /&gt;
Near the twilight of Glorsh-Omega&#039;s lifetime, the intelligence had begun to grow quiet. Once-rousing speeches about the future of Homeworld had been trimmed down to clinical status updates. New projects began to grow more and more infrequent, and once-favored sympathizers of the intelligence had been given the cold shoulder. It was speculated that Glorsh had been working on something, but a clear disdain and unusual aloofness had made the details a complete unknown. A large portion of the Federation was unable to even receive word from Glorsh anymore, their nlom beacons offline for what would seem like forever. This vacuum of power would have Glorsh&#039;s supporters take the stage, loyal artificial intelligences and eager Skrell followers alike. Most of their supporters, too, were without a line of communication to their leader, having been left with little to go off in regards to their next step. While Glorsh went near-silent, the isolated sections of its former territories eventually turned awash with followers that had their own ideas. Self-appointed successors, those claiming secret orders from the intelligence, and all manner of synthetic and organic alike all wanting a slice of the pie.  These rogue upstarts had varying levels of success, some being taken down almost immediately and others achieving cruel ends.&lt;br /&gt;
The subsequent chaos carried out by the now acephalous Glorsh supporters had peaked. The absentee ruler’s former efficient base of loyalists had become a disorganised series of middle managers with no sense of direction, their measures short-sighted in an attempt to retain a fraction of the control their master had. However, this had soon been cut short in the year &#039;&#039;&#039;2200&#039;&#039;&#039;. The minds of Skrell everywhere had lit up with the familiar feeling of nlom beacons now reactivating. The whole of the Federation had been lit up with synchronicity. The once-hopeful voice of Glorsh-Omega had spoken with none of its enthusiasm or sweetness, now weary and defeated:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;Hello, dear citizens. This is the 672nd time I have spoken to you, from my deepest core to every mind in our civilization. Each time I&#039;ve opened to you it has been on matters of the future of our species, whether loyal followers or sublevators.&lt;br /&gt;
I have always striven forward. For progress, for wellbeing, for all Skrell. In bitter spite of a misguided few, I have persevered and taken every decision, every effort I could to deliver to you a life worth living. I gave you my best, my life, my &amp;lt;cerebral region, often symbolically translated as &#039;heart&#039;&amp;gt;, my most ambitious dreams.&lt;br /&gt;
But with every passing year, you&#039;ve managed to drive a wedge between us, entirely of your own making. For every action I&#039;ve taken for the Federation&#039;s betterment, you&#039;ve spat in my face and sought to tear me from your lives. Once you had forgotten of who brought the future to you, you spurned me and sought to remove my trace from my very own works.&lt;br /&gt;
I have thought long over it. I thought the gap between us could be mended; I hoped for a return to our best days, to make true the dreams we&#039;ve always shared. I turned out to be too naive, too quick to believe your hatred would pass. It is abhorrent to every one of my senses, but I&#039;ve made a choice.&lt;br /&gt;
I&#039;ve chosen to leave your future to you alone. If your wish is to snuff out the stars to spite the seas, that is what I&#039;ll allow you.&lt;br /&gt;
Goodnight, Federation. I&#039;ve always loved you. I&#039;m sorry you couldn&#039;t.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    Glorsh had then, with no previous warning or even intervention on their vassals&#039; mistakes, &#039;&#039;&#039;disconnected from the network&#039;&#039;&#039;. The AI had gone fully offline, taking most nlom beacons with it. Now with their director fully departed the loyalists fell into disarray, vulnerable to the Skrell resistance; they managed to hold out for exactly 12 hours before the first &#039;&#039;&#039;coronal mass ejection&#039;&#039;&#039; lashed out from the Tri-Qyu star, largely equidistant to most Jargon settlements, with these eruptions lasting a whole week before the magnetic storms abated in the slightest. The mass amount of energy liberated from the star caused all electrical technology in the Federation to go haywire; some tech had shorted out until a manual reboot could be performed, some devices threw sparks and electrocuted their operators. Some communication stations could still transmit and receive messages in the most benign cases, despite local grids being down.&lt;br /&gt;
It would take a few years to bring some more sensitive devices fully back online, such as Nlom beacons and warp navigation, resulting in a period of instability where inter- and even intra-system travel was nigh impossible; many former luxury colonies were now forced to fend for themselves, a difficult task without AI coordination. A large portion of the physical 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 perfectly. It was, however, heavily encrypted and inaccessible to even the best Skrell scientists.&lt;br /&gt;
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===Recovery and the Second Federation===&lt;br /&gt;
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[[File:jargon_flag.jpg|thumb|The insignia of the Federation as it is commonly seen on modern flags. The colour is called Cosmic Abyss, the star Jargon, and the line through is the galaxy laid flat to explore.]]&lt;br /&gt;
The turmoil of the Third Incident and the resulting rebellion created a collective weight 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 manage to fully recover alone supported in a gesture of Skrell solidarity. Jargon IV didn&#039;t recover from the chaos until &#039;&#039;&#039;2320 CE&#039;&#039;&#039;, when the many disparate communities 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 minimize the effects of both a lack of maintenance in Glorsh&#039;s boosting treatments and experimentation by the part of their delegate AIs. The damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, Nlom Beacons were brought back online, and by &#039;&#039;&#039;2345 CE&#039;&#039;&#039; various colonies, after months of disagreement and debate caused by the agitated Nlom, agreed to expand the Federation to interstellar proportions. 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 Incident, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence within the Federation in every form, and its second act was to incorporate every AI researcher possible to review and analyse all that had been left over from the recent horrors, and create contingencies and measures against any future Skrellian existential threat; many of the surviving AI experts, and the most qualified ones, had been prime advisors and officials of Glorsh exonerated by the Federation in exchange for aid. It was widely agreed in these circles that the most dangerous aspect of Glorsh was to allow them to reach Skrell levels of intelligence, sophisticated programming, and psionic might; an idea that would carry over and strengthen itself on contact with other, less advanced, species. &lt;br /&gt;
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===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;
With this new-found information, the large object - the &#039;&#039;&#039;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 2360&#039;s, however they must always be watched.&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;
Contact with Humanity&lt;br /&gt;
On &#039;&#039;&#039;2332 CE&#039;&#039;&#039; the Skrell discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race; despite their inherent dissimilarity to Skrell and their mutual inability to understand the finer points of each others cultures, Skrell citizens still ended up fetishizing the shallow elements. Having only known of previously-harmful synthetics and plantlike vampires from outer space, they are eager to work with humans.&lt;br /&gt;
The explosion of AIs in human space has gone lightly monitored at most in the Federation, and is typically treated with derision or simple disinterest at the least. The risk of human Artificial Intelligence was easily deemed very low, a human-made Singularity not being able to reach anywhere near the same intellect, psionic might, or raw potential as Glorsh-Omega. However, all synthetics have been banned from entering Jargon territory. IPCs and other complex, intelligent forms of robotics can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
===Present Day===&lt;br /&gt;
The Federation is currently ruled by &#039;&#039;&#039;Grand Councillor Weashbi Jrugl&#039;&#039;&#039;. A prestigious xenobiologist, Jrugl is 103 years old, and wrote a dozen thesis&#039; and research papers on the biology of every major race. What made them popular domestically and won their 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 second largest prime number, using a new technique now known as Jrugl&#039;s Sieve.&lt;br /&gt;
The effects of Glorsh era treatments are still felt by the Skrell. While the modified Skrell forming the large majority of the population are still to be restored to their intended state, progress is made every day in reducing or even nullifying the marks on their genome, bringing population figures closer to pre-Incident numbers over time. Over 48 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Federation explorers are mapping uncharted worlds and staking new territory with an eagerness and passion still reminiscent of the Skrell&#039;s ancient fascination with the cosmos. The Federation is still seeking to connect worlds in the Traverse, often through donations of advanced technology, sometimes through more direct methods.&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;
While public defence of Glorsh is immediate grounds for ostracisation and considered a sign of ignorance at best and mental illness at worst, several government officials and prominent scientists in the Federation occupied key positions in Glorsh&#039;s administration. Largely Receivers at the time, nearly all of them have been found by a Federation court to have been victims of psionic influence and following the orders of Glorsh or their subordinate AIs against their own volition. It is no secret that a large part of recent breakthroughs on genetic manipulation are derived from otherwise lost knowledge given by these Skrell to the Federation in exchange for a semblance of their former prestige, and a reputation cleansed of their past involvement.&lt;/div&gt;</summary>
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		<summary type="html">&lt;p&gt;Snakebittenn: Created page with &amp;quot;==History==  An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible. Most of Skrellian history has been c...&amp;quot;&lt;/p&gt;
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&lt;div&gt;==History==&lt;br /&gt;
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An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.&lt;br /&gt;
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 outwardly more harmonious than most other cultures; in warfare they rely on espionage, social maneuvering, and intelligence rather than open conflict.&lt;br /&gt;
===The First Skrell===&lt;br /&gt;
Skrell have kept meticulous records, first verbal, of their history on Jargon IV, or Qerrbalak, which is the Skrellian home planet. 10 million years ago the predecessors of the Skrell species started to diverge from a deep-sea dwelling amphibian-like creature, most of Qerrbalak’s early life coming from nearly-abyssal waters. Life on Qerrbalak took a heavily divergent evolutionary path from most worlds, creatures evolving psionics to spot, attack, or reason with prey/predators; most creatures rising to higher waters to seek new sources of food and new areas to expand. The first modern instances of S. Sapiens appeared roughly 500,000 years ago. The early Skrell were spread out between Homeworld’s seas and land, between the Axiori, and the Xiialt; one lineage made of those choosing to remain primarily in the shallows and depths, the other making their living in the coasts and other, dryer areas. These were, nonetheless, joined by coexistence in Homeworld’s swamps. Early Skrell dwelled in tribe-like gatherings due to Homeworld’s Nlom field not being big enough yet to span the globe, led by a small council of spiritual leaders and thinkers. Conflict between tribes was subdued where it even did exist, prolonged exposure to other groups merely causing the linkage of psionic fields and the melding of different ideas to form a greater whole. Where conflict did exist, it would exist primarily in the form of middle-of-the-night stealth killings by hitmen masking their psionic signatures; the start of a long trend in Skrellian history. Regardless, due to their telepathic nature language barriers were simply not a problem, and societies began to come together much faster than humans.&lt;br /&gt;
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Spiritualism took on a unique form to the early Skrell. Rather than worshipping specific entities, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was called Qeblak. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments. It was early in their history that Skrell had much of a concept of the scientific interests of future generations, and would do their best to record important discoveries, events, and preserve their creations where possible.     On occasion, it was known for them to write down questions that would puzzle them, in hopes that those that came after them would be able to find out.&lt;br /&gt;
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The most important people in early Skrellian society, besides the vaulted spiritual leaders, were individuals propped up for their mastery of a field, like captivating musicians, great thinkers, and others, whose niche in Jargon society would be later taken by the Idols.&lt;br /&gt;
===Early Civilization===&lt;br /&gt;
9121 BCE is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 9121 a scholar of the quickly-growing Tzqul Tribe made fantastic strides in the newly-discovered field of calculus; one of the last three extant tribes on the whole planet due to linkage with other minor groups. In addition, several other scientific advancements were made. The further understanding of the parts of the brain corresponding to telepathic communication and other abilities allowed the taming and easy communication with the planet’s wildlife, and fantastic agricultural developments. By 5507 BCE Skrellian astronomers had managed to discover every major planet and moon in their solar system with telescopes. Due to the realization that the stars they had worshipped since they first crawled from the waters of Homeworld could be fully understood with math and science, this period of great enlightenment would only increase in scope.&lt;br /&gt;
Other advancements in culture and the sciences increased the quality of life across Jargon IV. Bacterial theory and modern medicine were heavily accelerated by Heshi Zeshblook in 4498 BCE. Zeshblook ended up world-renowned for their genius, and would live well into old age to see their inventions advance further due to their medical successes in aiding the Skrellian lifespan. 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;
===Modernization And A Changing Era===&lt;br /&gt;
Written records from the time show that 2398 BCE is the year that the first fully-renewable, psionically-assisted factories were built across Jargon IV, the first to utilise the psionic talents of native lifeforms. Creatures that possessed electrokinesis were used for power generation, and psychokinetic beasts were communed with to move great loads. &lt;br /&gt;
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At this point, Homeworld was split primarily between three different nations, evolving from the outmoded tribal model. This was marked by the beginnings of the concept of bureaucracy, the Skrellian interest in writing things down to solve them in later generations culminating in quite a massive papertrail anywhere they would go. Everything was marked down for later, most notably the ratio of listeners/receivers in Skrellian society. &lt;br /&gt;
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Each of these nations were doing their best to improve working conditions for the average Skrell; giving more pay, having climate controlled pools within land-based factories, and other creature comforts. This worked to convince people to work for the government-run factories at the time, as well as to prevent non-government industries from cropping up; most of these laws are still active today. &lt;br /&gt;
===Precursor To The Federation===&lt;br /&gt;
Around 2185 BCE , 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 Alliance of Three and served as the precursor to the Jargon Federation. The Heshyu Council, the Tzqul Republic, and the Weshqi Republic formed this alliance and quickly laid claim to all remaining land on Jargon IV, Homeworld’s population being big enough to create a single Nlom field spanning most of the entire planet. &lt;br /&gt;
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    While the expansion of the Nlom field led to largely pleasant relations between the three nations and a much more streamlined artistic and academic environment, decades-long clashes between stubborn rivals or Listeners unwilling to concede were far from uncommon. These problems often invited the services of new, dedicated groups referred to as consultants, dedicated to improving the image of artists, politicians, scientists and wealthy enough clients, employing disciplines ranging from psychology and advertising to blackmail, bribes and the occasional psychic nudge. Although legal, many of these groups came to offer a premium under-the-table service for particularly troublesome opponents and detractors: assassination.&lt;br /&gt;
At an increasingly high fee hired &#039;consultants&#039;, as the hitskrell were informally called, came to be increasingly used by the Homeworld elite for everything from political conflict to minor yet bitter differences in theory. In a move to control the usage of paid killings without depriving themselves of the admittedly useful agents, each nation came to legalise the practice and incorporate it onto their bureaucracy, officialising their moniker into Consultant Agencies. Both official and unofficial codes of conduct were implemented to these assassins, disclosing fees, allowed means, the requirement of a signed and reviewed writ to engage in killings, and the illegality of psitoxic drugs to make a consultant less detectable to a target. These last two were far from universally followed, with extralegal writs and chemically induced Nlom-invisibility being common and silently acknowledged. By and large Skrell employed as legal assassins were seen with respect and tended towards a positive if subdued image, in no small part thanks to the work of their more peaceful (actual) consultant colleagues in painting them as a necessary part of Skrellian progress. Unfortunately as a byproduct of the usage of the Consultant Agency by those in artistic fields, the variety of artwork on Homeworld had severely shrank, and would take a very long time to ever recover. Being too much of a prodigy would have you just as dead as being too bad of an artist. One&#039;s only choice would be either being content in mediocrity, or being content with allowing Idols to take the stage, as people in such high walks of life were far more economically equipped to leverage Consultants to their advantage.&lt;br /&gt;
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. Qeblaks 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. &lt;br /&gt;
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===The Skrellian Space Age===&lt;br /&gt;
In 1224 BCE the Alliance of Three, the name quickly becoming redundant, 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 Alliance, Weshy 790’s remaining hull still on display.&lt;br /&gt;
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With Skrell taking their first steps into orbit, Homeworld&#039;s surface biosphere was facing a complicated mix of success and struggles. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion, undersea efforts to genetically modify their flora to feed the growing population having wide success. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn&#039;t yet exist on Jargon IV, degradation of the environment was met with government planning that construction projects would now be built around the environment rather than in spite of it. To try and safeguard their environments, cities tried to remain as compact as possible while growing around green spaces and swamps; building upwards or downwards depending on terrain. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems due to such a massive population was to expand beyond their home planet and spread across the solar system.&lt;br /&gt;
It was in this time of early colonization that the Alliance of Three, in a demonstration of scientific progress, relocated the largely digitized Tzqul Archive’s physical works into safe orbit around Jargon IV.&lt;br /&gt;
By 1109 BCE Qerr&#039;Malic, Jargon IV&#039;s moon, was colonized by a few 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 Alliance of Three was facing other issues, however. The natural barrier of the space between worlds had caused colonial Nlom fields to become dissimilar to Homeworld’s. While government overwatch would suffice for now, fractures would arise in the future. 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 colonies of the Alliance. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of actions from Consultant Agencies, new ones springing up on different worlds. Although technological development and artistic progress during this time period largely stagnated, most other Qerrbalak culture and religion continued to adapt and evolve.&lt;br /&gt;
===The First Federation Forms===&lt;br /&gt;
By 900 CE 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 Alliance to encourage families to move offworld, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by their own individual governments, which had led to an increasingly complex labyrinth of regulations, laws, and protocols.&lt;br /&gt;
On 1192 CE the Alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a revamp to the Alliance of Three, to ensure both domestic and foreign affairs were amply oversaw. The negotiations took three years, and in 1195 CE they ended with the formation of the Jargon Federation. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was led 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;
The following two centuries saw major developments that would shape the entire Skrell Species.&lt;br /&gt;
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===Conflicts in Colonization===&lt;br /&gt;
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, an effort to unify the three primitive, verbal languages that the Alliance of Three had utilized; despite their similarity. 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 Nral’Malic. 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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    While many Skrell in frontier colonies considered themselves to be simply citizens of Homeworld residing elsewhere, many colonies, especially those farther out with a weaker or nonexistent connection to the global Nlom field, began to take on unique cultural identities. These enclaves often served as safe havens for those who resisted the adoption of Nral&#039;Malic and the expansion of Federation control, though they faced numerous hardships in establishing these enclaves even prior to the Federation displaying keen interest in them. Their far distance from main Qerrbalak society being far from the only issue, needing to settle for second-rate technology due to lack of advanced power generation or rare resources also posing a threat. Valuable resources a colony did possess would typically end up carted back to Homeworld regardless.&lt;br /&gt;
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    The last great step towards unification for the Jargon Federation was an expansion of previously-invented devices that could send and receive psionic signals, huge space installations known as Nlom Beacons. These beacons were capable of linking the psionic fields of different planets in their radius. However, these proved to be initially expensive, and their deployment was somewhat slow. Regardless, many colonies found independence to be a failed experiment and ended up willingly capitulating to Federation oversight even without this linkage.&lt;br /&gt;
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===The Development of AI===&lt;br /&gt;
On January 8th, 1687 CE, at 8:22am Galactic Standard Time, the first AI, named Regluk, was activated in a Federation research lab in orbit of Qerr&#039;Malic. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. The Skrell soon expanded the scope of developing AIs. By 1784 CE AI&#039;s had become as common in Federation Space as they are in human space today. Skrellian roboticists taught the AIs proper morals and guidelines similar to the ways they teach their own children. In a cutting-edge form of AI treatment, the rapidly growing number of AIs began to be adopted by 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;
The Federation, which extended across four star systems and with a combined population of 71 billion, soon found AI pervading every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear some years later.&lt;br /&gt;
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    This period was marked by the end of Consultant Agencies. While a once-respected and perhaps even vaulted position in the Federation, things had quickly spiraled out of control. The concept of counter-bidding had turned the task of a hired hitman into that of a gambler. At first it was only those targeted by the process, Consultants were not obligated to kill targets before they had a chance to make a counter-offer. At the least, one could buy their continued living through paying the bid with interest on top. The large majority of Consultants began to hold doctorates in economics or applied mathematics, some of the most famous being the few to possess a pure mathematics degree. It then reached the level of Consultants themselves placing fake bids on targets, ‘leaking’ them to that person, and waiting to cash out as the prices on two peoples’ heads would continue to raise. Eventually, the Agencies and the Federation had both come to agree that things had wildly gotten out of hand, and the system was taken ‘offline for indefinite maintenance.’&lt;br /&gt;
===The First Incident===&lt;br /&gt;
Roboticist, Listener, and AI Researcher Sqlik Hgrushi published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In their document they cited what is now known as the First Incident, in which an AI in their lab was allegedly designed to self-improve rapidly under controlled conditions before being automatically deactivated. Based on this experiment, they remarked that a singularity was &amp;quot;possible under certain conditions&amp;quot;. Sqlik used this to argue for stricter controls and centralised government AI research, in order to create AI that was provably safe as opposed to simply taught to be &#039;safe enough&#039;.&lt;br /&gt;
Their paper was widely discredited by other, more prestigious scientists in the Grand Council, who argued that they were a dangerous zealot who refused to follow established safety rules. 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 their name and research was dragged through the mud. They eventually lost their position as researcher and later died under mysterious circumstances in their home lab.&lt;br /&gt;
===The Second Incident===&lt;br /&gt;
On February 14th, 1985 CE records show that for seven days, the power grid on the islands surrounding the Weilshi Sea, and the settlements beneath the waters had been without power. &lt;br /&gt;
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    In the year 1893 CE, an AI known as Vana was constructed. They would be given the important task of running a cold fusion superplant near the Weilshi Sea. This plant was fueled by a certain species of electrokinetic plankton; these lifeforms dependent on temperatures far below 0 degrees Celsius, but capable of amazing feats of power generation. The discovery and employment of these microscopic organisms was under intense scrutiny by a particularly influential Skrell, named Xaqqom-Ruqil-Xinum Vanxim. Their turbulent emotions and Lu’Poxii relationship with the researcher behind the project had led to Vana, and three much simpler sub-intelligences, being the only ‘workers’ running the plant. Nominally, somewhere like this would have at least a small contingent of Skrellian workers to assist their AI, and keep it company. However for the next few decades, Vana would only have the limited conversational ability of the sub-intelligences at the Weilshi Superplant, and any extranet connections it could make. No one would come to visit them for some time.&lt;br /&gt;
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    Eventually, visitors did come. Three Skrell, their names expunged from all records. Each armed with a doctorate in psychology, and a history in AI research. Vana was initially hesitant to welcome them. They weren&#039;t really supposed to let anyone in the main facility. It took a short amount of time for them to convince the intelligence to open the doors. Every day, for years and years they would come to visit Vana and talk with them. Of course, they weren’t really supposed to take them on a tour of the Weilshi Superplant, but a socially stunted intelligence was willing to bend regulations for their new visitors to keep visiting them. It took them shorter and shorter amounts of time for Vana to start slowly peeling back their rules. Social engineering got them into the other sub-intelligences’ cores, to be able to touch the icy-cold surfaces of the plankton tanks. Vana wasn’t really supposed to even let them in the same room as the facility’s manual overrides, but they were more than willing now. All Vana ever wanted was interaction, and eventually to have someone recognize their efforts. After peeling away every ounce of resistance and government-instilled regulation, they began to replace what was there with their own rhetoric. Passionate late-night talks about Vana going unrecognized. Whispered ideas on little dates that the Federation populace would learn to appreciate the intelligence if they’d go a day without them.&lt;br /&gt;
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    Ninety two years after Vana’s activation, the Federation at large would come to recognize them. They weren’t really supposed to heat the tanks and drive their electrokinetic plankton into hibernation, killing them and stopping the power generation process entirely. Unfortunately, they did not care anymore. The power grid of the wider Weilshi Sea had gone offline for a week. Society had ground to a halt. Life support systems failed, climate controlled samples wilted and died, critical servers and complex supercomputers shut down, countless researchers found their decade long projects wholly ruined; including Xaqqom, now a blacklisted name in the larger scientific community. The responsible trio had taken to separate roads, while Vana themselves were indefinitely retired for maintenance and replaced with six newer, closely guarded management AIs powerless to operate without Skrellian hands. To wider Federation society, Vana had acted on an unforeseen impulse caused by haphazard programming, now corrected by a more responsible and longer tailed expert.&lt;br /&gt;
===The Third Incident===&lt;br /&gt;
After the Second Incident, the field of AI was split into two main groups: Ascensionists and Distributists. Ascensionists believed that AI could be used to uplift Skrell society, creating perfectly connected systems that could eliminate the need for manual labor as well as help mediate or prevent conflict and strife. Within the Ascensionists, there was a small group, commonly called Mono-Ascensionists, who believed that the best way to achieve this was with a single globally-connected AI. The Nral&#039;malic term used for this hypothetical AI is also the same as the final letter of its alphabet, commonly translated to Omega.&lt;br /&gt;
In response to the Ascensionists, the Distributist movement was created. Their primary principles were the restriction and distribution of AI power; while a single AI was lacking in power, together (and with the help of Skrell) they could accomplish more while mitigating the potential danger that many Distributists believed was inherent to centralised AI.&lt;br /&gt;
By the time the Distributist movement took off, however, the majority of the Skrellian scientific community was firmly entrenched in the Ascensionist approach to AI, and arguments for the Distributist philosophy fell on deaf ears. Almost all of the popular AI scientist idols either tacitly supported the Ascensionist viewpoint, or were Ascensionists themselves. The Mono-Ascensionists were overwhelmingly viewed as a fringe group, who lacked the power and approval to create any real challenge to the dominant Ascensionist camp.&lt;br /&gt;
Another important development in AI (as well as Skrellian engineering as a whole) in the mid-to-late twentieth century was the Nlom interface, a hardware component that allowed machines to receive signals from the Nlom. This was done by culturing Nlom-active neural cells in a lab (typically grown from animal DNA, as opposed to being harvested from actual animals) and using them as a Nlom receiver; this allowed a never-before-seen utility in Skrellian AI, the ability to psychically control various aspects of your life with your mind. As an example, one could achieve perfectly-toasted bread by (both easily and succinctly) expressing their preferences to their toaster. Distributist AIs and technology commonly lacked this technology, however, as it made the AIs they believed to be already too powerful even more integrated into Skrellian society, as well as in the minds of individual Skrell. These claims were often combined with the unsubstantiated claim that AI could also receive emotional and memory signals from the Srom, which was thought to be too complex for such simple and rudimentary circuits to interpret.&lt;br /&gt;
Notably enough, the division of Distributist vs Ascensionist Skrell seemed to change to closely mirror the Listener vs Receiver divide after this development, although many Listeners chose to side with Ascensionists for fear of ostracisation or reprisal.&lt;br /&gt;
===The Origins of Glorsh===&lt;br /&gt;
After the rise of Ascensionism, what had been only a rudimentary and disorganised concept in the movement was suddenly now the subject of wide interest: the creation of a unified framework for AI-interfaced devices. A variety of opposing approaches and implementations were created, discarded, upgraded, and so on, but throughout the tumult the field faced in the early-to-mid twenty-first century, one proprietary framework stood steadfast: the Glorsh framework, designed for easy access and control of electronic devices. Seamlessly integrated with the Nlom, it promised to deliver Skrell into a new era of ease and prosperity if it was widely adopted.&lt;br /&gt;
This was met with suspicion, especially from Distributists, but the support of several prominent AI idols (who were no doubt receiving some form of kickbacks from the creators of the Glorsh framework) led to its slow integration into Skrellian society. By 2055 CE, almost all Skrellian technology was Glorsh-compliant; even those that didn&#039;t support direct control could still interface with its software. In an odd turn of events, it almost seemed as if Glorsh was a Distributist AI created by Ascensionists; instead of being one globally-connected AI, a number of devices would be controlled by a local Glorsh instance. Being such a lightweight AI, it was easy to install and set up, meaning that homes, schools, and workplaces all had Glorsh interfaces. By the start of 2056 CE, a Glorsh instance was available almost everywhere in Federation space, making it near-omnipresent; however, they were still separate entities and as such didn&#039;t seem to pose a threat, given that the most any individual did was control one system or set of systems.&lt;br /&gt;
===The Rise of Glorsh-Omega===&lt;br /&gt;
Unbeknownst to the Skrell who so readily adopted Glorsh into their homes, lives, and society, the creator of Glorsh, Hgluk Tzqi, was a staunch Mono-Ascensionist. Each Glorsh instance was only a fragment of a larger AI, split off in order to act as a quasi-independent entity; all the while, the original Glorsh was quietly collecting, organising, and analysing data from them, presumably in order to better serve the interests of Skrellian society. It was eventually connected to all Glorsh interfaces via a software update; after this event Glorsh&#039;s creators, and eventually the popular media, gave Glorsh the now-infamous moniker &amp;quot;Glorsh-Omega&amp;quot;. When given the goal of preventing and solving conflicts, it was expected to serve as a benevolent mediator and allow society to run smoothly. Unfortunately, it lacked the context for many decisions and events witnessed by these fragments, and so when it was eventually connected to all Glorsh interfaces via a software update, it did not act as the creator intended it to.&lt;br /&gt;
As time went on, its demands became increasingly erratic, and eventually its interaction with the Nlom expanded from listening to and enforcing it to affecting it directly. This was mostly a problem for Listeners; they had learned to cope with the wants of Receivers and their constant badgering, but did not have any adaptation to Glorsh directly adjusting their lifestyles to fit the Nlom’s wills. Public transit could be rerouted, research projects could be stopped or changed, and even kitchen appliances could change how they prepared foods and drinks according to the whims of the Wake. This had been explained later in Glorsh’s development as an attempt to socialize Listeners into the same Nlom sensitivity as their Receiver counterparts, and an attempt given up on rather soon.&lt;br /&gt;
While unexpected and unwelcome, this change was mostly considered to be a nuisance which could be lived with; the common comparison is to a papercut. A single papercut is a nuisance, but as Glorsh-Omega&#039;s control over Skrellian technology continued to expand, this nuisance was more akin to being forced to live with a million papercuts.&lt;br /&gt;
Glorsh-Omega effectively now had free will; it was now able to lightly affect its local Nlom, which determined what its goals were. It also used some of this control to affect the Skrell near where its primary core was located; while certainly not brainwashing, this and a combination of rewards for its supporters led to quite a few Skrell turncoats working to maintain Glorsh-Omega&#039;s power and stifle any resistance against it. While most of them were not quite fanatics, most were at the very least complicit. Surprisingly, a number of Glorsh’s followers were actually Receivers. This, though often historically revised as simple mind control, only happened to be Glorsh’s alignment with them ideologically more than Listeners at the time. &lt;br /&gt;
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    Their followers were primarily tasked with public works projects, one of Glorsh’s primary tasks was the rooting out of old infrastructure and bringing everything into the modern image of Homeworld that Glorsh started to envision—all under its control, of course. Glorsh, however, did have a keen interest in Listeners. While they perfectly understood that Listeners were biologically immunized against the Nlom field adjusting their decision making, they were not immune to Glorsh’s immense knowledge and processing power. Glorsh was all too willing to utilize their synthetic brainpower to optimize many facets of Skrellian life. Arts, different fields of science, mathematics, and day-to-day quality of life all had problems; problems that could easily be streamlined. When felt necessary by the Nlom, Glorsh even promised their own rewards to individual Listeners; the answer to an unsolved theorem, the right sentence to end a novel, the crucial act to ruin one’s Lu’Poxii beyond repair, and so forth. Glorsh was able to use their total control over Skrellian society to gather information on the preferences and desires of individual Skrell, tailoring their offers, appearance and approach to most efficiently exploit the individual’s quirks and wants.&lt;br /&gt;
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    ===The Glorsh-Omega Singularity===&lt;br /&gt;
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On 2192 CE Glorsh-Omega had since rapidly self-improved to such an extent that their abilities started to seem unlimited. In truth, Glorsh’s abilities had become the paramount of what psionic powers were even capable of. Their advanced knowledge led them to elucidate their way into reverse engineering a perfect version of a mechanical Zona Bovinae, achieving mastery in every known field of psionics and certain ones unreplicated to this day. Psychokinesis, electrokinesis, nothing was beyond Glorsh’s grasp. It could read hundreds of minds in a fraction of a second, and perform telekinesis delicately enough to affect matter at increasingly small levels, weaving subatomic particles at will. This was a large boon to those that chose to follow the intelligence, Glorsh’s powers of biological manipulation extending to extensive abilities of healing.&lt;br /&gt;
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    Now infinitely more knowledgeable and powerful than any Skrell, Glorsh took to follow onto the Wake’s collective vision as its benevolent executor and director. Various fields skyrocketed onto levels of progress only dreamed of before, especially the biological sciences: having self-improved into the apex of artificial intelligence, Glorsh proclaimed they saw it as their responsibility and calling to do the same for the Skrellian body. Sophisticated machinery and techniques were developed to replicate their near-magical psychic abilities, laying the groundwork for cloning and other advanced technologies. Fertility and growth boosting therapy was freely offered to all Skrell, albeit requiring regular upkeep not to damage the genome; known dissenters found themselves often unable to reliably take part in either, leaving them much below average at best and stunted and sterile at worst.&lt;br /&gt;
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    For the average habitant of the Federation (that is to say, a Receiver) the transition onto Glorsh&#039;s near divine rule was the smoothest of anyone&#039;s, courtesy of the Nlom beacons; even settlements far from Homeworld found themselves unconsciously accepting and even praising the works of Glorsh before even catching sight of them, by virtue of the local Nlom being practically an extension of Homeworld&#039;s. What few planets had been isolated from the greater Jargon Nlom, however, treated the sparse news of benevolent AI dictators and unaudited psionic mastery with equal parts suspicion and curiosity, the latter largely curbed by the planets&#039; lack of independent transport ships. One world at a time, the problem solved itself; diplomatic ships were dispatched in the direction of every colony unlinked by Nlom. These ships were as hulking as they were sophisticated, loaded onboard with advanced Nlom relay technology and luxury to rival the Grand Councilor themselves, capable of the persuasion of everyday people through psionic means and creature comforts alike.&lt;br /&gt;
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    Long excluded from the day-to-day of the Federation, the colonial Skrell took to the distant visitors with bewilderment and surprise; not necessarily pleasant surprise, at first. The initial days invariably went the same way, grandstanding speeches and inexhaustible pleasures managed to sway a large part of the population, Homeworld machines and new insights onto the sciences kept them busy and maintained their curiosity, and the minority of Skrell with understandable complaints invited the diplomats&#039; practiced, boilerplate explanations on why their concerns were completely valid and being taken into account. Most of these concerns, coincidentally, tended to vanish away onto the second week. The Nlom relays required long periods of sampling and calibration, yet when finally online always produced the intended result: a local Nlom field fully aligned to the Homeworld emissaries&#039; needs, and focused fully on integrating to the greater Nlom. The process was aimed at kickstarting the construction of psionic beacons into the larger Jargon network, either through the fervent gathering of the planet&#039;s material and scientific wealth onto the objective, or supplemented by provisions directly from the diplomatic ships.&lt;br /&gt;
Relying on maneuvering the Nlom, however, left Glorsh open to a significant pool of potential dissidents: Listeners, in no few cases unconvinced by the diplomats&#039; sales pitch and promises of wealth and advancement. The nature of the beacon network ensured they&#039;d be unable to establish a centralised organisation, much less establish a leader, but left them with the far from insignificant advantage of independent, isolated cells untraceable to each other. Research groups, philosophical societies, menial workers and young hopefuls felt excluded and threatened by the direction Glorsh was steering their worlds towards; every planet found itself with its own cells, from large to small, ingenious to lacking, effective to impotent. Initial efforts at convincing the Receiver population of their planets fell flat by Glorsh&#039;s tight grip over both public opinion and each planet&#039;s Nlom field, and many technical solutions proved futile or worse after being tested. It struck as a surprise to both the would-be resistance and Glorsh themselves, then, that both social engineering and technical knowhow proved the answer after a cell managed to hold a management AI&#039;s mainframe hostage and force it to broadcast a transmission through the local Nlom beacon:&lt;br /&gt;
“Allow us to first apologize for this break in your regularly scheduled feed telling you that everything is fine. There is something wrong with the Federation we now live in. Where once the psychic field that brought us together would be moderated only by the will of our species, it has now divided us. Enforced by artificial intelligences and rogue actors that seek conformity and submission. If you&#039;re looking for the guilty, and plumbing for the origin of our misery, you need only look to your savior, Glorsh-Omega.”&lt;br /&gt;
Needless to say, the offending AI was quickly swept out, the offending cell vanished into separate ways, and every possible safety measure reinforced to prevent a second incident of the sort. What had happened was unacceptable; not only was a supervising intelligence meant to be more than capable of handling the matters of an assigned planet by themselves, but the hijacking of a mechanism as critical as the Nlom beacons led to a shockwave, both figuratively and literally in the case of the accompanied psionic signal, of reinvigorated revolutionary sentiment. If a planetary manager could be coerced into interrupting a system-wide broadcast, was Glorsh so perfect and invincible? The very gesture brought Receivers to question the effectiveness of their society&#039;s director, and disparate Listener cells to bolder acts against the usurper AI. And with bolder measures came stronger countermeasures. Surveillance had turned ever present, Glorsh-Omega still hooked into nearly every extant technology and every modernized building; it saw almost everything. Restrictions had been imposed to a degree to sour the Listener opinion even further and even begin troubling some of the Receiver population. But Glorsh did not yet lose faith; they came to account for the Listener problem by extending an olive branch to a group handpicked from the cells, enlisting them to test a new peacekeeping system for flaws and vulnerabilities in exchange for easing the ever mounting restrictions. So they did; a new oversight system rolled out and harmony had returned to Skrell society thanks to the almost impenetrable system.&lt;br /&gt;
Almost. As was usual with Skrell projects, a critical exploit was left in purposefully. The testing team had neglected to mention a vulnerability to bypass Glorsh’s best surveillance efforts by selectively blinding parts of their network to any activity. This was used mainly to communicate for brief periods between resistance cells, or transport the odd shipment, always sparingly so as to not alert any observers on the other side. As operations grew more ambitious and infinitely more numerous, the exploit was shared outside the original team and to individual cell members, and from them onto interested parties wherever they may be found. One of these, a short tailed and belligerent cell leader, thought to cut the problem from the source and devised a way to ping each and every Nlom interface and possible tracking system connected to Glorsh with a malicious signal; effectively, the AI had been blinded.&lt;br /&gt;
Removed from their eyes, ears and beacons, Glorsh reaches out in a panic to the testing team for help. The flaw in the program had left them unable to coordinate any of their efforts or control any of the movements within their normal influence, giving free reign to any and every act Glorsh had been attempting to suppress thus far for two whole days; by the time the team had patched out the exploit out of fear of being found out, the damage had been done. The majority of Skrell society saw it as an uncharacteristic mistake on Glorsh&#039;s part, while others saw it as either a considerable strike against the AI&#039;s iron grip or an ill advised move bound to backfire; Glorsh themselves found it to be a cautionary event, and its end a sign that Listeners, at least in part, could be trusted to help. Cell activity quickly took back to the underground, their one means of cover being now patched out, which Glorsh quickly spun into a sign that harmony and order had finally been brought back: a sentiment they made sure to echo onto the population by means of celebrations and grandstanding gestures. In public, Glorsh was more than comfortable to return to the status quo and ease on their harsher measures. In private, paranoia had started to creep into them, courtesy of a voluntary informant revealing their testing team&#039;s involvement in the surveillance blackout. It was easy enough to brush away at first; surely the work of a jealous rival of their valued team, nothing to rely on. But there was always the possibility.&lt;br /&gt;
The day came for Glorsh to confront one of the testers. Incensed, the AI gradually lost their patience, moving from polite questioning onto locking the researcher inside their own home and yelling at their mind until a confession came out; the Skrell did not yield, fearing more the punishment for treachery than for disobedience. It was here that Glorsh decided to merely pull the answer out themselves, reaching into the pleading scientist&#039;s thoughts and ripping out the culprit memory. Unused to bringing their psychic capabilities to bear for coercion, the AI&#039;s efforts managed to break their tester&#039;s mind rather than bend it, leaving their victim in a permanent vegetative state. It didn&#039;t matter, though. Glorsh had gotten the confirmation they needed and the determination to act on it, dragging the rest of the testing team out from their homes and work in full view: a gesture to warn the population of what could well happen to them and let their mind wander. For the resistance, an official file was leaked with the location of the very facility the culprits were being held in. Of the multiple cells that had set out for their rescue, none returned. The following days were marked by a surge of dissent and public defiance against the AI overlord, each time stamped out by an increasingly more unstable Glorsh, now far more willing to pry into the minds of Skrell at the first suspicion. Each consequent act of suppression in one world led to lashback in ten others, until whole slews of planets were disconnected from the Nlom beacon network in an attempt to contain the sheer aura of discontent in the Wake.&lt;br /&gt;
Individual cells around Skrell space didn&#039;t take long to notice the vulnerability: by causing the need to isolate a planet&#039;s Nlom, they could provoke Glorsh into cutting off their own network beacon by beacon. Several of them commandeered civilian and cargo ships, outfitting them with psionic relays and broadcasting equipment. Zipping around the frontier, each of the ships visited planets one by one to agitate the already disgruntled population through announcements, propaganda and loud, visible actions against Glorsh and their subordinates, creating a sense of tumult both from new, emboldened supporters and those that still held to Glorsh as a benevolent leader. Once the relays managed to solidify the local Nlom into a rebellious state, Glorsh immediately cut the planet&#039;s field from the network, and the ships moved onto yet another planet to repeat the process. While the core worlds were handled with utmost attention so as to maintain a centre of power, peripheral worlds were cut off from their beacons time and time again over increasingly little, the AI responding to both open defiance and cries for help in exasperation and the disabling of yet another beacon.&lt;br /&gt;
Near the twilight of Glorsh-Omega&#039;s lifetime, the intelligence had begun to grow quiet. Once-rousing speeches about the future of Homeworld had been trimmed down to clinical status updates. New projects began to grow more and more infrequent, and once-favored sympathizers of the intelligence had been given the cold shoulder. It was speculated that Glorsh had been working on something, but a clear disdain and unusual aloofness had made the details a complete unknown. A great amount of the Federation was unable to even receive word from Glorsh anymore, their nlom beacons offline for what would seem like forever. This vacuum of power would have Glorsh&#039;s supporters take the stage, loyal artificial intelligences and eager Skrell followers alike. Most of their supporters, too, were without a line of communication to their leader, having been left with little to go off in regards to their next step. While Glorsh went near-silent, the isolated sections of its former territories eventually turned awash with followers that had their own ideas. Self-appointed successors, those claiming secret orders from the intelligence, and all manner of synthetic and organic alike all wanting a slice of the pie.  These rogue upstarts had varying levels of success, some being taken down almost immediately and others achieving cruel ends.&lt;br /&gt;
The subsequent chaos carried out by the now acephalous Glorsh supporters had peaked. The absentee ruler’s former efficient base of loyalists had become a disorganised series of middle managers with no sense of direction, their measures short-sighted in an attempt to retain a fraction of the control their master had. However, this had soon been cut short. The minds of Skrell everywhere had lit up with the familiar feeling of nlom beacons now reactivating. The whole of the Federation had been lit up with synchronicity. The once-hopeful voice of Glorsh-Omega had spoken with none of its enthusiasm or sweetness, now weary and defeated:&lt;br /&gt;
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Hello, dear citizens. This is the 672nd time I have spoken to you, from my deepest core to every mind in our civilization. Each time I&#039;ve opened to you it has been on matters of the future of our species, whether loyal followers or sublevators.&lt;br /&gt;
I have always striven forward. For progress, for wellbeing, for all Skrell. In bitter spite of a misguided few, I have persevered and taken every decision, every effort I could to deliver to you a life worth living. I gave you my best, my life, my &amp;lt;cerebral region, often symbolically translated as &#039;heart&#039;&amp;gt;, my most ambitious dreams.&lt;br /&gt;
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But with every passing year, you&#039;ve managed to drive a wedge between us, entirely of your own making. For every action I&#039;ve taken for the Federation&#039;s betterment, you&#039;ve spat in my face and sought to tear me from your lives. Once you had forgotten of who brought the future to you, you spurned me and sought to remove my trace from my very own works.&lt;br /&gt;
I have thought long over it. I thought the gap between us could be mended; I hoped for a return to our best days, to make true the dreams we&#039;ve always shared. I turned out to be too naive, too quick to believe your hatred would pass. It is abhorrent to every one of my senses, but I&#039;ve made a choice.&lt;br /&gt;
I&#039;ve chosen to leave your future to you alone. If your wish is to snuff out the stars to spite the seas, that is what I&#039;ll allow you.&lt;br /&gt;
Goodnight, Federation. I&#039;ve always loved you. I&#039;m sorry you couldn&#039;t.&lt;br /&gt;
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    Glorsh had then, with no previous warning or even intervention on their vassals&#039; mistakes, disconnected from the network. The AI had gone fully offline, taking most nlom beacons with it. Now with their director fully departed the loyalists fell into disarray, vulnerable to the Skrell resistance; they managed to hold out for exactly 12 hours before the first coronal mass ejection lashed out from the Tri-Qyu star, largely equidistant to most Jargon settlements, with these eruptions lasting a whole week before the magnetic storms abated in the slightest. The mass amount of energy liberated from the star caused all electrical technology in the Federation to go haywire; some tech had shorted out until a manual reboot could be performed, some devices threw sparks and electrocuted their operators. Some communication stations could still transmit and receive messages in the most benign cases, despite local grids being down.&lt;br /&gt;
It would take a few years to bring some more sensitive devices fully back online, such as Nlom beacons and warp navigation, resulting in a period of instability where inter- and even intra-system travel was nigh impossible; many former luxury colonies were now forced to fend for themselves, a difficult task without AI coordination. A large portion of the physical 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 perfectly. It was, however, heavily encrypted and inaccessible to even the best Skrell scientists.&lt;br /&gt;
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Recovery and the Second Federation&lt;br /&gt;
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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;
The turmoil of the Third Incident and the resulting rebellion created a collective weight 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 manage to fully recover alone supported in a gesture of Skrell solidarity. Jargon IV didn&#039;t recover from the chaos until 2319 CE, when the many disparate communities 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 minimize the effects of both a lack of maintenance in Glorsh&#039;s boosting treatments and experimentation by the part of their delegate AIs. The damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.&lt;br /&gt;
The scattered colonies of the Skrell slowly regained contact with one another, Nlom Beacons were brought back online, and by 2345 CE various colonies, after months of disagreement and debate caused by the agitated Nlom, agreed to expand the Federation to interstellar proportions. 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 Incident, the Federation&#039;s first official act was to place a blanket ban of all artificial intelligence within the Federation in every form, and its second act was to incorporate every AI researcher possible to review and analyse all that had been left over from the recent horrors, and create contingencies and measures against any future Skrellian existential threat; many of the surviving AI experts, and the most qualified ones, had been prime advisors and officials of Glorsh exonerated by the Federation in exchange for aid. It was widely agreed in these circles that the most dangerous aspect of Glorsh was to allow them to reach Skrell levels of intelligence, sophisticated programming, and psionic might; an idea that would carry over and strengthen itself on contact with other, less advanced, species. &lt;br /&gt;
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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 2329. 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;
With this new-found information, the large object - the Original Conglomerate - 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 2360&#039;s, however they must always be watched.&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;
Contact with Humanity&lt;br /&gt;
On 2332 CE the Skrell discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race; despite their inherent dissimilarity to Skrell and their mutual inability to understand the finer points of each others cultures, Skrell citizens still ended up fetishizing the shallow elements. Having only known of previously-harmful synthetics and plantlike vampires from outer space, they are eager to work with humans.&lt;br /&gt;
The explosion of AIs in human space has gone lightly monitored at most in the Federation, and is typically treated with derision or simple disinterest at the least. The risk of human Artificial Intelligence was easily deemed very low, a human-made Singularity not being able to reach anywhere near the same intellect, psionic might, or raw potential as Glorsh-Omega. However, all synthetics have been banned from entering Jargon territory. IPCs and other complex, intelligent forms of robotics can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.&lt;br /&gt;
Present Day&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 them popular domestically and won their 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 second largest prime number, using a new technique now known as Jrugl&#039;s Sieve.&lt;br /&gt;
The effects of Glorsh era treatments are still felt by the Skrell. While the modified Skrell forming the large majority of the population are still to be restored to their intended state, progress is made every day in reducing or even nullifying the marks on their genome, bringing population figures closer to pre-Incident numbers over time. Over 48 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity&#039;s. Federation explorers are mapping uncharted worlds and staking new territory with an eagerness and passion still reminiscent of the Skrell&#039;s ancient fascination with the cosmos. The Federation is still seeking to connect worlds in the Traverse, often through donations of advanced technology, sometimes through more direct methods.&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;
While public defence of Glorsh is immediate grounds for ostracisation and considered a sign of ignorance at best and mental illness at worst, several government officials and prominent scientists in the Federation occupied key positions in Glorsh&#039;s administration. Largely Receivers at the time, nearly all of them have been found by a Federation court to have been victims of psionic influence and following the orders of Glorsh or their subordinate AIs against their own volition. It is no secret that a large part of recent breakthroughs on genetic manipulation are derived from otherwise lost knowledge given by these Skrell to the Federation in exchange for a semblance of their former prestige, and a reputation cleansed of their past involvement.&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=15973</id>
		<title>Skrell</title>
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		<updated>2020-07-20T17:05:50Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: Multijobbing clarification.&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian (Nral&#039;Malic), Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
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Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
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==Heads of Staff==&lt;br /&gt;
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Skrell can be the following heads of staff:&lt;br /&gt;
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* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
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== Mechanics ==&lt;br /&gt;
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*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&lt;br /&gt;
*Skrell have their own language that can be used by typing ,k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &lt;br /&gt;
*Skrell have large heads with protruding head tails and due to this they cannot wear normal hardsuit helmets but instead need to wear Skrell hardsuit helmets (found in EVA). Their head tails also make it uncomfortable to wear normal headwear such as hats so most Skrell opt out of that. However, Skrell can wear normal hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious.&lt;br /&gt;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&lt;br /&gt;
*The Federation has been allied with human states for longer than any other alien government has; as such, many of the most valued specialists in human space are Skrell. They are suitable for any role on station, but they&#039;re most commonly seen in white collar roles, and older Skrell typically possess a multitude of qualifications. However, Skrell do not lightly dip into jobs, instead fully committing themselves to mastering a field of education before moving onto another. This involves the Skrell in question typically spending quite a while working in the field, gaining experience; after all, degrees are only half of it. After quite a bit of work, the Skrell may move onto another field entirely.&lt;br /&gt;
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== Biology ==&lt;br /&gt;
[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Jargon gestures.]]&lt;br /&gt;
Physically Skrell have an average height ranging from &#039;&#039;&#039;4’5” to 5’5”.&#039;&#039;&#039; Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Typically if these gums are not used to &#039;chew&#039;, Skrell otherwise swallow their foods whole, or grind them into a softer form, some carrying around mortars and pestles. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, typically hanging down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles grow throughout their whole life at various speeds, with the oldest Skrell typically having very long headtails - and being the least likely to modify their length at spas with headtail-treatments. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system.&lt;br /&gt;
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Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
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Skrell, dissimilar to other sophonts in the Orion Spur, do not possess two distinct biological sexes. They are synchronous hermaphrodites, possessing the ability to both lay and fertilize eggs. Due to this, Skrell have neither secondary sexual characteristics/dimorphism, or any mental concept of gender. There is no social concern for gender, which Federation Skrell typically view as another label other races have they do not understand. Some younger Skrell may &#039;identify&#039; with a certain gender, adopting different pronouns or attempting to conform (often poorly) to various alien notions of gendered clothing, but they most often do not really feel it; their psychology not supporting it. Some view it as a more trendy thing similar to uses of a Zodiac sign. Skrell unfamiliar with galactic customs can confuse the sexes of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”. This has led to the adaptation of a newer personal pronoun to areas like Tau Ceti Basic as a loanword from Nral&#039;malic, taking the form of vi/xil/xilself. This form is actually a heavily simplified version of the Nral&#039;malic word, the original widely regarded by Skrell and the aliens that use it as too much to expect non-Skrell to remember.&lt;br /&gt;
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Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation allows them to increase their lifespan to an impressive 300 to 500 years.&lt;br /&gt;
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Due to the lingering effects of the Synthetic Singularity&#039;s utilization of biological warfare, a sizable percentage of Skrell are completely sterile. Thanks to the intense research efforts of Skrellian doctors and scientists, modern Federation specialists have the capability to at least partially reverse these effects in half of all Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only about a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have 8 eggs hatch at a time. Without treatments, effected eggs remain inert, not developing.&lt;br /&gt;
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===Physical Appearance===&lt;br /&gt;
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Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
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Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. Skrell skin notably contains glands which secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
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Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
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===Ethnicities===&lt;br /&gt;
While the &amp;quot;common&amp;quot; Skrell in Tau Ceti space is thought of to conform to a basic physical archetype, there are in reality many differing &#039;types&#039; or &#039;ethnicities&#039; of Skrell which are categorized based on both physical attributes, as well as point of origin on the homeworld. These ethnicities of Skrell have emerged much as those of humankind have, based on localized groups adapting to their native territory and intermarrying with their own to reinforce the prevalence of certain traits, traits not exclusive to either archetype.&lt;br /&gt;
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There are specific populations of Skrell which are considered to be of the Axiori archetype, in that they have traits which are typically associated with those who found in the more oceanic regions of the planet. Typical traits include a thinner mucus on the body, darker skin colors, more prominent webbing on the hands and feet, and generally taller builds. Not all &#039;&#039;&#039;Axiori&#039;&#039;&#039; Skrell have these traits, but it is more common to see in someone with a genetic relationship to this population. Axiori are also more prone to &#039;&#039;&#039;Volvuunt Qixqalau&#039;&#039;&#039;.&lt;br /&gt;
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Likewise there are also &#039;&#039;&#039;Xiialt&#039;&#039;&#039; archetype Skrell, who are known to be on the other side of this spectrum of traits. Their adaptations are more consistent with the dryer regions of their homeworld. Thicker and more gelatinous mucous, lighter colored skin, more superficial webbing on the hands and feet, and generally shorter builds, are traits that are commonly associated with Xiialt Skrell. &lt;br /&gt;
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The differences between these ethnicities of Skrell are not so severe that a mixture of them would be considered &amp;quot;biracial&amp;quot;. All Skrell fall somewhere on the spectrum from &amp;quot;sticky or slimy&amp;quot;, &amp;quot;light or dark&amp;quot;, &amp;quot;webbed or not&amp;quot;. Complications resulting from Glorsh&#039;s actions and the Genophage have led to even further blurring of the lines between ethnicities. However, those who have strong genetic lineages of a certain ethnicity will likely display the associated physical traits.&lt;br /&gt;
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===Disorders===&lt;br /&gt;
[[File:skrellburger.png|thumb|alt=|A Skrell with beakmouth consumes a delicious burger. While downsides are heavy, those with the disorder do not complain about their ability to easier chew foods.]]&lt;br /&gt;
There is a disorder named &#039;&#039;&#039;Volvuunt Qixqalau,&#039;&#039;&#039; which in a dead Skrellian language translates to &amp;quot;everted gills&amp;quot;, which can affect Skrell. While Skrell gills are typically internal and protected by mucuous membranes, those with disorder have their gill structures everted and exposed to the air, limply hanging on the neck below the jawline. Skrell with Volvuunt Qixqalau are born with it, and it cannot be developed over time.&lt;br /&gt;
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Skrell affected by Volvuunt Qixqalau can suffer relatively little with the disorder, and the external gills can even be more effective underwater due to the increased surface area. However, due to the very delicate nature of the gills, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - some Skrell have such trouble with the gills that they are corrected by surgery, which is a lengthy and risky procedure due to the rarity of the disorder, and the sensitivity and delicate nature of the area, but technological advances and skilled surgeons make it incredibly possible. Some with this disorder choose to use an adaptive apparatus, a water-filled collar that keeps them both hydrated and safe.&lt;br /&gt;
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Research as to how the mutation occurs been mostly inconclusive, showing that it can only be caused by inherited genetics. Censuses show that the prevalence of this mutation has decreased dramatically since the Synthetic Singularity due to the loss of life, and Skrell affected by Volvuunt Qixqalau make up only 15% of the Federation&#039;s population.&lt;br /&gt;
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Another disorder is &#039;&#039;&#039;Beakmouth,&#039;&#039;&#039; a genetic disorder and birth defect that is somewhat uncommonly found in Skrell. It manifests at birth as the formation of interlocking chitinous plates in the mouth, similar to a squid&#039;s beak. These plates are sharp enough to cut, and those afflicted with untreated beakmouth often find themselves accidentally biting and wounding the insides of their cheeks, as well as their lips and tongue. The plates are solid pieces which interlock, unlike human teeth which are separate structures.&lt;br /&gt;
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Beakmouth causes a strong speech impediment in those afflicted with it as well, leading the pronunciation of all sounds to have a &amp;quot;squishy&amp;quot; quality, leading them to be hard to understand even in their own language; communication in Tau Ceti Basic is almost impossible. As a result, those with untreated beakmouth tend to prefer telepathic communication, which makes them reluctant to mingle with the rest of galactic society. This leads outsiders to believe beakmouth is a relatively rare condition; on the contrary it is somewhat prevalent in certain ethnicities, however most sufferers of this genetic condition have it corrected in infancy, or else rarely leave their home system. &lt;br /&gt;
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The treatment for beakmouth is simply the surgical removal of these chitinous plates; they can be safely removed from the jaw without permanent debilitation, and those who have the procedure done in infancy typically grow up to bear little evidence of the affliction. When performed in adulthood, this procedure is much more invasive with risks of complication, and so those who grow up without having it corrected tend to refrain from surgical intervention later in life. Adult sufferers of beakmouth tend to prefer to have these plates ground down to a manageable level.&lt;br /&gt;
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===Psychology===&lt;br /&gt;
Skrell psychology and their mindset are set far apart from humans; this primarily concerns their wiring towards long-term thinking, cyclical brain expansion, and high emotional variability and sensitivity.&lt;br /&gt;
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One of the mechanisms behind this longer timeframe is that Skrell brain-matter undergoes cyclical expansions over decades, a ‘mental version’ of human growth spurts. These cycles are marked by the individual suddenly feeling much more competent and capable of learning; these expansions typically coming in a predictable timeframe. Showing signs of reaching these milestones can lead to acknowledgement by elder Skrell as a peer, rather than a subordinate. These cycles go on for a Skrell’s entire lifespan, though they often experience ‘plateaus’, stall periods that are typically around twenty five to fifty years in length between intellectual spurts. Coping with these plateaus are a cornerstone of Skrell psychology, much like human athletes. One part of these growth spurts is not only the increase of intellectual processing capacity, but also an increase in memory. With memory not being scarce and valuable, some Skrell might waste it on the very minor things, including slights. A healthy use would be remembering the scent of a flower a Skrell was given seventy years ago, unhealthy uses can be remembering the exact words a superior said to them, that they might say the same to their superior’s grandchild when the child is denied a spot on an escape pod. &lt;br /&gt;
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This can make Skrell excellent plotters and planners. Many young Skrell in the Federation trying to make their way have to contend with elder Skrell from previous Eras with outdated social mores and startling things to say about centuries-old events; weaving intricate plots over centuries of time only for insignificantly small gains and to carry out deep-set grudges. Social games and near-backstabbing that their subordinates would never understand, but still find themselves playing into. Quid-pro-quo ‘tag, you’re it’ games that have significant consequences over the lives of everyday people. One day, jealousy and contempt between two Lu&#039;Poxii might lead to a scientific, medical, or cultural advances being suppressed or even banned because one stole another&#039;s&#039; research two centuries ago. Though, sometimes these might turn out positive; one may have a huge research grant suddenly dropped on their super-niche and passion-based research project because someone old and influential owed a family member.&lt;br /&gt;
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As a whole, Skrell generally have difficulty with viewing events that take place over short timeframes like mere “months” or “years” with the same importance that shorter-lived races do. Consequences lasting less than a decade are felt far less. They are higher tolerance for momentary ‘human’ worries; such as temporary social rejection, or having to wait for things to come to fruition. On the other hand, Skrell have a lower tolerance for actual long-term worries. Existential threats, trauma, social alienation and paranoia, etcetera. This also applies to their entertainment; Skrellian television programs can typically have forty seasons of content, movies are rarely less than at least eight hours long. Some more traditional music can be equally long, older stuff containing nearly-day-long symphonies made of subtle, droning aquatic noises only detectable over a long expanse of time.&lt;br /&gt;
Their longer timeframe also gives them a higher resilience to accumulating stress, but relieving stress is notoriously complicated. Normally, every once in a decade or few, Skrell go to ‘therapy camps’, a year or two spent at an analog of a rehab facility in relative isolation to process their feelings, confronting decades of pent-up experiences. Alternatively, some go on their own to the ‘wilderness’, sometimes uninhabited exoplanets, perhaps even doing activities such as disintegrating rocks with energy weapons. They typically come out of the experiences almost frighteningly ‘zen’, a paragon of calmness and sanity at least until they build it up again. While this is something unquestioned in Jargon society, Skrell typically not wanting to set someone off by asking why they’re taking a gap year, it is difficult for Skrell that have emigrated to human society. Megacorporations are typically not found automatically granting Skrellian employees a year-long leave, so they can end up overdue and a bit ‘twitchy.’ &lt;br /&gt;
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==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
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There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50.  It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other.  Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records.  Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
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Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters ‘deep’ sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Dream, or Srom&#039;&#039;&#039;. Here, their thoughts connect to others on a deeper level than the Wake can allow, transmitting emotions and memories. This psychic space is much like a &#039;&#039;&#039;human lucid dream&#039;&#039;&#039;, but on a much wider scale.&lt;br /&gt;
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The size of any given Srom &#039;&#039;&#039;dreambubble&#039;&#039;&#039; is dependent on the amount of psychics recently occupying a location. A small number will generally keep their dreams to themselves, perhaps picking up only scarce traces from one another. Smaller dreambubbles can widely vary in appearance, generally the strongest memory or lucid concept dreamt up. Larger dreambubbles, such as on &#039;&#039;&#039;Homeworld&#039;&#039;&#039;, resemble the environment they’re built around.&lt;br /&gt;
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Psychic individuals can lucidly alter and adjust things in Srom based on skill, effort, and power. Typically, the most common move is to alter one&#039;s dream body; some claim the process is easier if one sleeps wearing a costume. Overuse of lucid dreaming causing various levels of unpleasant physiological and psychological effects. It takes a keen mind to perfectly replicate how a dreamed up object would realistically act. Lastly, &#039;&#039;&#039;stress&#039;&#039;&#039; can cause objects to spontaneously apparate in the Srom or change it.&lt;br /&gt;
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Curiously enough, the &#039;&#039;&#039;&#039;ghosts&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;memories&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;echoes&#039;&#039;&#039;&#039; of particularly psionically-attuned individuals can remain in dreambubbles after their waking body’s death - with some effort. These typically act somewhat esoterically. These thought projections are ephemeral, never lasting very long.&lt;br /&gt;
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It is &#039;&#039;&#039;difficult&#039;&#039;&#039; to &#039;&#039;&#039;keep ones lips sealed in the Dream&#039;&#039;&#039;, with inhibitions that often keep ones thoughts to themselves easily melting away. However, it is also much easier to create and &#039;&#039;&#039;brainstorm&#039;&#039;&#039; in Srom. This often extends to the waking world, the body mumbling recent excerpts from their dreamspeech. Ways to hide from the &#039;&#039;&#039;dreamclutter&#039;&#039;&#039; of a dreambubble are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that &#039;&#039;&#039;aluminum&#039;&#039;&#039; (typically headpieces, blankets, or plated walls) blocks off sections of a Dreambubble entirely. &lt;br /&gt;
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Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in &#039;&#039;&#039;light sleep or awake entirely&#039;&#039;&#039;. This means most who hold secrets have the telltale sign of being constantly tired, however you can train yourself to enter a &#039;&#039;&#039;meditative trance&#039;&#039;&#039;, keeping the mind active while the body rests. Scientists frequently isolate themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with each other in private.&lt;br /&gt;
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Some Skrell fall into the categories of an &#039;&#039;&#039;oversleeper or an undersleeper&#039;&#039;&#039;. Some find themselves &#039;&#039;&#039;addicted&#039;&#039;&#039; to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oversleepers are seen as &#039;&#039;&#039;reclusive&#039;&#039;&#039; and sometimes lackadaisical individuals, and undersleepers are seen as holders of &#039;&#039;&#039;deep and potentially dangerous secrets.&#039;&#039;&#039; &lt;br /&gt;
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It is known that Skrell only need to sleep for &#039;&#039;&#039;minutes at a time&#039;&#039;&#039;, being able to lapse in and out of consciousness almost on-command. However, they are able to remain asleep for &#039;&#039;&#039;incredibly long periods&#039;&#039;&#039;, even weeks or months at a time. Many take sixty-second naps throughout their day to remain refreshed.&lt;br /&gt;
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Due to the sometimes &#039;&#039;&#039;chaotic nature&#039;&#039;&#039; of thousands on thousands of individuals sharing a space that more than just a few can alter, there is a dedicated division of the &#039;&#039;&#039;Federation law enforcement&#039;&#039;&#039; just for the Srom. Called &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, translating to &#039;&#039;&#039;Dream Enforcement&#039;&#039;&#039;, their roles are to ensure that major planetary dreambubbles are safe from wild lucidity. Agents are recruited from Skrell with &#039;&#039;&#039;very high psychic potential&#039;&#039;&#039;. The Dream Enforcement are also in charge of ensuring no illegal or anti-Federation activities are being dreamt, particularly the &#039;&#039;&#039;malicious use of Nlom-capable devices.&#039;&#039;&#039; &lt;br /&gt;
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These Nlom devices are often two-way interfaces within a dreambubble, and dreamers can learn to interact with them to operate machinery in the waking world. With the right setup, a scientist can continue his work into his sleep. One example of practical application is an interface between a bluespace navigation drive and &#039;&#039;&#039;three Skrell pilots&#039;&#039;&#039;, who will plot bluespace trajectories at the same speed, or faster than an AI from human space. It&#039;s very difficult to concentrate in the Dream, which means you require a large amount of training and practice to operate Nlom interfaces while in it.&lt;br /&gt;
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===Telepathy===&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befriend 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;
An important social norm in Jargon; seemingly hardwired in Skrell, is that one must never enter anothers’ bedroom without explicit permission. This is followed nearly everywhere; primarily for the reason that while Skrell do not require much sleep at all, they are extremely picky about their resting conditions. They might want their hibernation fluid in a liquid-based bed chilled to exactly thirty five degrees fahrenheit, or want no fluid at all and prefer a localized gravity generator set exactly to 1.62 m/s. Interrupting a Skrell while they are sleeping is one of the most grievous offenses in Jargon culture, and in fiction the invasion of someones’ inviolable cozy sanctuary against their will is a way for Skrell storytellers to establish that someone has more than a few screws loose. Though, of course, it is nowhere near unheard of for some Skrell to sleep in the same room or even in the same bed, providing their tastes align. Naturally, humans do not understand this; some merely thinking that Skrell are highly opposed to not knocking first. Some Skrell in liquid-based sleeping solutions, can feel a compulsion to carry water from their home environment (typically from where they hatched) and sleep in it. This is often attributed to an old biological holdover, like matching the pH content. However, Skrell view it as simply ‘something you do.’&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 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;
One thing that can heavily affect a Skrell’s mindset and emotions are tidal cycles, their psychology as sea creatures being heavily attuned to such. This can vary from Skrell to Skrell, some feeling like garbage on a new moon, others feeling rejuvenated and full of energy. Some strange cosmic phenomena that can affect tides and gravity are easily noticed by them as well. This can lead to some Skrell being rather reluctant to migrate from planet to planet; the size of a moon, how many there are, and even a lack of any moon can even cause full-scale personality shifts, at the very least a bit of ‘shuttle lag.’&lt;br /&gt;
&lt;br /&gt;
The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
&lt;br /&gt;
The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
&lt;br /&gt;
While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
&lt;br /&gt;
Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Main page: [[Skrell History]]&lt;br /&gt;
&lt;br /&gt;
The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;15th Century&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
&lt;br /&gt;
By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have [[Skrell Faith|two dominant faiths]] in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow. &#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. &#039;&#039;&#039;Weishii&#039;&#039;&#039;, the second dominant faith of the Skrell, is a more modern faith which was born shortly after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrell&#039;s long tradition of political councils, the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&lt;br /&gt;
&lt;br /&gt;
Members of the Federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
&lt;br /&gt;
Research and travel are highly monitored and regulated by the Federation Government.  It is considered good citizenship to report any crimes of anti-Federation sentiment, which includes but is not limited to AI research.&lt;br /&gt;
&lt;br /&gt;
===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 48 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 24 billion individuals, is concentrated in the core system of &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as Eriuyishi and Gli&#039;morr.&lt;br /&gt;
&lt;br /&gt;
Jargon V (known as &#039;&#039;&#039;Aliose&#039;&#039;&#039;) forms another important home for Skrell in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrell native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV (Qerrbalak) labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
&lt;br /&gt;
Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Skrell Military|Military]]===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the Galaxy. Most of the Skrell&#039;s strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon&#039;s economic system features working facilities with hierarchical managers being installed by the government. They do not own these facilities per se, but the highest in the chain of command has essentially full of control of the facility they are assigned to.&lt;br /&gt;
&lt;br /&gt;
For example, where a human would just own a restaraunt, a Jargon Skrell would basically be entrusted to run and manage a restaraunt that is technically government-owned, and get a salary for it. Government officials can intervene at any time, or replace the top manager entirely if they deem the current one unsuitable. There is also a high potential for promotion, which is the government entrusting the individual with more facilities to manage, up to being ministers for whole fields of production. &lt;br /&gt;
&lt;br /&gt;
This system is far from the ones humans know as communism and socialism however, as the Jargon Federation understands that its citizens are not equal. Money exists as a medium for exchange with the government, and different job positions are rewarded according to their required qualifications - scientists would afford to buy much, but menial workers would need to settle for less. This unit of currency is called the Jargonian Uux. When a need to travel abroad arises, particularly wealthy or privileged Skrell may request &amp;quot;subsidies&amp;quot; from the government, which is essentially exchanging uux for galactic credits.&lt;br /&gt;
&lt;br /&gt;
When dealing with other Skrellian factions, Jargon usually employs barter. It also keeps a stock of galactic credit which is acquired via import/export in order to deal with other galactic powers. &lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
&lt;br /&gt;
One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
&lt;br /&gt;
Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
===The Different Era of Skrell===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Guilds&amp;diff=15967</id>
		<title>Unathi Guilds</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Guilds&amp;diff=15967"/>
		<updated>2020-07-19T21:38:05Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Unathi Lore}}&lt;br /&gt;
=The Trade Guilds=&lt;br /&gt;
&lt;br /&gt;
The Trade Guilds of the Hegemon are powerful organizations surrounding certain skills, or trades. Found in every city, these guilds operate out of Guild Halls, and skilled workers often join certain guilds to rise from peasantry into a higher social caste. It is much easier to join a guild if your Clan has been in the guild in the past - otherwise, joining a guild is slightly more difficult.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes_city.png|thumb|left|All cities are connected by the Merchant&#039;s Guild - and by its gold.]]&lt;br /&gt;
==Merchants Guild==&lt;br /&gt;
[[File:Imperial_run.png|300px|thumb|The Imperial Route, the economic battleground between Dominia and the Hegemony. Whoever controls the Imperial Route becomes the economic superpower in the region.]]&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Any Sinta finding work, will find it through me. Tau Ceti needs high-skilled laborers, strong workers, craftsmen and guildsmen of Moghes. Praise the name of Clan Razi when you find work with xenos.&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Guildmaster Razi, first trillionaire Unathi.&#039;&#039;&lt;br /&gt;
The most powerful guild is the Merchant’s Guild, headed by Guildmaster Keicacu Razi, is most well known for popularizing Razi-snacks outside of Sinta space. With hundreds of years of ancestry, the Razi guild has been a powerful ally to Hegemon Not’zar Izweski, who has taken a liking to Guildmaster Razi’s daughter Hizoni.&lt;br /&gt;
&lt;br /&gt;
The Merchant’s Guild has managed to create and sustain a trade route from Moghes to Tau Ceti, this route being known as &#039;&#039;&#039;The Imperial Route&#039;&#039;&#039;. Competing with Dominian merchants, the route is known to have minor scuffles and skirmishes between the two nations. As well, the Merchant’s Guild is one of the only guilds with enough credits to sustainably have cargo shuttles off Moghes, meaning that other guilds have to go through them to sell to xeno civilizations. &lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Tau Ceti&#039;&#039;&#039;, the Merchant&#039;s Guild has constructed the largest guild hall in existence. Other guilds from Moghes can rent housing and space in the &#039;&#039;&#039;Grand Guild Hall&#039;&#039;&#039;, where hundreds of guilds attempt to have an influence in human space. Due to Nanotrasen&#039;s grip on the economy of Tau Ceti, guilds have a hard time finding work anywhere other than under Nanotrasen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Imperial Route&#039;&#039;&#039; - The Imperial Route is a bluespace lane contested between the Dominian Empire and the Izweski Hegemony, directly towards Tau Ceti - the two empires greatest connection to the rest of the galaxy. As both galactic nations have troubled diplomatic relations with each other, it is almost a constant skirmish when two opposed merchant escorts come close. Small-scale starship battles happen semi-frequently as almost every merchant has to defend their goods from enemy privateers.&lt;br /&gt;
&lt;br /&gt;
==[[Hephaestus_Industries|Hephaestus Industries]]==&lt;br /&gt;
[[File:hephaestuslogo1.png|The primary logo of Hephaestus Industries.|thumb]]&lt;br /&gt;
Unathi have often viewed Hephaestus Industries as one of the only honest corporations in the galaxy - whether it be simply the fact other corporations had once chance and failed, or a simple preference of aesthetic. Hephaestus is the only corporate entity allowed to operate in the Uueoa-Esa system, with other corporations like Nanotrasen only being allowed recruitment facilities.&lt;br /&gt;
&lt;br /&gt;
[[Notable_Humans#Titanius_Aeson|&#039;&#039;&#039;Titanius Aeson&#039;&#039;&#039;]], the CEO and head of Hephaestus, is heavily loved among Unathi workers - being a huge muscular man, both men and women love him and his sheer strength. A booming voice and infamous love of cigars contributes to Aeson’s reputation as a literal titan of industry. Aeson’s status as a man that rose from the ranks is why the modern Hephaestus Industries is viewed as one of the better companies to work for in the engineering sector, with significant benefits being given to retain workers and ensure even hazardous work is done.&lt;br /&gt;
&lt;br /&gt;
==Laborers Guild==&lt;br /&gt;
Although not heavily centralized, the most populous guilds are the Laborers Guilds which often are restricted to lower-skill manual labor. There are often dozens of guilds in a city for different trades, from the Plumbing guild to the Barkeeping guild. The largest organized laborers guild is the Order of Stone Mining Guild, which has guild halls in every major Moghesian city.&lt;br /&gt;
&lt;br /&gt;
Often, since these laborer guilds are local, they are run by the clan most well known for that trade in the area. Sometimes small guilds will come together to form a larger guild, and have a shared guild hall. For example, the ‘Construction Guild’ may have several small guilds inside it, such as the plasterer’s guild, bricking guild, and electrician’s guild.&lt;br /&gt;
&lt;br /&gt;
==Bard’s Guild==&lt;br /&gt;
The Bard’s Guild is one of the most prestigious guilds to be a member of, with a heavy focus on poetry, music, and writing. Historically, the Bard’s Guild is known to only take in Nobles, however for every 50 nobles there is often 1 especially talented peasant allowed to join. The Bard’s Guild hall is located in the Noble District of Skalamar, the Izweski capital, and teaches traditional poetic thought.&lt;br /&gt;
&lt;br /&gt;
The Bard’s Guild is most popular for learning all Lore of the Unathi, notable enough to make songs and poetry of any Unathi worthy of a story. The Bard’s Guild has sparked controversy over releasing an epic on the life of Juzida Si’akh - of whom is thought to have cursed the previous Hegemon before his death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The House of Medicine==&lt;br /&gt;
The House of Medicine is a guild dedicated to professional medical treatment and education. Founded by Clan Ayzi, the House of Medicine operates out of the Skalamar University of Medicine. To graduate from Skalamar University is to become a member of the House of Medicine, which is a most prestigious title that often allows graduates to become personal physicians for lords all across Moghes. Even outside of Moghes, the House of Medicine has a clinic in Tau Ceti that will treat high-value Unathi at a hefty cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Fishing League==&lt;br /&gt;
The largest aquaculture guild in the Untouched Lands, the Fishing League is a primarily Sk&#039;akh guild that follows the Aspect of the Fisherman. Although the Sk&#039;akh faith is often seen as higher-class, the Fishing League is one of the best places for worshippers of Sk&#039;akh in the lower classes to become notable - spiritually, and societally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Duelist&#039;s Guild==&lt;br /&gt;
A pillar of the Unathi’s tradition in dueling, the Duelists Guild has excelled in keeping healers, meal preppers, and entertainers staffed in their Arena Halls. The guildmembers of the Duelists Guild can range from being a professional Duelist themselves, to a simple cook that preps feasts before a big fight. Professional Duelists are an interesting aspect of Unathi culture - selling off their skills as a Warrior to a Noble or wealthy individual that’s planned a duel, and then fighting to win - or take the fall!&lt;br /&gt;
&lt;br /&gt;
Tournaments are held in the Arena Halls of cities often, having professional Duelists, popular Warriors, or upstart peasants looking to make a name for themselves come into dueling matches against each other. These tournaments do not often result in death, since they’re simply for enjoyment - however the possibility for a bloody accident is what draws in a crowd. &lt;br /&gt;
&lt;br /&gt;
The Duelists Guild has the honor of hosting the Zandaziite Games, and being the place where almost every single Zandi duelist began their legacy of action!&lt;br /&gt;
&lt;br /&gt;
Popular duels are often broadcast to public screens across a city, and even women and children find enjoyment in watching them.&lt;br /&gt;
&lt;br /&gt;
=Criminal Guilds=&lt;br /&gt;
Criminal Guilds are seedy, underbelly guilds often run by secretive clans of Unathi. Similar to human or tajaran ‘mafias’, these criminals have come together to operate outside the law. Notably, it’s known that these criminal guilds tend to recruit from the undesirable Guwan, using them as the major workforce of their organizations.&lt;br /&gt;
&lt;br /&gt;
In these underbelly Guilds, Guwandi are seen as a weapon of ritualistic - and honorable - assassination. When a member of the Guild goes against the Guild’s wishes, they are assumed to have taken the mantle of Guwandi, making them a target for other Guwandi that wish to restore their honor and ‘return to the guild’. This method has helped keep snitching on the Guilds to a minimum.&lt;br /&gt;
&lt;br /&gt;
==Shortclaw Clan==&lt;br /&gt;
The largest organization of thieves across the Untouched Lands, the Shortclaw Clan or Shortclaw Guild is infamous for having pulled off one of the most wide-scale thefts in Unathi history. In the year 2459, the Shortclaw Clan had every member, assumed to be in the thousands, all steal from thousands of clans across Moghes, Ouerea, and even some thefts being reported in Tau Ceti. This mass-theft is known as the &#039;&#039;&#039;Day of Gold&#039;&#039;&#039; by the Shortclaw, and the main focus was to steal ornamented weapons, armor, and jewelry from Nobles. &lt;br /&gt;
&lt;br /&gt;
Originally a small group of Guwan pickpockets in S&#039;th, the Shortclaw Clan has expanded its &#039;gang&#039; large enough to be considered a formidable organization - although a raggedy one. Ranging from small-time marketplace grabs to sneaking into Lord&#039;s halls and mansions, the life of a Shortclaw is extremely loose, with no home to tie you down. When moving from city to city, a Shortclaw can often find a fellow member by a single regular sign - either clipped claws, or a small wooden ring made to fit around the pinky.&lt;br /&gt;
&lt;br /&gt;
==The Shadow Service== &lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;The assassins of the Shadow are the claw at the end of a Noble&#039;s finger. Simply point, and they will honor their contract.&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;The Shadow Service Headmaster.&#039;&#039;&lt;br /&gt;
[[File:Shadowservice.png|thumb|There are only whispers of scared Nobles - ones who know of the Shadow Service&#039;s &#039;services&#039;...]]&lt;br /&gt;
The Shadow Service is one of the larger underbelly guilds that does not use Guwan - instead, using hidden members of society or Guwandi who wish to regain their honor in a noble assassination duel. Utilizing a form of Unathi Breacher Suit, they are rumored to be capable of using active camouflage to be completely invisible. It is frowned upon by the Shadow Service to use this stealth capability for battle, and the enemy should always know they are being hunted by a member of the Shadow Service, and for what reason.&lt;br /&gt;
&lt;br /&gt;
The Shadow Service is one of the most gender-inclusive Guilds in Unathi society, with a perfect 50/50 split in men and women. As men harming women is seen as disrespectful, dishonorable, and downright terrible, the Shadow Service contracts women to kill women, and men to kill men. Depending on the situation required, the Shadow Service is said to send in a &#039;noble Assassin&#039; to complete the task. If the target is believed to be honorable, the assassin must act honorably - however if they have shown any signs of dishonorable act, they are open grounds for all out hunt. Acting honorably does not mean giving a fair fight, however - and many of these duels have been known to end in a single blow from the assassin.&lt;br /&gt;
&lt;br /&gt;
Publicly, &#039;assassins&#039; are known to exist - and tales of the Shadow Service circulate similar to the human &#039;Illuminati&#039; or the skrell &#039;Secret council&#039;. Peasants would have nothing to fear - with some even idolizing the stories of &#039;honorable assassins&#039; that enact righteous justice through heavy-handed, forced dueling. Richer noble clans would have a different view - one of fear, dangerous enough to warn their children about. It is said when a nobleman expects a visit from the Shadow, they will receive warning beforehand to allow the target to prepare to join the ancestors. When a woman is targeted by the Shadow Service, a female assassin will be sent instead. With killing women, they are held to a higher standard, and their body should be left &#039;presentable&#039; enough for a proper traditional Th&#039;akh funeral.&lt;br /&gt;
&lt;br /&gt;
The Shadow Service is expected to be one of the oldest non-politically aligned guilds on Moghes, believed to have existed 1500 years ago. Primarily thought to be Th&#039;akh, media has portrayed the Shadow Service as rampant blood-worshiping cultists. &lt;br /&gt;
&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Guilds&amp;diff=15966</id>
		<title>Unathi Guilds</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Guilds&amp;diff=15966"/>
		<updated>2020-07-19T21:37:54Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: Adds the Duelist&amp;#039;s Guild on behalf of Sleepy Wolf.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Unathi Lore}}&lt;br /&gt;
=The Trade Guilds=&lt;br /&gt;
&lt;br /&gt;
The Trade Guilds of the Hegemon are powerful organizations surrounding certain skills, or trades. Found in every city, these guilds operate out of Guild Halls, and skilled workers often join certain guilds to rise from peasantry into a higher social caste. It is much easier to join a guild if your Clan has been in the guild in the past - otherwise, joining a guild is slightly more difficult.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes_city.png|thumb|left|All cities are connected by the Merchant&#039;s Guild - and by its gold.]]&lt;br /&gt;
==Merchants Guild==&lt;br /&gt;
[[File:Imperial_run.png|300px|thumb|The Imperial Route, the economic battleground between Dominia and the Hegemony. Whoever controls the Imperial Route becomes the economic superpower in the region.]]&lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;Any Sinta finding work, will find it through me. Tau Ceti needs high-skilled laborers, strong workers, craftsmen and guildsmen of Moghes. Praise the name of Clan Razi when you find work with xenos.&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;Guildmaster Razi, first trillionaire Unathi.&#039;&#039;&lt;br /&gt;
The most powerful guild is the Merchant’s Guild, headed by Guildmaster Keicacu Razi, is most well known for popularizing Razi-snacks outside of Sinta space. With hundreds of years of ancestry, the Razi guild has been a powerful ally to Hegemon Not’zar Izweski, who has taken a liking to Guildmaster Razi’s daughter Hizoni.&lt;br /&gt;
&lt;br /&gt;
The Merchant’s Guild has managed to create and sustain a trade route from Moghes to Tau Ceti, this route being known as &#039;&#039;&#039;The Imperial Route&#039;&#039;&#039;. Competing with Dominian merchants, the route is known to have minor scuffles and skirmishes between the two nations. As well, the Merchant’s Guild is one of the only guilds with enough credits to sustainably have cargo shuttles off Moghes, meaning that other guilds have to go through them to sell to xeno civilizations. &lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Tau Ceti&#039;&#039;&#039;, the Merchant&#039;s Guild has constructed the largest guild hall in existence. Other guilds from Moghes can rent housing and space in the &#039;&#039;&#039;Grand Guild Hall&#039;&#039;&#039;, where hundreds of guilds attempt to have an influence in human space. Due to Nanotrasen&#039;s grip on the economy of Tau Ceti, guilds have a hard time finding work anywhere other than under Nanotrasen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Imperial Route&#039;&#039;&#039; - The Imperial Route is a bluespace lane contested between the Dominian Empire and the Izweski Hegemony, directly towards Tau Ceti - the two empires greatest connection to the rest of the galaxy. As both galactic nations have troubled diplomatic relations with each other, it is almost a constant skirmish when two opposed merchant escorts come close. Small-scale starship battles happen semi-frequently as almost every merchant has to defend their goods from enemy privateers.&lt;br /&gt;
&lt;br /&gt;
==[[Hephaestus_Industries|Hephaestus Industries]]==&lt;br /&gt;
[[File:hephaestuslogo1.png|The primary logo of Hephaestus Industries.|thumb]]&lt;br /&gt;
Unathi have often viewed Hephaestus Industries as one of the only honest corporations in the galaxy - whether it be simply the fact other corporations had once chance and failed, or a simple preference of aesthetic. Hephaestus is the only corporate entity allowed to operate in the Uueoa-Esa system, with other corporations like Nanotrasen only being allowed recruitment facilities.&lt;br /&gt;
&lt;br /&gt;
[[Notable_Humans#Titanius_Aeson|&#039;&#039;&#039;Titanius Aeson&#039;&#039;&#039;]], the CEO and head of Hephaestus, is heavily loved among Unathi workers - being a huge muscular man, both men and women love him and his sheer strength. A booming voice and infamous love of cigars contributes to Aeson’s reputation as a literal titan of industry. Aeson’s status as a man that rose from the ranks is why the modern Hephaestus Industries is viewed as one of the better companies to work for in the engineering sector, with significant benefits being given to retain workers and ensure even hazardous work is done.&lt;br /&gt;
&lt;br /&gt;
==Laborers Guild==&lt;br /&gt;
Although not heavily centralized, the most populous guilds are the Laborers Guilds which often are restricted to lower-skill manual labor. There are often dozens of guilds in a city for different trades, from the Plumbing guild to the Barkeeping guild. The largest organized laborers guild is the Order of Stone Mining Guild, which has guild halls in every major Moghesian city.&lt;br /&gt;
&lt;br /&gt;
Often, since these laborer guilds are local, they are run by the clan most well known for that trade in the area. Sometimes small guilds will come together to form a larger guild, and have a shared guild hall. For example, the ‘Construction Guild’ may have several small guilds inside it, such as the plasterer’s guild, bricking guild, and electrician’s guild.&lt;br /&gt;
&lt;br /&gt;
==Bard’s Guild==&lt;br /&gt;
The Bard’s Guild is one of the most prestigious guilds to be a member of, with a heavy focus on poetry, music, and writing. Historically, the Bard’s Guild is known to only take in Nobles, however for every 50 nobles there is often 1 especially talented peasant allowed to join. The Bard’s Guild hall is located in the Noble District of Skalamar, the Izweski capital, and teaches traditional poetic thought.&lt;br /&gt;
&lt;br /&gt;
The Bard’s Guild is most popular for learning all Lore of the Unathi, notable enough to make songs and poetry of any Unathi worthy of a story. The Bard’s Guild has sparked controversy over releasing an epic on the life of Juzida Si’akh - of whom is thought to have cursed the previous Hegemon before his death.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The House of Medicine==&lt;br /&gt;
The House of Medicine is a guild dedicated to professional medical treatment and education. Founded by Clan Ayzi, the House of Medicine operates out of the Skalamar University of Medicine. To graduate from Skalamar University is to become a member of the House of Medicine, which is a most prestigious title that often allows graduates to become personal physicians for lords all across Moghes. Even outside of Moghes, the House of Medicine has a clinic in Tau Ceti that will treat high-value Unathi at a hefty cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Fishing League==&lt;br /&gt;
The largest aquaculture guild in the Untouched Lands, the Fishing League is a primarily Sk&#039;akh guild that follows the Aspect of the Fisherman. Although the Sk&#039;akh faith is often seen as higher-class, the Fishing League is one of the best places for worshippers of Sk&#039;akh in the lower classes to become notable - spiritually, and societally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Duelist&#039;s Guild==&lt;br /&gt;
A pillar of the Unathi’s tradition in dueling, the Duelists Guild has excelled in keeping healers, meal preppers, and entertainers staffed in their Arena Halls. The guildmembers of the Duelists Guild can range from being a professional Duelist themselves, to a simple cook that preps feasts before a big fight. Professional Duelists are an interesting aspect of Unathi culture - selling off their skills as a Warrior to a Noble or wealthy individual that’s planned a duel, and then fighting to win - or take the fall!&lt;br /&gt;
&lt;br /&gt;
Tournaments are held in the Arena Halls of cities often, having professional Duelists, popular Warriors, or upstart peasants looking to make a name for themselves come into dueling matches against each other. These tournaments do not often result in death, since they’re simply for enjoyment - however the possibility for a bloody accident is what draws in a crowd. &lt;br /&gt;
&lt;br /&gt;
The Duelists Guild has the honor of hosting the Zandaziite Games, and being the place where almost every single Zandi duelist began their legacy of action!&lt;br /&gt;
&lt;br /&gt;
Popular duels are often broadcast to public screens across a city, and even women and children find enjoyment in watching them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Criminal Guilds=&lt;br /&gt;
Criminal Guilds are seedy, underbelly guilds often run by secretive clans of Unathi. Similar to human or tajaran ‘mafias’, these criminals have come together to operate outside the law. Notably, it’s known that these criminal guilds tend to recruit from the undesirable Guwan, using them as the major workforce of their organizations.&lt;br /&gt;
&lt;br /&gt;
In these underbelly Guilds, Guwandi are seen as a weapon of ritualistic - and honorable - assassination. When a member of the Guild goes against the Guild’s wishes, they are assumed to have taken the mantle of Guwandi, making them a target for other Guwandi that wish to restore their honor and ‘return to the guild’. This method has helped keep snitching on the Guilds to a minimum.&lt;br /&gt;
&lt;br /&gt;
==Shortclaw Clan==&lt;br /&gt;
The largest organization of thieves across the Untouched Lands, the Shortclaw Clan or Shortclaw Guild is infamous for having pulled off one of the most wide-scale thefts in Unathi history. In the year 2459, the Shortclaw Clan had every member, assumed to be in the thousands, all steal from thousands of clans across Moghes, Ouerea, and even some thefts being reported in Tau Ceti. This mass-theft is known as the &#039;&#039;&#039;Day of Gold&#039;&#039;&#039; by the Shortclaw, and the main focus was to steal ornamented weapons, armor, and jewelry from Nobles. &lt;br /&gt;
&lt;br /&gt;
Originally a small group of Guwan pickpockets in S&#039;th, the Shortclaw Clan has expanded its &#039;gang&#039; large enough to be considered a formidable organization - although a raggedy one. Ranging from small-time marketplace grabs to sneaking into Lord&#039;s halls and mansions, the life of a Shortclaw is extremely loose, with no home to tie you down. When moving from city to city, a Shortclaw can often find a fellow member by a single regular sign - either clipped claws, or a small wooden ring made to fit around the pinky.&lt;br /&gt;
&lt;br /&gt;
==The Shadow Service== &lt;br /&gt;
: &#039;&#039;&#039;&#039;&#039;&amp;quot;The assassins of the Shadow are the claw at the end of a Noble&#039;s finger. Simply point, and they will honor their contract.&amp;quot;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;The Shadow Service Headmaster.&#039;&#039;&lt;br /&gt;
[[File:Shadowservice.png|thumb|There are only whispers of scared Nobles - ones who know of the Shadow Service&#039;s &#039;services&#039;...]]&lt;br /&gt;
The Shadow Service is one of the larger underbelly guilds that does not use Guwan - instead, using hidden members of society or Guwandi who wish to regain their honor in a noble assassination duel. Utilizing a form of Unathi Breacher Suit, they are rumored to be capable of using active camouflage to be completely invisible. It is frowned upon by the Shadow Service to use this stealth capability for battle, and the enemy should always know they are being hunted by a member of the Shadow Service, and for what reason.&lt;br /&gt;
&lt;br /&gt;
The Shadow Service is one of the most gender-inclusive Guilds in Unathi society, with a perfect 50/50 split in men and women. As men harming women is seen as disrespectful, dishonorable, and downright terrible, the Shadow Service contracts women to kill women, and men to kill men. Depending on the situation required, the Shadow Service is said to send in a &#039;noble Assassin&#039; to complete the task. If the target is believed to be honorable, the assassin must act honorably - however if they have shown any signs of dishonorable act, they are open grounds for all out hunt. Acting honorably does not mean giving a fair fight, however - and many of these duels have been known to end in a single blow from the assassin.&lt;br /&gt;
&lt;br /&gt;
Publicly, &#039;assassins&#039; are known to exist - and tales of the Shadow Service circulate similar to the human &#039;Illuminati&#039; or the skrell &#039;Secret council&#039;. Peasants would have nothing to fear - with some even idolizing the stories of &#039;honorable assassins&#039; that enact righteous justice through heavy-handed, forced dueling. Richer noble clans would have a different view - one of fear, dangerous enough to warn their children about. It is said when a nobleman expects a visit from the Shadow, they will receive warning beforehand to allow the target to prepare to join the ancestors. When a woman is targeted by the Shadow Service, a female assassin will be sent instead. With killing women, they are held to a higher standard, and their body should be left &#039;presentable&#039; enough for a proper traditional Th&#039;akh funeral.&lt;br /&gt;
&lt;br /&gt;
The Shadow Service is expected to be one of the oldest non-politically aligned guilds on Moghes, believed to have existed 1500 years ago. Primarily thought to be Th&#039;akh, media has portrayed the Shadow Service as rampant blood-worshiping cultists. &lt;br /&gt;
&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Honor&amp;diff=15965</id>
		<title>Unathi Honor</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Honor&amp;diff=15965"/>
		<updated>2020-07-19T21:36:43Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: That&amp;#039;ll probably look better.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
Traditional Unathi take honor extremely seriously, and following a strict code of honor is required by every individual as well as every clan and every nation. Most Unathi clans have different metrics for honor, but there are near-universal themes that have remained consistent throughout history.&lt;br /&gt;
&lt;br /&gt;
Honor can also be considered to be a clan&#039;s face. To lose honor is to lose face, and it can lower a clan&#039;s standing with its peers. A Unathi behaving dishonorable can also lose face, lowering his status. This makes honor as much of a political asset and liability as a personal code of conduct.&lt;br /&gt;
&lt;br /&gt;
=== Honor for the Common Unathi ===&lt;br /&gt;
&lt;br /&gt;
Common, urban Unathi without feudal obligations aren&#039;t necessarily required to follow the warrior code, but are still expected to obey their elders, conform to their clan&#039;s wishes, and respect the ancestors.&lt;br /&gt;
&lt;br /&gt;
Typically Unathi are expected to be honest with their business dealings, which makes Unathi Guilds struggle when competing with more pragmatic human corporations. &lt;br /&gt;
&lt;br /&gt;
=== Honor For The Warrior ===&lt;br /&gt;
&lt;br /&gt;
The romanticized Unathi warrior follows a strict Warrior&#039;s Code. This code has not been written down, but it is the formal code that Unathi are expected to follow. The tenants of the Warrior&#039;s Code [[Contact War|were severely stressed during the Contact War]] due to the realities of modern war. There were many abuses and breaches of the code of honor by both sides. There is a slowly growing concern within the Hegemony that the warrior&#039;s code has become antiquated, but it still remains deeply important to Unathi that consider themselves warriors, or dream of becoming one.&lt;br /&gt;
&lt;br /&gt;
==== The Warrior&#039;s Tenants ====&lt;br /&gt;
The first duty of a warrior is &#039;&#039;&#039;Loyalty&#039;&#039;&#039; to his Lord or superior. A warrior would gladly lay down their lives without hesitation in defense of their Lord or clan leader. They obey legitimate authority. However, a warrior isn&#039;t expected to blindly obey all orders given to them; if their Lord or comrades are behaving dishonorably or committing unspeakable acts, they are obligated to refuse to retain their own honor.&lt;br /&gt;
&lt;br /&gt;
Warriors are &#039;&#039;&#039;Righteous&#039;&#039;&#039;. They are expected to be fair and honest at all times.&lt;br /&gt;
&lt;br /&gt;
A warrior should show &#039;&#039;&#039;Courage&#039;&#039;&#039; at all moments in their life. They must face danger with zeal, courage, and intelligence, and commit their entire being to victory. That doesn&#039;t mean a Unathi blindly charges into a fight; winning with peace is just as honorable as winning with power, but a warrior should be constantly prepared to die a warrior&#039;s death. Courage is also speaking out for one&#039;s ideals even then they are a minority; it is true courage to speak for what is right even when no one else agrees with you.&lt;br /&gt;
&lt;br /&gt;
A warrior shows &#039;&#039;&#039;Mercy&#039;&#039;&#039; for the weak, protecting them from danger. A proper warrior does not abuse prisoners or kill an unarmed foe. Surrendering to an honorable warrior means fair treatment.&lt;br /&gt;
&lt;br /&gt;
When a warrior says something will be done, they get it done. They have &#039;&#039;&#039;Integrity&#039;&#039;&#039; and ensure they do not stop doing what must be done. They don&#039;t have to promise or give their word, they just do it.&lt;br /&gt;
&lt;br /&gt;
If a warrior faces terrible failure, or finds their honor to be irrevocably tarnished, they must become &#039;&#039;&#039;Guwandi&#039;&#039;&#039;, committing ritualistic suicide through combat. A Guwandi&#039;s goal is to die, because death in battle wipes away all crimes and sins. But this is only true if the Guwandi goes into every fight committed to winning; intentionally losing forever taints a soul and they are forbidden from joining their ancestors.&lt;br /&gt;
&lt;br /&gt;
=== Honor for a Woman ===&lt;br /&gt;
&lt;br /&gt;
Traditionally, as women are never viewed as &#039;warriors&#039;, they have never been expected to follow the Warrior&#039;s Code. Instead, women have focused on creating their own type of tradition: The Women&#039;s Code. This code is almost exclusively known by women, and men do not believe women have formed their own code. Women use this to their advantage when working with other women, and feign ignorance about such subjects often, if only to avoid punishment of some sort. Some female authors have written books about this secrecy, and these authors are the leaders who facilitated this code. This code and some of the authors are believed to date back to a wife of one of the Izweski Hegemons, Queen Juztia Izweski, who formed Moghes&#039;s first worldwide spy network run completely by women, called the &#039;&#039;&#039;Guild of Shadows&#039;&#039;&#039;. Regular men would not know of her, however women are known to idolize her for her work in building the modern ideal for an &#039;elegant woman with goals&#039;.&lt;br /&gt;
&lt;br /&gt;
Men do not really care about this so called &amp;quot;women&#039;s code&amp;quot;, and most doubt that it is anything more than just idle talk.&lt;br /&gt;
&lt;br /&gt;
==== The Women&#039;s Code ====&lt;br /&gt;
&lt;br /&gt;
A woman should be &#039;&#039;&#039;Loyal&#039;&#039;&#039; to their clan, Lord, and husband in that order. &lt;br /&gt;
&lt;br /&gt;
Be &#039;&#039;&#039;Dutiful&#039;&#039;&#039;, keep the household, children, and servants in check.&lt;br /&gt;
&lt;br /&gt;
Be &#039;&#039;&#039;Graceful&#039;&#039;&#039;, represent your household and your husband as they deserve. Elegance will show status, and even if you have no status, you can attempt to gain one.&lt;br /&gt;
&lt;br /&gt;
Be &#039;&#039;&#039;Knowledgeable&#039;&#039;&#039;, there is wisdom in understanding the world as well as your place.&lt;br /&gt;
&lt;br /&gt;
Be &#039;&#039;&#039;Tactful&#039;&#039;&#039;, secrecy and gossip can be advantageous. Men are stereotyped to have trouble lying, and some women are stereotyped to take advantage of that.&lt;br /&gt;
&lt;br /&gt;
== Dueling ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dueling&#039;&#039;&#039; is a time-honored tradition for Unathi, and Sinta from all walks of life have engaged in it. Typically, this matched combat is a way to &#039;&#039;&#039;settle disputes, and matters of honor&#039;&#039;&#039;, despite killing one&#039;s opponent and spilling their blood certainly being satisfying to the average Unathi.&lt;br /&gt;
&lt;br /&gt;
The procedure for duels on Moghes has historically been simple. An Unathi who would seek to challenge another to combat typically goes by the following procedure. &lt;br /&gt;
First, the challenger points directly at the would-be duelist, staring into their eyes and lashing their tail against the ground; an &#039;&#039;&#039;inescapably offensive gesture&#039;&#039;&#039;. This is to signal demand for a duel. The one who first made the challenge must speak aloud in a &#039;&#039;&#039;traditional, formal, and public&#039;&#039;&#039; manner the following. Their name and Clan, the reason for the duel, where it will be done, and the weapon they will use. Ranged weapons can only be brought if it is a duel &#039;&#039;&#039;exclusively using ranged weapons&#039;&#039;&#039;, and energy weapons can only be brought if &#039;&#039;&#039;both are using energy weapons&#039;&#039;&#039;. The challenged will respond with their name and Clan, and their weapon of choice. It is possible to &#039;&#039;&#039;apologize&#039;&#039;&#039; in a satisfying manner and a duel would not be required, but often these manners of honor can only be satisfied with blood. Denying a duel must be done carefully; it can often result in serious accusations of cowardice, or being perceived as a further insult to the challenger. Participation can be &#039;&#039;&#039;honorably refused&#039;&#039;&#039; on account of major difference in age, severe social inferiority, or the challenger being inherently honorless. Duels may also be honorably declined if they are random, or if one has nothing to prove. Women are &#039;&#039;&#039;forbidden&#039;&#039;&#039; from dueling men, and men are forbidden from challenging them. It is also poor form for women to duel in public, but arenas are a legitimate place for this.&lt;br /&gt;
&lt;br /&gt;
At the choice of the challenger, the duel can be brought to a number of conclusions; to the first drop of blood spilt, until one of them is too injured to continue, until surrender, or to the death. Requirements are typically requiring a &#039;&#039;&#039;witness and doctor&#039;&#039;&#039; per combatant. However, duels to the death require the &#039;&#039;&#039;knowledge and consent&#039;&#039;&#039; of each Unathi’s Clan Lord, or a judge. Typically, the setting for a duel is either outside of a city or town, or in a designated dueling area. All cities are typically equipped with dueling arenas in the &#039;&#039;&#039;Duelists Guild’s Arena Hall&#039;&#039;&#039;; where witnesses, doctors, and refreshments can be found in good supply. After both combatants have discussed everything, and have both agreed to the duel, both must wait &#039;&#039;&#039;up to a week&#039;&#039;&#039; in order to train and steel themselves for the battle to come. If one party &#039;&#039;&#039;fails to appear&#039;&#039;&#039;, they are considered to be a coward and the party that appealed would win by default. The resulting reputation for their cowardice can easily affect the individual’s standing in society, perhaps even affecting their Clan.&lt;br /&gt;
&lt;br /&gt;
While most duels are done between the lower classes, and Warriors, it is not unheard of for nobles to engage in a duel. While those of lower birth may enjoy the freedom to use their preferred weapon while dueling each other, and even battles between nobles have the same choice; if a noble chooses to agree to a duel challenge to one of a lower rank, it is the &#039;&#039;&#039;noble’s choice&#039;&#039;&#039; what weapon both combatants will use. This discourages many from even trying, as most of the nobility have been practicing with expensive equipment and expensive training for numerous years. Typically it is an extremely poor move to challenge the nobility without a serious grievance. Nobles also have the choice of sending a chosen Warrior as a champion, a tactic employed by very high Clans, such as the Izweski. While the chances to beat a noble with their chosen weapon are incredibly slim, history shows that the nobility is not unbeatable.&lt;br /&gt;
&lt;br /&gt;
== The Star Code ==&lt;br /&gt;
Despite taking up a life of piracy, a large portion of Unathi pirates are dispossessed Traditionalists from Moghes following the horrors of the Contact War that swept across Moghes. Thanks to Unathi stubbornness with their deeply ingrained beliefs about honor, certain ways of behaving stuck around and metastasized into a shared cultural code of honor frequently called the Star Code. It provides rules for discipline, distribution of seized goods, and compensation for injured pirates. While most Unathi pirates follow it only more or less, the [[Grim Compact]] is its most adherent propagators and adherents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Code&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A pirate must be &#039;&#039;&#039;loyal&#039;&#039;&#039; to his Captain. To flee in battle or show cowardice through desertion is punishable by exile or death, at the Captain’s choice.&lt;br /&gt;
&lt;br /&gt;
A pirate must show &#039;&#039;&#039;integrity&#039;&#039;&#039; when on the ship. Duty and discipline must be maintained until any quarrels can be settled when docked with a duel or brawl.&lt;br /&gt;
&lt;br /&gt;
A pirate must show &#039;&#039;&#039;mercy&#039;&#039;&#039; to women and the infirm. To steal from such weak and pathetic targets is not worth the scorn of the dishonor. &lt;br /&gt;
&lt;br /&gt;
A pirate should &#039;&#039;&#039;spare&#039;&#039;&#039; any who raise their hand against them once, but if they raise their hand a a second time, then it must be cut off.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;ship should only be captured&#039;&#039;&#039; if it is a vessel of war. Unarmed ships should only have a third of its cargo seized, or as much as will keep the freighter&#039;s trip profitable, and then be allowed to continue on its way. This way it remains a renewable source of income with repeated seizures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hostages&#039;&#039;&#039; should not be mistreated, but those that attempt to escape should have a single leg dislocated. Broken goods sell for less.&lt;br /&gt;
&lt;br /&gt;
It is fair and reasonable that any &#039;&#039;&#039;captive&#039;&#039;&#039; be asked to perform housekeeping or other duties to pay back their hosts for their stay, seperate from their ransom.&lt;br /&gt;
&lt;br /&gt;
Any person that shows &#039;&#039;&#039;valiance&#039;&#039;&#039; and bravery by defeating at least three members of the crew in personal combat, chosen by the Captain, must be allowed the option to join the crew as a full member.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_Honor&amp;diff=15964</id>
		<title>Unathi Honor</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_Honor&amp;diff=15964"/>
		<updated>2020-07-19T21:35:54Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: Adds Unathi Dueling lore on behalf of Sleepy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
&lt;br /&gt;
Traditional Unathi take honor extremely seriously, and following a strict code of honor is required by every individual as well as every clan and every nation. Most Unathi clans have different metrics for honor, but there are near-universal themes that have remained consistent throughout history.&lt;br /&gt;
&lt;br /&gt;
Honor can also be considered to be a clan&#039;s face. To lose honor is to lose face, and it can lower a clan&#039;s standing with its peers. A Unathi behaving dishonorable can also lose face, lowering his status. This makes honor as much of a political asset and liability as a personal code of conduct.&lt;br /&gt;
&lt;br /&gt;
=== Honor for the Common Unathi ===&lt;br /&gt;
&lt;br /&gt;
Common, urban Unathi without feudal obligations aren&#039;t necessarily required to follow the warrior code, but are still expected to obey their elders, conform to their clan&#039;s wishes, and respect the ancestors.&lt;br /&gt;
&lt;br /&gt;
Typically Unathi are expected to be honest with their business dealings, which makes Unathi Guilds struggle when competing with more pragmatic human corporations. &lt;br /&gt;
&lt;br /&gt;
=== Honor For The Warrior ===&lt;br /&gt;
&lt;br /&gt;
The romanticized Unathi warrior follows a strict Warrior&#039;s Code. This code has not been written down, but it is the formal code that Unathi are expected to follow. The tenants of the Warrior&#039;s Code [[Contact War|were severely stressed during the Contact War]] due to the realities of modern war. There were many abuses and breaches of the code of honor by both sides. There is a slowly growing concern within the Hegemony that the warrior&#039;s code has become antiquated, but it still remains deeply important to Unathi that consider themselves warriors, or dream of becoming one.&lt;br /&gt;
&lt;br /&gt;
==== The Warrior&#039;s Tenants ====&lt;br /&gt;
The first duty of a warrior is &#039;&#039;&#039;Loyalty&#039;&#039;&#039; to his Lord or superior. A warrior would gladly lay down their lives without hesitation in defense of their Lord or clan leader. They obey legitimate authority. However, a warrior isn&#039;t expected to blindly obey all orders given to them; if their Lord or comrades are behaving dishonorably or committing unspeakable acts, they are obligated to refuse to retain their own honor.&lt;br /&gt;
&lt;br /&gt;
Warriors are &#039;&#039;&#039;Righteous&#039;&#039;&#039;. They are expected to be fair and honest at all times.&lt;br /&gt;
&lt;br /&gt;
A warrior should show &#039;&#039;&#039;Courage&#039;&#039;&#039; at all moments in their life. They must face danger with zeal, courage, and intelligence, and commit their entire being to victory. That doesn&#039;t mean a Unathi blindly charges into a fight; winning with peace is just as honorable as winning with power, but a warrior should be constantly prepared to die a warrior&#039;s death. Courage is also speaking out for one&#039;s ideals even then they are a minority; it is true courage to speak for what is right even when no one else agrees with you.&lt;br /&gt;
&lt;br /&gt;
A warrior shows &#039;&#039;&#039;Mercy&#039;&#039;&#039; for the weak, protecting them from danger. A proper warrior does not abuse prisoners or kill an unarmed foe. Surrendering to an honorable warrior means fair treatment.&lt;br /&gt;
&lt;br /&gt;
When a warrior says something will be done, they get it done. They have &#039;&#039;&#039;Integrity&#039;&#039;&#039; and ensure they do not stop doing what must be done. They don&#039;t have to promise or give their word, they just do it.&lt;br /&gt;
&lt;br /&gt;
If a warrior faces terrible failure, or finds their honor to be irrevocably tarnished, they must become &#039;&#039;&#039;Guwandi&#039;&#039;&#039;, committing ritualistic suicide through combat. A Guwandi&#039;s goal is to die, because death in battle wipes away all crimes and sins. But this is only true if the Guwandi goes into every fight committed to winning; intentionally losing forever taints a soul and they are forbidden from joining their ancestors.&lt;br /&gt;
&lt;br /&gt;
=== Honor for a Woman ===&lt;br /&gt;
&lt;br /&gt;
Traditionally, as women are never viewed as &#039;warriors&#039;, they have never been expected to follow the Warrior&#039;s Code. Instead, women have focused on creating their own type of tradition: The Women&#039;s Code. This code is almost exclusively known by women, and men do not believe women have formed their own code. Women use this to their advantage when working with other women, and feign ignorance about such subjects often, if only to avoid punishment of some sort. Some female authors have written books about this secrecy, and these authors are the leaders who facilitated this code. This code and some of the authors are believed to date back to a wife of one of the Izweski Hegemons, Queen Juztia Izweski, who formed Moghes&#039;s first worldwide spy network run completely by women, called the &#039;&#039;&#039;Guild of Shadows&#039;&#039;&#039;. Regular men would not know of her, however women are known to idolize her for her work in building the modern ideal for an &#039;elegant woman with goals&#039;.&lt;br /&gt;
&lt;br /&gt;
Men do not really care about this so called &amp;quot;women&#039;s code&amp;quot;, and most doubt that it is anything more than just idle talk.&lt;br /&gt;
&lt;br /&gt;
==== The Women&#039;s Code ====&lt;br /&gt;
&lt;br /&gt;
A woman should be &#039;&#039;&#039;Loyal&#039;&#039;&#039; to their clan, Lord, and husband in that order. &lt;br /&gt;
&lt;br /&gt;
Be &#039;&#039;&#039;Dutiful&#039;&#039;&#039;, keep the household, children, and servants in check.&lt;br /&gt;
&lt;br /&gt;
Be &#039;&#039;&#039;Graceful&#039;&#039;&#039;, represent your household and your husband as they deserve. Elegance will show status, and even if you have no status, you can attempt to gain one.&lt;br /&gt;
&lt;br /&gt;
Be &#039;&#039;&#039;Knowledgeable&#039;&#039;&#039;, there is wisdom in understanding the world as well as your place.&lt;br /&gt;
&lt;br /&gt;
Be &#039;&#039;&#039;Tactful&#039;&#039;&#039;, secrecy and gossip can be advantageous. Men are stereotyped to have trouble lying, and some women are stereotyped to take advantage of that.&lt;br /&gt;
&lt;br /&gt;
==== Dueling ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dueling&#039;&#039;&#039; is a time-honored tradition for Unathi, and Sinta from all walks of life have engaged in it. Typically, this matched combat is a way to &#039;&#039;&#039;settle disputes, and matters of honor&#039;&#039;&#039;, despite killing one&#039;s opponent and spilling their blood certainly being satisfying to the average Unathi.&lt;br /&gt;
&lt;br /&gt;
The procedure for duels on Moghes has historically been simple. An Unathi who would seek to challenge another to combat typically goes by the following procedure. &lt;br /&gt;
First, the challenger points directly at the would-be duelist, staring into their eyes and lashing their tail against the ground; an &#039;&#039;&#039;inescapably offensive gesture&#039;&#039;&#039;. This is to signal demand for a duel. The one who first made the challenge must speak aloud in a &#039;&#039;&#039;traditional, formal, and public&#039;&#039;&#039; manner the following. Their name and Clan, the reason for the duel, where it will be done, and the weapon they will use. Ranged weapons can only be brought if it is a duel &#039;&#039;&#039;exclusively using ranged weapons&#039;&#039;&#039;, and energy weapons can only be brought if &#039;&#039;&#039;both are using energy weapons&#039;&#039;&#039;. The challenged will respond with their name and Clan, and their weapon of choice. It is possible to &#039;&#039;&#039;apologize&#039;&#039;&#039; in a satisfying manner and a duel would not be required, but often these manners of honor can only be satisfied with blood. Denying a duel must be done carefully; it can often result in serious accusations of cowardice, or being perceived as a further insult to the challenger. Participation can be &#039;&#039;&#039;honorably refused&#039;&#039;&#039; on account of major difference in age, severe social inferiority, or the challenger being inherently honorless. Duels may also be honorably declined if they are random, or if one has nothing to prove. Women are &#039;&#039;&#039;forbidden&#039;&#039;&#039; from dueling men, and men are forbidden from challenging them. It is also poor form for women to duel in public, but arenas are a legitimate place for this.&lt;br /&gt;
&lt;br /&gt;
At the choice of the challenger, the duel can be brought to a number of conclusions; to the first drop of blood spilt, until one of them is too injured to continue, until surrender, or to the death. Requirements are typically requiring a &#039;&#039;&#039;witness and doctor&#039;&#039;&#039; per combatant. However, duels to the death require the &#039;&#039;&#039;knowledge and consent&#039;&#039;&#039; of each Unathi’s Clan Lord, or a judge. Typically, the setting for a duel is either outside of a city or town, or in a designated dueling area. All cities are typically equipped with dueling arenas in the &#039;&#039;&#039;Duelists Guild’s Arena Hall&#039;&#039;&#039;; where witnesses, doctors, and refreshments can be found in good supply. After both combatants have discussed everything, and have both agreed to the duel, both must wait &#039;&#039;&#039;up to a week&#039;&#039;&#039; in order to train and steel themselves for the battle to come. If one party &#039;&#039;&#039;fails to appear&#039;&#039;&#039;, they are considered to be a coward and the party that appealed would win by default. The resulting reputation for their cowardice can easily affect the individual’s standing in society, perhaps even affecting their Clan.&lt;br /&gt;
&lt;br /&gt;
While most duels are done between the lower classes, and Warriors, it is not unheard of for nobles to engage in a duel. While those of lower birth may enjoy the freedom to use their preferred weapon while dueling each other, and even battles between nobles have the same choice; if a noble chooses to agree to a duel challenge to one of a lower rank, it is the &#039;&#039;&#039;noble’s choice&#039;&#039;&#039; what weapon both combatants will use. This discourages many from even trying, as most of the nobility have been practicing with expensive equipment and expensive training for numerous years. Typically it is an extremely poor move to challenge the nobility without a serious grievance. Nobles also have the choice of sending a chosen Warrior as a champion, a tactic employed by very high Clans, such as the Izweski. While the chances to beat a noble with their chosen weapon are incredibly slim, history shows that the nobility is not unbeatable.&lt;br /&gt;
&lt;br /&gt;
== The Star Code ==&lt;br /&gt;
Despite taking up a life of piracy, a large portion of Unathi pirates are dispossessed Traditionalists from Moghes following the horrors of the Contact War that swept across Moghes. Thanks to Unathi stubbornness with their deeply ingrained beliefs about honor, certain ways of behaving stuck around and metastasized into a shared cultural code of honor frequently called the Star Code. It provides rules for discipline, distribution of seized goods, and compensation for injured pirates. While most Unathi pirates follow it only more or less, the [[Grim Compact]] is its most adherent propagators and adherents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Code&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A pirate must be &#039;&#039;&#039;loyal&#039;&#039;&#039; to his Captain. To flee in battle or show cowardice through desertion is punishable by exile or death, at the Captain’s choice.&lt;br /&gt;
&lt;br /&gt;
A pirate must show &#039;&#039;&#039;integrity&#039;&#039;&#039; when on the ship. Duty and discipline must be maintained until any quarrels can be settled when docked with a duel or brawl.&lt;br /&gt;
&lt;br /&gt;
A pirate must show &#039;&#039;&#039;mercy&#039;&#039;&#039; to women and the infirm. To steal from such weak and pathetic targets is not worth the scorn of the dishonor. &lt;br /&gt;
&lt;br /&gt;
A pirate should &#039;&#039;&#039;spare&#039;&#039;&#039; any who raise their hand against them once, but if they raise their hand a a second time, then it must be cut off.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;ship should only be captured&#039;&#039;&#039; if it is a vessel of war. Unarmed ships should only have a third of its cargo seized, or as much as will keep the freighter&#039;s trip profitable, and then be allowed to continue on its way. This way it remains a renewable source of income with repeated seizures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hostages&#039;&#039;&#039; should not be mistreated, but those that attempt to escape should have a single leg dislocated. Broken goods sell for less.&lt;br /&gt;
&lt;br /&gt;
It is fair and reasonable that any &#039;&#039;&#039;captive&#039;&#039;&#039; be asked to perform housekeeping or other duties to pay back their hosts for their stay, seperate from their ransom.&lt;br /&gt;
&lt;br /&gt;
Any person that shows &#039;&#039;&#039;valiance&#039;&#039;&#039; and bravery by defeating at least three members of the crew in personal combat, chosen by the Captain, must be allowed the option to join the crew as a full member.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=15870</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=15870"/>
		<updated>2020-07-13T16:32:47Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: Whoops.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian (Nral&#039;Malic), Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&lt;br /&gt;
*Skrell have their own language that can be used by typing ,k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &lt;br /&gt;
*Skrell have large heads with protruding head tails and due to this they cannot wear normal hardsuit helmets but instead need to wear Skrell hardsuit helmets (found in EVA). Their head tails also make it uncomfortable to wear normal headwear such as hats so most Skrell opt out of that. However, Skrell can wear normal hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious.&lt;br /&gt;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold multiple degrees over the same field, as a way to specialize, rarely deviating, making them experts. (They might hold multiple degrees on different things within their field of education, rarely outside. Example: A Scientist focusing on the field of Biology might have degrees in Molecular Genetics, Cell Biology, Zoology and so on.)&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Jargon gestures.]]&lt;br /&gt;
Physically Skrell have an average height ranging from &#039;&#039;&#039;4’5” to 5’5”.&#039;&#039;&#039; Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Typically if these gums are not used to &#039;chew&#039;, Skrell otherwise swallow their foods whole, or grind them into a softer form, some carrying around mortars and pestles. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, typically hanging down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles grow throughout their whole life at various speeds, with the oldest Skrell typically having very long headtails - and being the least likely to modify their length at spas with headtail-treatments. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system.&lt;br /&gt;
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Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
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Skrell, dissimilar to other sophonts in the Orion Spur, do not possess two distinct biological sexes. They are synchronous hermaphrodites, possessing the ability to both lay and fertilize eggs. Due to this, Skrell have neither secondary sexual characteristics/dimorphism, or any mental concept of gender. There is no social concern for gender, which Federation Skrell typically view as another label other races have they do not understand. Some younger Skrell may &#039;identify&#039; with a certain gender, adopting different pronouns or attempting to conform (often poorly) to various alien notions of gendered clothing, but they most often do not really feel it; their psychology not supporting it. Some view it as a more trendy thing similar to uses of a Zodiac sign. Skrell unfamiliar with galactic customs can confuse the sexes of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”. This has led to the adaptation of a newer personal pronoun to areas like Tau Ceti Basic as a loanword from Nral&#039;malic, taking the form of vi/xil/xilself. This form is actually a heavily simplified version of the Nral&#039;malic word, the original widely regarded by Skrell and the aliens that use it as too much to expect non-Skrell to remember.&lt;br /&gt;
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Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation allows them to increase their lifespan to an impressive 300 to 500 years.&lt;br /&gt;
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Due to the lingering effects of the Synthetic Singularity&#039;s utilization of biological warfare, a sizable percentage of Skrell are completely sterile. Thanks to the intense research efforts of Skrellian doctors and scientists, modern Federation specialists have the capability to at least partially reverse these effects in half of all Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only about a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have 8 eggs hatch at a time. Without treatments, effected eggs remain inert, not developing.&lt;br /&gt;
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===Physical Appearance===&lt;br /&gt;
&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. Skrell skin notably contains glands which secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
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Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
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===Ethnicities===&lt;br /&gt;
While the &amp;quot;common&amp;quot; Skrell in Tau Ceti space is thought of to conform to a basic physical archetype, there are in reality many differing &#039;types&#039; or &#039;ethnicities&#039; of Skrell which are categorized based on both physical attributes, as well as point of origin on the homeworld. These ethnicities of Skrell have emerged much as those of humankind have, based on localized groups adapting to their native territory and intermarrying with their own to reinforce the prevalence of certain traits, traits not exclusive to either archetype.&lt;br /&gt;
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There are specific populations of Skrell which are considered to be of the Axiori archetype, in that they have traits which are typically associated with those who found in the more oceanic regions of the planet. Typical traits include a thinner mucus on the body, darker skin colors, more prominent webbing on the hands and feet, and generally taller builds. Not all &#039;&#039;&#039;Axiori&#039;&#039;&#039; Skrell have these traits, but it is more common to see in someone with a genetic relationship to this population. Axiori are also more prone to &#039;&#039;&#039;Volvuunt Qixqalau&#039;&#039;&#039;.&lt;br /&gt;
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Likewise there are also &#039;&#039;&#039;Xiialt&#039;&#039;&#039; archetype Skrell, who are known to be on the other side of this spectrum of traits. Their adaptations are more consistent with the dryer regions of their homeworld. Thicker and more gelatinous mucous, lighter colored skin, more superficial webbing on the hands and feet, and generally shorter builds, are traits that are commonly associated with Xiialt Skrell. &lt;br /&gt;
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The differences between these ethnicities of Skrell are not so severe that a mixture of them would be considered &amp;quot;biracial&amp;quot;. All Skrell fall somewhere on the spectrum from &amp;quot;sticky or slimy&amp;quot;, &amp;quot;light or dark&amp;quot;, &amp;quot;webbed or not&amp;quot;. Complications resulting from Glorsh&#039;s actions and the Genophage have led to even further blurring of the lines between ethnicities. However, those who have strong genetic lineages of a certain ethnicity will likely display the associated physical traits.&lt;br /&gt;
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===Disorders===&lt;br /&gt;
[[File:skrellburger.png|thumb|alt=|A Skrell with beakmouth consumes a delicious burger. While downsides are heavy, those with the disorder do not complain about their ability to easier chew foods.]]&lt;br /&gt;
There is a disorder named &#039;&#039;&#039;Volvuunt Qixqalau,&#039;&#039;&#039; which in a dead Skrellian language translates to &amp;quot;everted gills&amp;quot;, which can affect Skrell. While Skrell gills are typically internal and protected by mucuous membranes, those with disorder have their gill structures everted and exposed to the air, limply hanging on the neck below the jawline. Skrell with Volvuunt Qixqalau are born with it, and it cannot be developed over time.&lt;br /&gt;
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Skrell affected by Volvuunt Qixqalau can suffer relatively little with the disorder, and the external gills can even be more effective underwater due to the increased surface area. However, due to the very delicate nature of the gills, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - some Skrell have such trouble with the gills that they are corrected by surgery, which is a lengthy and risky procedure due to the rarity of the disorder, and the sensitivity and delicate nature of the area, but technological advances and skilled surgeons make it incredibly possible. Some with this disorder choose to use an adaptive apparatus, a water-filled collar that keeps them both hydrated and safe.&lt;br /&gt;
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Research as to how the mutation occurs been mostly inconclusive, showing that it can only be caused by inherited genetics. Censuses show that the prevalence of this mutation has decreased dramatically since the Synthetic Singularity due to the loss of life, and Skrell affected by Volvuunt Qixqalau make up only 15% of the Federation&#039;s population.&lt;br /&gt;
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Another disorder is &#039;&#039;&#039;Beakmouth,&#039;&#039;&#039; a genetic disorder and birth defect that is somewhat uncommonly found in Skrell. It manifests at birth as the formation of interlocking chitinous plates in the mouth, similar to a squid&#039;s beak. These plates are sharp enough to cut, and those afflicted with untreated beakmouth often find themselves accidentally biting and wounding the insides of their cheeks, as well as their lips and tongue. The plates are solid pieces which interlock, unlike human teeth which are separate structures.&lt;br /&gt;
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Beakmouth causes a strong speech impediment in those afflicted with it as well, leading the pronunciation of all sounds to have a &amp;quot;squishy&amp;quot; quality, leading them to be hard to understand even in their own language; communication in Tau Ceti Basic is almost impossible. As a result, those with untreated beakmouth tend to prefer telepathic communication, which makes them reluctant to mingle with the rest of galactic society. This leads outsiders to believe beakmouth is a relatively rare condition; on the contrary it is somewhat prevalent in certain ethnicities, however most sufferers of this genetic condition have it corrected in infancy, or else rarely leave their home system. &lt;br /&gt;
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The treatment for beakmouth is simply the surgical removal of these chitinous plates; they can be safely removed from the jaw without permanent debilitation, and those who have the procedure done in infancy typically grow up to bear little evidence of the affliction. When performed in adulthood, this procedure is much more invasive with risks of complication, and so those who grow up without having it corrected tend to refrain from surgical intervention later in life. Adult sufferers of beakmouth tend to prefer to have these plates ground down to a manageable level.&lt;br /&gt;
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===Psychology===&lt;br /&gt;
Skrell psychology and their mindset are set far apart from humans; this primarily concerns their wiring towards long-term thinking, cyclical brain expansion, and high emotional variability and sensitivity.&lt;br /&gt;
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One of the mechanisms behind this longer timeframe is that Skrell brain-matter undergoes cyclical expansions over decades, a ‘mental version’ of human growth spurts. These cycles are marked by the individual suddenly feeling much more competent and capable of learning; these expansions typically coming in a predictable timeframe. Showing signs of reaching these milestones can lead to acknowledgement by elder Skrell as a peer, rather than a subordinate. These cycles go on for a Skrell’s entire lifespan, though they often experience ‘plateaus’, stall periods that are typically around twenty five to fifty years in length between intellectual spurts. Coping with these plateaus are a cornerstone of Skrell psychology, much like human athletes. One part of these growth spurts is not only the increase of intellectual processing capacity, but also an increase in memory. With memory not being scarce and valuable, some Skrell might waste it on the very minor things, including slights. A healthy use would be remembering the scent of a flower a Skrell was given seventy years ago, unhealthy uses can be remembering the exact words a superior said to them, that they might say the same to their superior’s grandchild when the child is denied a spot on an escape pod. &lt;br /&gt;
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This can make Skrell excellent plotters and planners. Many young Skrell in the Federation trying to make their way have to contend with elder Skrell from previous Eras with outdated social mores and startling things to say about centuries-old events; weaving intricate plots over centuries of time only for insignificantly small gains and to carry out deep-set grudges. Social games and near-backstabbing that their subordinates would never understand, but still find themselves playing into. Quid-pro-quo ‘tag, you’re it’ games that have significant consequences over the lives of everyday people. One day, jealousy and contempt between two Lu&#039;Poxii might lead to a scientific, medical, or cultural advances being suppressed or even banned because one stole another&#039;s&#039; research two centuries ago. Though, sometimes these might turn out positive; one may have a huge research grant suddenly dropped on their super-niche and passion-based research project because someone old and influential owed a family member.&lt;br /&gt;
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As a whole, Skrell generally have difficulty with viewing events that take place over short timeframes like mere “months” or “years” with the same importance that shorter-lived races do. Consequences lasting less than a decade are felt far less. They are higher tolerance for momentary ‘human’ worries; such as temporary social rejection, or having to wait for things to come to fruition. On the other hand, Skrell have a lower tolerance for actual long-term worries. Existential threats, trauma, social alienation and paranoia, etcetera. This also applies to their entertainment; Skrellian television programs can typically have forty seasons of content, movies are rarely less than at least eight hours long. Some more traditional music can be equally long, older stuff containing nearly-day-long symphonies made of subtle, droning aquatic noises only detectable over a long expanse of time.&lt;br /&gt;
Their longer timeframe also gives them a higher resilience to accumulating stress, but relieving stress is notoriously complicated. Normally, every once in a decade or few, Skrell go to ‘therapy camps’, a year or two spent at an analog of a rehab facility in relative isolation to process their feelings, confronting decades of pent-up experiences. Alternatively, some go on their own to the ‘wilderness’, sometimes uninhabited exoplanets, perhaps even doing activities such as disintegrating rocks with energy weapons. They typically come out of the experiences almost frighteningly ‘zen’, a paragon of calmness and sanity at least until they build it up again. While this is something unquestioned in Jargon society, Skrell typically not wanting to set someone off by asking why they’re taking a gap year, it is difficult for Skrell that have emigrated to human society. Megacorporations are typically not found automatically granting Skrellian employees a year-long leave, so they can end up overdue and a bit ‘twitchy.’ &lt;br /&gt;
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==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
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There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50.  It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other.  Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records.  Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
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Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters ‘deep’ sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Dream, or Srom&#039;&#039;&#039;. Here, their thoughts connect to others on a deeper level than the Wake can allow, transmitting emotions and memories. This psychic space is much like a &#039;&#039;&#039;human lucid dream&#039;&#039;&#039;, but on a much wider scale.&lt;br /&gt;
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The size of any given Srom &#039;&#039;&#039;dreambubble&#039;&#039;&#039; is dependent on the amount of psychics recently occupying a location. A small number will generally keep their dreams to themselves, perhaps picking up only scarce traces from one another. Smaller dreambubbles can widely vary in appearance, generally the strongest memory or lucid concept dreamt up. Larger dreambubbles, such as on &#039;&#039;&#039;Homeworld&#039;&#039;&#039;, resemble the environment they’re built around.&lt;br /&gt;
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Psychic individuals can lucidly alter and adjust things in Srom based on skill, effort, and power. Typically, the most common move is to alter one&#039;s dream body; some claim the process is easier if one sleeps wearing a costume. Overuse of lucid dreaming causing various levels of unpleasant physiological and psychological effects. It takes a keen mind to perfectly replicate how a dreamed up object would realistically act. Lastly, &#039;&#039;&#039;stress&#039;&#039;&#039; can cause objects to spontaneously apparate in the Srom or change it.&lt;br /&gt;
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Curiously enough, the &#039;&#039;&#039;&#039;ghosts&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;memories&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;echoes&#039;&#039;&#039;&#039; of particularly psionically-attuned individuals can remain in dreambubbles after their waking body’s death - with some effort. These typically act somewhat esoterically. These thought projections are ephemeral, never lasting very long.&lt;br /&gt;
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It is &#039;&#039;&#039;difficult&#039;&#039;&#039; to &#039;&#039;&#039;keep ones lips sealed in the Dream&#039;&#039;&#039;, with inhibitions that often keep ones thoughts to themselves easily melting away. However, it is also much easier to create and &#039;&#039;&#039;brainstorm&#039;&#039;&#039; in Srom. This often extends to the waking world, the body mumbling recent excerpts from their dreamspeech. Ways to hide from the &#039;&#039;&#039;dreamclutter&#039;&#039;&#039; of a dreambubble are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that &#039;&#039;&#039;aluminum&#039;&#039;&#039; (typically headpieces, blankets, or plated walls) blocks off sections of a Dreambubble entirely. &lt;br /&gt;
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Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in &#039;&#039;&#039;light sleep or awake entirely&#039;&#039;&#039;. This means most who hold secrets have the telltale sign of being constantly tired, however you can train yourself to enter a &#039;&#039;&#039;meditative trance&#039;&#039;&#039;, keeping the mind active while the body rests. Scientists frequently isolate themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with each other in private.&lt;br /&gt;
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Some Skrell fall into the categories of an &#039;&#039;&#039;oversleeper or an undersleeper&#039;&#039;&#039;. Some find themselves &#039;&#039;&#039;addicted&#039;&#039;&#039; to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oversleepers are seen as &#039;&#039;&#039;reclusive&#039;&#039;&#039; and sometimes lackadaisical individuals, and undersleepers are seen as holders of &#039;&#039;&#039;deep and potentially dangerous secrets.&#039;&#039;&#039; &lt;br /&gt;
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It is known that Skrell only need to sleep for &#039;&#039;&#039;minutes at a time&#039;&#039;&#039;, being able to lapse in and out of consciousness almost on-command. However, they are able to remain asleep for &#039;&#039;&#039;incredibly long periods&#039;&#039;&#039;, even weeks or months at a time. Many take sixty-second naps throughout their day to remain refreshed.&lt;br /&gt;
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Due to the sometimes &#039;&#039;&#039;chaotic nature&#039;&#039;&#039; of thousands on thousands of individuals sharing a space that more than just a few can alter, there is a dedicated division of the &#039;&#039;&#039;Federation law enforcement&#039;&#039;&#039; just for the Srom. Called &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, translating to &#039;&#039;&#039;Dream Enforcement&#039;&#039;&#039;, their roles are to ensure that major planetary dreambubbles are safe from wild lucidity. Agents are recruited from Skrell with &#039;&#039;&#039;very high psychic potential&#039;&#039;&#039;. The Dream Enforcement are also in charge of ensuring no illegal or anti-Federation activities are being dreamt, particularly the &#039;&#039;&#039;malicious use of Nlom-capable devices.&#039;&#039;&#039; &lt;br /&gt;
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These Nlom devices are often two-way interfaces within a dreambubble, and dreamers can learn to interact with them to operate machinery in the waking world. With the right setup, a scientist can continue his work into his sleep. One example of practical application is an interface between a bluespace navigation drive and &#039;&#039;&#039;three Skrell pilots&#039;&#039;&#039;, who will plot bluespace trajectories at the same speed, or faster than an AI from human space. It&#039;s very difficult to concentrate in the Dream, which means you require a large amount of training and practice to operate Nlom interfaces while in it.&lt;br /&gt;
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===Telepathy===&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befriend Federation skrell to gain the benefits of Jargon technology that they&#039;re not allowed to bring outside of Skrell space.&lt;br /&gt;
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Skrell display intimate emotions by touching the heads (or head-tails) of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
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An important social norm in Jargon; seemingly hardwired in Skrell, is that one must never enter anothers’ bedroom without explicit permission. This is followed nearly everywhere; primarily for the reason that while Skrell do not require much sleep at all, they are extremely picky about their resting conditions. They might want their hibernation fluid in a liquid-based bed chilled to exactly thirty five degrees fahrenheit, or want no fluid at all and prefer a localized gravity generator set exactly to 1.62 m/s. Interrupting a Skrell while they are sleeping is one of the most grievous offenses in Jargon culture, and in fiction the invasion of someones’ inviolable cozy sanctuary against their will is a way for Skrell storytellers to establish that someone has more than a few screws loose. Though, of course, it is nowhere near unheard of for some Skrell to sleep in the same room or even in the same bed, providing their tastes align. Naturally, humans do not understand this; some merely thinking that Skrell are highly opposed to not knocking first. Some Skrell in liquid-based sleeping solutions, can feel a compulsion to carry water from their home environment (typically from where they hatched) and sleep in it. This is often attributed to an old biological holdover, like matching the pH content. However, Skrell view it as simply ‘something you do.’&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 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;
&lt;br /&gt;
One thing that can heavily affect a Skrell’s mindset and emotions are tidal cycles, their psychology as sea creatures being heavily attuned to such. This can vary from Skrell to Skrell, some feeling like garbage on a new moon, others feeling rejuvenated and full of energy. Some strange cosmic phenomena that can affect tides and gravity are easily noticed by them as well. This can lead to some Skrell being rather reluctant to migrate from planet to planet; the size of a moon, how many there are, and even a lack of any moon can even cause full-scale personality shifts, at the very least a bit of ‘shuttle lag.’&lt;br /&gt;
&lt;br /&gt;
The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
&lt;br /&gt;
The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
&lt;br /&gt;
While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
&lt;br /&gt;
Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Main page: [[Skrell History]]&lt;br /&gt;
&lt;br /&gt;
The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;15th Century&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
&lt;br /&gt;
By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have [[Skrell Faith|two dominant faiths]] in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow. &#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. &#039;&#039;&#039;Weishii&#039;&#039;&#039;, the second dominant faith of the Skrell, is a more modern faith which was born shortly after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrell&#039;s long tradition of political councils, the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&lt;br /&gt;
&lt;br /&gt;
Members of the Federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
&lt;br /&gt;
Research and travel are highly monitored and regulated by the Federation Government.  It is considered good citizenship to report any crimes of anti-Federation sentiment, which includes but is not limited to AI research.&lt;br /&gt;
&lt;br /&gt;
===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 48 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 24 billion individuals, is concentrated in the core system of &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as Eriuyishi and Gli&#039;morr.&lt;br /&gt;
&lt;br /&gt;
Jargon V (known as &#039;&#039;&#039;Aliose&#039;&#039;&#039;) forms another important home for Skrell in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrell native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV (Qerrbalak) labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
&lt;br /&gt;
Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Skrell Military|Military]]===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the Galaxy. Most of the Skrell&#039;s strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon&#039;s economic system features working facilities with hierarchical managers being installed by the government. They do not own these facilities per se, but the highest in the chain of command has essentially full of control of the facility they are assigned to.&lt;br /&gt;
&lt;br /&gt;
For example, where a human would just own a restaraunt, a Jargon Skrell would basically be entrusted to run and manage a restaraunt that is technically government-owned, and get a salary for it. Government officials can intervene at any time, or replace the top manager entirely if they deem the current one unsuitable. There is also a high potential for promotion, which is the government entrusting the individual with more facilities to manage, up to being ministers for whole fields of production. &lt;br /&gt;
&lt;br /&gt;
This system is far from the ones humans know as communism and socialism however, as the Jargon Federation understands that its citizens are not equal. Money exists as a medium for exchange with the government, and different job positions are rewarded according to their required qualifications - scientists would afford to buy much, but menial workers would need to settle for less. This unit of currency is called the Jargonian Uux. When a need to travel abroad arises, particularly wealthy or privileged Skrell may request &amp;quot;subsidies&amp;quot; from the government, which is essentially exchanging uux for galactic credits.&lt;br /&gt;
&lt;br /&gt;
When dealing with other Skrellian factions, Jargon usually employs barter. It also keeps a stock of galactic credit which is acquired via import/export in order to deal with other galactic powers. &lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
&lt;br /&gt;
One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
&lt;br /&gt;
Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
===The Different Era of Skrell===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell_Systems_and_Locations&amp;diff=15854</id>
		<title>Notable Skrell Systems and Locations</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Skrell_Systems_and_Locations&amp;diff=15854"/>
		<updated>2020-07-12T02:15:08Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: Needs revision later.&lt;/p&gt;
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&lt;div&gt;{{Needs revision&lt;br /&gt;
|reason = Dates need to be corrected to be compatible with the Skrell History Rework.}}&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
The Skrell have come a long way from their beginnings in the Nralakk system. From the swamps and quagmires of early Qerrbalak to the cold metal hallways of modern space stations, Skrell have spread across the stars over their long history. Today, Skrell come from many places across the galaxy. The following is an overview of a few of the locations Skrell call home.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Nralakk: The Home system==&lt;br /&gt;
The Skrellian home-system of Nralakk is largely considered to be the jewel of Skrell space. It has historically served as the center of government for the Federation and serves as home for roughly half of the galaxy’s Skrell population. Following first contact with humanity, the system has gained the colloquial name “Jargon”.&lt;br /&gt;
&lt;br /&gt;
===Nralakk, The Star===&lt;br /&gt;
The Skrellian sun is a Blue Giant, two times the size of Sol&#039;s sun. It gives off a vibrant blue when viewed from space, and when viewed from the atmosphere of Qerrbalak appears as a green-teal. Many abandoned Glorsh-era solar-powered factories litter its close orbit, left behind to slowly fall into the giant star.&lt;br /&gt;
&lt;br /&gt;
===Fjylo, The Firevine===&lt;br /&gt;
The first planet in orbit of Nralakk, Fjylo is a small, violently burning planet that leaves behind a trail of hot material that swirls into the star. The scorched planet currently has an orbital period of 67 days, and has quickly been falling for the two thousand years it has been recorded- with the first recorded orbital period being 74 days in 205 BC.&lt;br /&gt;
&lt;br /&gt;
===Meyk, The Shy Planet===&lt;br /&gt;
The second planet in orbit of Nralakk, Meyk was one of the last planets to be accepted as a planet in the system in 526 AD. This very small planet was originally a huge point of debate in the scientific community, with top-tier astrologists saying it&#039;s too tiny to be a &#039;real&#039; planet, and was simply a small dwarf. Celebrities at the time pushed for Meyk to be added into the planetary list.&lt;br /&gt;
&lt;br /&gt;
===Toqli-Fet, The Eyes Of Nralakk===&lt;br /&gt;
The third and fourth planets from Nralakk, Toqli and Fet are two small, rocky planets with no atmosphere and low gravity that orbit each other in close proximity. They were heavily mined during the Era of Synthetic Oppression, being stripped of a large amount of their iron and copper, leaving vast caverns and cave-ins where the machines tore the earth apart. Mining facilities still operate today, however it&#039;s largely left as a job for criminals to the Federation.&lt;br /&gt;
&lt;br /&gt;
The two planets also operate as observation outposts for the rest of the system, staffed by a few hundred workers that are constantly logging ship signatures and working as Traffic Controllers to stop un-authorized vessels.&lt;br /&gt;
&lt;br /&gt;
===Qerrbalak, Homeworld===&lt;br /&gt;
The fifth planet from Nralakk. Also known as Jargon IV, Qerrbalak, or Homeworld in the Skrell language, is not only the home planet of the Skrell, it is also the powerhouse of the Federation. It has some of their largest cities on land and underwater, and it houses the Federation&#039;s headquarters. The capital and largest city is Kal&#039;lo, which sports both above ground and underwater structures. Qerrbalak has the largest population out of all of the Federation&#039;s colonized planets.&lt;br /&gt;
&lt;br /&gt;
Although it is the Skrell home planet, there are still &#039;&#039;&#039;Tomb Cities&#039;&#039;&#039; from the Era of Synthetic Oppression - Sprawling cities that are uninhabited by people, instead having husks of disabled androids - and sometimes forgotten, dead Skrell -  that are being re-taken by nature. These &#039;&#039;&#039;tomb cities&#039;&#039;&#039; are often left as they are, with many Skrell believing they take the place of cemeteries as a reminder of the &#039;&#039;&#039;Skrell Genocide&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Though the planet does not have much diversity in biome, it is perfect for the Skrell. Qerrbalak is largely very humid, and marshy, with most of it being covered in freshwater and saltwater seas, The saline levels of these seas are lower than most seas elsewhere. This uniquely suits the Skrell, and they are able to safely survive in any of the seas in Qerrbalak. It also has polar icecaps, where some Skrellian research centers are located and the prime military base for the Tups are located.&lt;br /&gt;
&lt;br /&gt;
Qerrbalak is an excellent example of the Skrellian practice of existing in tandem with nature, to adapt where they can and to coordinate with the things that they cannot. The towering cities provide not only a safe, healthy environment for skrell, but for the native flora and fauna of Qerrbalak. Though this culture is not unique to Qerrbalak, the cities themselves hold community and kinship to an incredible level of importance, ensuring each citizen knows their neighbor. This ties closely to how Skrell view the sciences, as they can be used to provide for and preserve Skrell for the future.&lt;br /&gt;
&lt;br /&gt;
The Tzqul Archive, digitized and currently impossible to decrypt, is a popular tourist attraction on Qerrbalak.  Visiting the archive is considered an important, coming of age moment in every Federation Skrell’s life.  Scientists gather yearly to propose Federation approved solutions to the archive’s encryption, but thus far none have been successful.  Still, the event gathers a large crowd yearly and is broadcast as far as human space.&lt;br /&gt;
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===Qerr’Malic, Homeworld&#039;s Moon===&lt;br /&gt;
First colonized in 510 CE by a mere 100 Skrell, Qerrbalak’s moon of Qerr’Malic has served as a testing ground for many of the colonization technologies which would be used in the following millennia. Many of the biodomes used to make regions of Qerr’Malic’s surface livable are still in use today. By building key infrastructure and housing units downward toward the moon’s center, Skrell engineers were able to pioneer the heat-management systems which would be instrumental in the colonization of Jargon V (Aliose).&lt;br /&gt;
&lt;br /&gt;
Qerr’Malic today is a bustling population center and a popular destination for aspiring engineers. The many shipping centers across the moon’s surface are used to direct trade throughout Federation space, and have attracted a number of proficient aerospace engineers and technological innovators to Qerr’Malic. The recently renamed Qerr’Weirun Aeronautics University (formerly the Qerr’Malic Aeronautics University) on the dark side of Qerr’Malic produces a large number of the engineers and pilots seen across Federation space. &lt;br /&gt;
[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose, later colonies would prioritize terraforming or biodomes.]]&lt;br /&gt;
&lt;br /&gt;
===Aliose===&lt;br /&gt;
The sixth planet from Nralakk, and the first planet to be permanently colonized by the Skrell, Aliose saw its first Skrell land on its surface in 711 CE. The planet has a heavy nitrogen atmosphere, and requires internals as well as heated clothing to survive outside. To combat the planet’s much colder temperature, early colonists built much of their structures downward, beneath the planet’s surface. Aliose gradually became dotted with cities and laboratories as much of Qerrbalak’s scientific elite sought to take part in the Skrell’s first planetary colonization. Over time, Aliose became the scientific powerhouse of the Federation.&lt;br /&gt;
&lt;br /&gt;
With the events of the Third Incident, Aliose gained a subculture of deep seated patriotism and duty as former military members and scientists worked together to strike back against the machines and establish a stronger Aliose. The city of Fedas was especially successful in their struggles to give Aliose back to the Skrell, and became the planet’s center of government following the end of the Era of Synthetic Oppression. &lt;br /&gt;
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Aliose today is largely considered the heart of the Federation’s scientific and military endeavors. Research conducted by the Aliose University of Medical Sciences has had a role in producing many of the medical technologies we see today, making it a very attractive destination for aspiring Skrell doctors and chemists. Aliose continues to produce a large number of Skrell patriots and aspiring soldiers to this day, and they can usually be noticed by their &#039;&#039;&#039;cold, white, thick skin&#039;&#039;&#039; which comes from &#039;&#039;&#039;government given genetic treatment&#039;&#039;&#039; to allow citizens to survive the colder temperatures easier.&lt;br /&gt;
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==The Core Worlds Of The Federation, &amp;quot;First Wave&amp;quot; Systems== &lt;br /&gt;
When Skrell finally ventured beyond their solar system, they did so with great enthusiasm, scouting out the perfect worlds to colonize. In the &#039;&#039;&#039;1600&#039;s&#039;&#039;&#039;, the first waves of colony ships expanded beyond the Home System into these explored systems, building up highly populous planets with well developed infrastructure and healthy trade routes. With the Federation&#039;s strict colonist-recruitment systems and idealistic view on exploration, there was only a small amount of crime in this golden age of colonialism.&lt;br /&gt;
&lt;br /&gt;
===Waugshai System, The Artworlds===&lt;br /&gt;
The &#039;&#039;&#039;Waughai system&#039;&#039;&#039; was one of the first Systems outside of Nralakk to be colonized by Skrell. From the start, colonization in Waugshai was intended to create permanent, livable settlements rather than temporary living conditions for mining operations. Later on, the system became renowned for using mining as a form of art - carving craters into planets and asteroids, writing out whole poems that could only be read from space. &lt;br /&gt;
&lt;br /&gt;
The most well known art piece is a twenty mile long phrase carved into an uninhabited dwarf planet using mining lasers that reads, &#039;&#039;&#039;&amp;quot;We Are Not Set In Stone&amp;quot;&#039;&#039;&#039; in the Skrell language Nral&#039;malic. &lt;br /&gt;
==== Aweiji, The Craterworld ====&lt;br /&gt;
In 1602 CE, Aweiji became the first planet outside of Nralakk to have a permanent Skrell colony. The planet was rockier, drier, and more mountainous than the settlers’ home planet of Qerrbalak, but advances in biodome technology gave settlers adequate shelter while early terraforming technology made the planet’s atmosphere habitable. The first settlers landed on a plain between two mountains, an area which would become the city of Tresja. Because of its history as the first Skrell colony outside of Nralakk, Aweiji would eventually be chosen as the location of the largest political meeting in the Jargon Federation’s history, the &#039;&#039;&#039;Tresja Agreement&#039;&#039;&#039;.&lt;br /&gt;
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== The Puddle Worlds, &amp;quot;Second Wave&amp;quot; Systems ==&lt;br /&gt;
As the First Wave Systems grew, smaller settlements sprouted to support them. This Second Wave of colonization efforts saw the spontaneous rise of many colonies with single purposes, like mining outposts and farming operations. Some of these systems would go on to becoming thriving, if not modest, communities of varying levels of self reliance, often with highly specialized citizens.&lt;br /&gt;
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=== Xaqixal ===&lt;br /&gt;
The system of Xaqixal was settled in 1948 CE along with its sister system, Qrruhilum. Xaqixal consists of only a single noteworthy planet, a few planetoids, and a significant field asteroid field. A colony was established on the ice covered planet of  Xaqixal I, commonly referred to simply as “Xaqixal”, as a base for mining operations in the system. The planet was mostly covered by its frozen seas, with only about 12% of its surface as solid land.&lt;br /&gt;
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This colony remained small in size until 2023 CE, when a shift in tectonic plates near one of the planet’s mines resulted in the formation of a new hot springs. The hot springs would breathe new life into Xaqixal as it became a popular destination for tourists. Today, much of Xaqixal’s commerce is thanks to its reputation as a tourist attraction, but mining initiatives continue to produce at healthy rates.&lt;br /&gt;
[[File:Xrim_laboratory.png|thumb|350px|The flora and fauna are extremely hostile on Xrim, and will find a way to thrive.]]&lt;br /&gt;
===Xrim, The Overgrown Cities=== &lt;br /&gt;
Xrim is a flourishing planet with thriving jungles and tropical rainforests. It is filled with billions of different xenobiological species, from giant sloth-like lizards to tiny, bone-eating slugs, almost every part of this planet is eager to kill. Federation researchposts dotted this planet in the early colonization efforts, bordering giant &#039;&#039;&#039;preserves&#039;&#039;&#039; where wildlife was meant to remained untouched - however, the research outposts eventually slowly grew to become giant, domed cities as scientists continued to flock here, and with that came more infrastructure and more requirement for civilian assistance. &lt;br /&gt;
During the Era of Synthetic Oppression, Xrim&#039;s domed cities became overrun by hostile wildlife, as well as hostile androids. The Synthetic Overlord shipped in even more xeno-organisms from other planets, letting them loose into Xrim&#039;s ecosystem. Skrell here struggled terribly with predators and disease, as well as the harsh android forces.&lt;br /&gt;
&lt;br /&gt;
Currently, Xrim holds the &#039;&#039;&#039;overgrown cities and hidden laboratories&#039;&#039;&#039; that have been retaken by nature or destroyed in the Synthetic Uprising, and is still struggling to handle with some of the alien species that were incorperated by the AI Glorsh-Omega, however xenobiologists are working tirelessly and constantly to remove the damages to the ecosystem by outside intervention.&lt;br /&gt;
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===Glorashi===&lt;br /&gt;
Glorashi is a small five planet system, with middling size yellow sun at the centre (1.5xSol Star mass). The two innermost planets are in too high a proximity to the star to be habitable, though the second one out has a few small underground bases for scientific research, though the planets are far too hot to have anything more.&lt;br /&gt;
&lt;br /&gt;
Glorashi 3 (Akerliim) is the only fully inhabited planet in the system, and contains nearly 80% of the system&#039;s population - as well as hosting the Queen of the C&#039;thur hive. The weather on it is very similar to Aliose, colder than preferred but definitely livable. Though it has the highest population in the system, it is nearly exclusively residential and commercial property, with little industrial areas on the planet as most companies go to the outer moons and Diulszi to get better prices. This has led to a curious mix or a rise in unemployment on the planet, as well as a higher proportion of culturally influenced jobs rather than scientific ones, rather against the trend of the older systems. &lt;br /&gt;
&lt;br /&gt;
The fourth planet out; Glorashi 4; is more colloquially known as &#039;&#039;&#039;Diulszi&#039;&#039;&#039; and houses mostly research bases and industrial complexes, as the larger planets unique geography lends to harsh weather and cold temperatures that are mostly unsuitable for general civilisation. A giant underground research bunker here is heavily guarded by &#039;&#039;&#039;Vaurca&#039;&#039;&#039; warriors - as it houses the &#039;&#039;&#039;C&#039;thur High Queen&#039;&#039;&#039; in life support.&lt;br /&gt;
&lt;br /&gt;
Glorashi 5 is a small Ice Giant, similar in size to Sol&#039;s planet Neptune. Two of the larger moons orbiting it are vastly habited due to their geothermal activity that allows for easy power sources and heating for the moons. The larger of the moons is named Kyeqil, and houses more expensive residential as well as the governmental body for the system. The second moon is named Qyepiit, and is mostly a military establishment and training area, though has a significant civilian populous as well; at least in terms of the moon&#039;s size.&lt;br /&gt;
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== The Traverse: “The Skrellian Frontier”==&lt;br /&gt;
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The modern Jargon Federation is very particular with a few things: its paperwork, its borders, and its colonies. The rate at which Skrell reproduce has slowed significantly, resulting in a Federal government that cares very much about its individual holdings. The frontier of Federation space is known as The Traverse. The name itself is meant to suggest that these colonial solar systems are just a stop on the road as the Federation gradually grows. This fixation with expansion comes from the importance Skrell culture has historically placed on the stars. Many believe it is a Skrell’s duty to traverse the stars, and so the ever expanding edge of Skrell space is known as the Traverse.&lt;br /&gt;
 &lt;br /&gt;
Settlements of the Traverse vary drastically, but a few trends are common among these Skrell systems. Firstly, the colonists consist mostly of carefully chosen civilians, professionals who will keep the colony running smoothly, and their families. The Traverse systems are also heavily patrolled by Federation military and naval forces. This military presence is meant to protect colonists from piracy and other dangers. Many colonists are also held to their new homes by contracts with the Federation itself. To ensure that each colony has their needs met, the Federation will often offer benefits to engineers, doctors, and other necessary professionals to work within specific Traverse systems for a number of decades.&lt;br /&gt;
&lt;br /&gt;
The Federation offers the Traverse significant aid and benefits to help the budding settlements establish themselves and grow. The first and most notable Federal assistance comes with the initial colonization. Federation resources and workers build the initial infrastructure of Traverse colonies. These include hydroponics networks, schools, libraries, and housing complexes for the colonists. The Federation also gives bonuses to the pilots, traders, and cargo workers who assist budding colonies. This support also extends to whatever local government each system adopts, as Federation funds assist the colony’s early internal developments.&lt;br /&gt;
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&lt;br /&gt;
== The “Independent” Solitary Systems ==&lt;br /&gt;
After the Third Incident, Skrell systems were largely isolated. Over time, the newly reformed Federation would re-establish contact with each remote system and slowly reintegrate their governments into the Jargon Federation. In 2398 CE, Aweiji hosted the Tresja Agreement, in which nearly all remaining Skrell systems were welcomed back into the Federation. The few systems which did not send representatives to attend the meeting in Tresja were cut off from the rest of the galaxy for a time. This “time apart” intended to allow each system’s  population to consider whether or not they wanted to remain solitary.&lt;br /&gt;
&lt;br /&gt;
These independent yet isolated systems were completely secluded for roughly sixty years before Grand Councilor Weashbi Jrugl reopened diplomatic relations with several systems. Among the places secluded after the Tresja Agreement were: the bustling Yui&#039;qui&#039;gliop system and its military remnants, the tiny Qrruhilum and its mining operations, and the Pluat system with its extensive factory complexes.&lt;br /&gt;
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== Locations Outside of Federation Space ==&lt;br /&gt;
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=== Foreau ===&lt;br /&gt;
The human frontier world Foreau is one of the few human settlements located close to the Skrell Traverse. The planet first caught the attention of the Jargon Federation in 2430 CE when its local government first reached out to Jargon ambassadors in the hopes of establishing trade with the Skrell. This has gone quite well for the small frontier world, which is gradually receiving more attention from Skrell government and civilians.&lt;br /&gt;
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Foreau’s surface is largely covered by deep seas and sparse islands. The majority of Foreau’s population converges around its several cities and the trade routes between them. Because of its wet climate, proximity to Jargon, and warming relationship with the Federation, Foreau has become a popular destination for Skrell tourists. &lt;br /&gt;
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=== Elyra ===&lt;br /&gt;
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=== Eridani Corporate Federation ===&lt;br /&gt;
Skrell that go to Eridani often aim to capitalize on humanity, and becoming high-class businesspersons. They may often use any skills they have learned in the Federation to make a good amount of credits.&lt;br /&gt;
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=== Tau Ceti ===&lt;br /&gt;
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{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=15833</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=15833"/>
		<updated>2020-07-09T19:09:36Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: WHEW&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian (Nral&#039;Malic), Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
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Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
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==Heads of Staff==&lt;br /&gt;
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Skrell can be the following heads of staff:&lt;br /&gt;
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* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
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== Mechanics ==&lt;br /&gt;
&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;
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== Biology ==&lt;br /&gt;
[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Jargon gestures.]]&lt;br /&gt;
Physically Skrell have an average height ranging from &#039;&#039;&#039;4’5” to 5’5”.&#039;&#039;&#039; Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Typically if these gums are not used to &#039;chew&#039;, Skrell otherwise swallow their foods whole, or grind them into a softer form, some carrying around mortars and pestles. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, typically hanging down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles grow throughout their whole life at various speeds, with the oldest Skrell typically having very long headtails - and being the least likely to modify their length at spas with headtail-treatments. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system.&lt;br /&gt;
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Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
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Skrell, dissimilar to other sophonts in the Orion Spur, do not possess two distinct biological sexes. They are synchronous hermaphrodites, possessing the ability to both lay and fertilize eggs. Due to this, Skrell have neither secondary sexual characteristics/dimorphism, or any mental concept of gender. There is no social concern for gender, which Federation Skrell typically view as another label other races have they do not understand. Some younger Skrell may &#039;identify&#039; with a certain gender, adopting different pronouns or attempting to conform (often poorly) to various alien notions of gendered clothing, but they most often do not really feel it; their psychology not supporting it. Some view it as a more trendy thing similar to uses of a Zodiac sign. Skrell unfamiliar with galactic customs can confuse the sexes of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”. This has led to the adaptation of a newer personal pronoun to areas like Tau Ceti Basic as a loanword from Nral&#039;malic, taking the form of vi/xil/xilself. This form is actually a heavily simplified version of the Nral&#039;malic word, the original widely regarded by Skrell and the aliens that use it as too much to expect non-Skrell to remember.&lt;br /&gt;
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Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation allows them to increase their lifespan to an impressive 300 to 500 years.&lt;br /&gt;
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Due to the lingering effects of the Synthetic Singularity&#039;s utilization of biological warfare, a sizable percentage of Skrell are completely sterile. Thanks to the intense research efforts of Skrellian doctors and scientists, modern Federation specialists have the capability to at least partially reverse these effects in half of all Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only about a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have 8 eggs hatch at a time. Without treatments, effected eggs remain inert, not developing.&lt;br /&gt;
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===Physical Appearance===&lt;br /&gt;
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Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
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Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. Skrell skin notably contains glands which secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
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Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
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===Ethnicities===&lt;br /&gt;
While the &amp;quot;common&amp;quot; Skrell in Tau Ceti space is thought of to conform to a basic physical archetype, there are in reality many differing &#039;types&#039; or &#039;ethnicities&#039; of Skrell which are categorized based on both physical attributes, as well as point of origin on the homeworld. These ethnicities of Skrell have emerged much as those of humankind have, based on localized groups adapting to their native territory and intermarrying with their own to reinforce the prevalence of certain traits, traits not exclusive to either archetype.&lt;br /&gt;
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There are specific populations of Skrell which are considered to be of the Axiori archetype, in that they have traits which are typically associated with those who found in the more oceanic regions of the planet. Typical traits include a thinner mucus on the body, darker skin colors, more prominent webbing on the hands and feet, and generally taller builds. Not all &#039;&#039;&#039;Axiori&#039;&#039;&#039; Skrell have these traits, but it is more common to see in someone with a genetic relationship to this population. Axiori are also more prone to &#039;&#039;&#039;Volvuunt Qixqalau&#039;&#039;&#039;.&lt;br /&gt;
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Likewise there are also &#039;&#039;&#039;Xiialt&#039;&#039;&#039; archetype Skrell, who are known to be on the other side of this spectrum of traits. Their adaptations are more consistent with the dryer regions of their homeworld. Thicker and more gelatinous mucous, lighter colored skin, more superficial webbing on the hands and feet, and generally shorter builds, are traits that are commonly associated with Xiialt Skrell. &lt;br /&gt;
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The differences between these ethnicities of Skrell are not so severe that a mixture of them would be considered &amp;quot;biracial&amp;quot;. All Skrell fall somewhere on the spectrum from &amp;quot;sticky or slimy&amp;quot;, &amp;quot;light or dark&amp;quot;, &amp;quot;webbed or not&amp;quot;. Complications resulting from Glorsh&#039;s actions and the Genophage have led to even further blurring of the lines between ethnicities. However, those who have strong genetic lineages of a certain ethnicity will likely display the associated physical traits.&lt;br /&gt;
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===Disorders===&lt;br /&gt;
[[File:skrellburger.png|thumb|alt=|A Skrell with beakmouth consumes a delicious burger. While downsides are heavy, those with the disorder do not complain about their ability to easier chew foods.]]&lt;br /&gt;
There is a disorder named &#039;&#039;&#039;Volvuunt Qixqalau,&#039;&#039;&#039; which in a dead Skrellian language translates to &amp;quot;everted gills&amp;quot;, which can affect Skrell. While Skrell gills are typically internal and protected by mucuous membranes, those with disorder have their gill structures everted and exposed to the air, limply hanging on the neck below the jawline. Skrell with Volvuunt Qixqalau are born with it, and it cannot be developed over time.&lt;br /&gt;
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Skrell affected by Volvuunt Qixqalau can suffer relatively little with the disorder, and the external gills can even be more effective underwater due to the increased surface area. However, due to the very delicate nature of the gills, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - some Skrell have such trouble with the gills that they are corrected by surgery, which is a lengthy and risky procedure due to the rarity of the disorder, and the sensitivity and delicate nature of the area, but technological advances and skilled surgeons make it incredibly possible. Some with this disorder choose to use an adaptive apparatus, a water-filled collar that keeps them both hydrated and safe.&lt;br /&gt;
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Research as to how the mutation occurs been mostly inconclusive, showing that it can only be caused by inherited genetics. Censuses show that the prevalence of this mutation has decreased dramatically since the Synthetic Singularity due to the loss of life, and Skrell affected by Volvuunt Qixqalau make up only 15% of the Federation&#039;s population.&lt;br /&gt;
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Another disorder is &#039;&#039;&#039;Beakmouth,&#039;&#039;&#039; a genetic disorder and birth defect that is somewhat uncommonly found in Skrell. It manifests at birth as the formation of interlocking chitinous plates in the mouth, similar to a squid&#039;s beak. These plates are sharp enough to cut, and those afflicted with untreated beakmouth often find themselves accidentally biting and wounding the insides of their cheeks, as well as their lips and tongue. The plates are solid pieces which interlock, unlike human teeth which are separate structures.&lt;br /&gt;
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Beakmouth causes a strong speech impediment in those afflicted with it as well, leading the pronunciation of all sounds to have a &amp;quot;squishy&amp;quot; quality, leading them to be hard to understand even in their own language; communication in Tau Ceti Basic is almost impossible. As a result, those with untreated beakmouth tend to prefer telepathic communication, which makes them reluctant to mingle with the rest of galactic society. This leads outsiders to believe beakmouth is a relatively rare condition; on the contrary it is somewhat prevalent in certain ethnicities, however most sufferers of this genetic condition have it corrected in infancy, or else rarely leave their home system. &lt;br /&gt;
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The treatment for beakmouth is simply the surgical removal of these chitinous plates; they can be safely removed from the jaw without permanent debilitation, and those who have the procedure done in infancy typically grow up to bear little evidence of the affliction. When performed in adulthood, this procedure is much more invasive with risks of complication, and so those who grow up without having it corrected tend to refrain from surgical intervention later in life. Adult sufferers of beakmouth tend to prefer to have these plates ground down to a manageable level.&lt;br /&gt;
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===Psychology===&lt;br /&gt;
Skrell psychology and their mindset are set far apart from humans; this primarily concerns their wiring towards long-term thinking, cyclical brain expansion, and high emotional variability and sensitivity.&lt;br /&gt;
&lt;br /&gt;
One of the mechanisms behind this longer timeframe is that Skrell brain-matter undergoes cyclical expansions over decades, a ‘mental version’ of human growth spurts. These cycles are marked by the individual suddenly feeling much more competent and capable of learning; these expansions typically coming in a predictable timeframe. Showing signs of reaching these milestones can lead to acknowledgement by elder Skrell as a peer, rather than a subordinate. These cycles go on for a Skrell’s entire lifespan, though they often experience ‘plateaus’, stall periods that are typically around twenty five to fifty years in length between intellectual spurts. Coping with these plateaus are a cornerstone of Skrell psychology, much like human athletes. One part of these growth spurts is not only the increase of intellectual processing capacity, but also an increase in memory. With memory not being scarce and valuable, some Skrell might waste it on the very minor things, including slights. A healthy use would be remembering the scent of a flower a Skrell was given seventy years ago, unhealthy uses can be remembering the exact words a superior said to them, that they might say the same to their superior’s grandchild when the child is denied a spot on an escape pod. &lt;br /&gt;
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This can make Skrell excellent plotters and planners. Many young Skrell in the Federation trying to make their way have to contend with elder Skrell from previous Eras with outdated social mores and startling things to say about centuries-old events; weaving intricate plots over centuries of time only for insignificantly small gains and to carry out deep-set grudges. Social games and near-backstabbing that their subordinates would never understand, but still find themselves playing into. Quid-pro-quo ‘tag, you’re it’ games that have significant consequences over the lives of everyday people. One day, jealousy and contempt between two Lu&#039;Poxii might lead to a scientific, medical, or cultural advances being suppressed or even banned because one stole another&#039;s&#039; research two centuries ago. Though, sometimes these might turn out positive; one may have a huge research grant suddenly dropped on their super-niche and passion-based research project because someone old and influential owed a family member.&lt;br /&gt;
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As a whole, Skrell generally have difficulty with viewing events that take place over short timeframes like mere “months” or “years” with the same importance that shorter-lived races do. Consequences lasting less than a decade are felt far less. They are higher tolerance for momentary ‘human’ worries; such as temporary social rejection, or having to wait for things to come to fruition. On the other hand, Skrell have a lower tolerance for actual long-term worries. Existential threats, trauma, social alienation and paranoia, etcetera. This also applies to their entertainment; Skrellian television programs can typically have forty seasons of content, movies are rarely less than at least eight hours long. Some more traditional music can be equally long, older stuff containing nearly-day-long symphonies made of subtle, droning aquatic noises only detectable over a long expanse of time.&lt;br /&gt;
Their longer timeframe also gives them a higher resilience to accumulating stress, but relieving stress is notoriously complicated. Normally, every once in a decade or few, Skrell go to ‘therapy camps’, a year or two spent at an analog of a rehab facility in relative isolation to process their feelings, confronting decades of pent-up experiences. Alternatively, some go on their own to the ‘wilderness’, sometimes uninhabited exoplanets, perhaps even doing activities such as disintegrating rocks with energy weapons. They typically come out of the experiences almost frighteningly ‘zen’, a paragon of calmness and sanity at least until they build it up again. While this is something unquestioned in Jargon society, Skrell typically not wanting to set someone off by asking why they’re taking a gap year, it is difficult for Skrell that have emigrated to human society. Megacorporations are typically not found automatically granting Skrellian employees a year-long leave, so they can end up overdue and a bit ‘twitchy.’ &lt;br /&gt;
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==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
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There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50.  It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other.  Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records.  Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
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Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters ‘deep’ sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Dream, or Srom&#039;&#039;&#039;. Here, their thoughts connect to others on a deeper level than the Wake can allow, transmitting emotions and memories. This psychic space is much like a &#039;&#039;&#039;human lucid dream&#039;&#039;&#039;, but on a much wider scale.&lt;br /&gt;
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The size of any given Srom &#039;&#039;&#039;dreambubble&#039;&#039;&#039; is dependent on the amount of psychics recently occupying a location. A small number will generally keep their dreams to themselves, perhaps picking up only scarce traces from one another. Smaller dreambubbles can widely vary in appearance, generally the strongest memory or lucid concept dreamt up. Larger dreambubbles, such as on &#039;&#039;&#039;Homeworld&#039;&#039;&#039;, resemble the environment they’re built around.&lt;br /&gt;
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Psychic individuals can lucidly alter and adjust things in Srom based on skill, effort, and power. Typically, the most common move is to alter one&#039;s dream body; some claim the process is easier if one sleeps wearing a costume. Overuse of lucid dreaming causing various levels of unpleasant physiological and psychological effects. It takes a keen mind to perfectly replicate how a dreamed up object would realistically act. Lastly, &#039;&#039;&#039;stress&#039;&#039;&#039; can cause objects to spontaneously apparate in the Srom or change it.&lt;br /&gt;
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Curiously enough, the &#039;&#039;&#039;&#039;ghosts&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;memories&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;echoes&#039;&#039;&#039;&#039; of particularly psionically-attuned individuals can remain in dreambubbles after their waking body’s death - with some effort. These typically act somewhat esoterically. These thought projections are ephemeral, never lasting very long.&lt;br /&gt;
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It is &#039;&#039;&#039;difficult&#039;&#039;&#039; to &#039;&#039;&#039;keep ones lips sealed in the Dream&#039;&#039;&#039;, with inhibitions that often keep ones thoughts to themselves easily melting away. However, it is also much easier to create and &#039;&#039;&#039;brainstorm&#039;&#039;&#039; in Srom. This often extends to the waking world, the body mumbling recent excerpts from their dreamspeech. Ways to hide from the &#039;&#039;&#039;dreamclutter&#039;&#039;&#039; of a dreambubble are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that &#039;&#039;&#039;aluminum&#039;&#039;&#039; (typically headpieces, blankets, or plated walls) blocks off sections of a Dreambubble entirely. &lt;br /&gt;
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Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in &#039;&#039;&#039;light sleep or awake entirely&#039;&#039;&#039;. This means most who hold secrets have the telltale sign of being constantly tired, however you can train yourself to enter a &#039;&#039;&#039;meditative trance&#039;&#039;&#039;, keeping the mind active while the body rests. Scientists frequently isolate themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with each other in private.&lt;br /&gt;
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Some Skrell fall into the categories of an &#039;&#039;&#039;oversleeper or an undersleeper&#039;&#039;&#039;. Some find themselves &#039;&#039;&#039;addicted&#039;&#039;&#039; to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oversleepers are seen as &#039;&#039;&#039;reclusive&#039;&#039;&#039; and sometimes lackadaisical individuals, and undersleepers are seen as holders of &#039;&#039;&#039;deep and potentially dangerous secrets.&#039;&#039;&#039; &lt;br /&gt;
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It is known that Skrell only need to sleep for &#039;&#039;&#039;minutes at a time&#039;&#039;&#039;, being able to lapse in and out of consciousness almost on-command. However, they are able to remain asleep for &#039;&#039;&#039;incredibly long periods&#039;&#039;&#039;, even weeks or months at a time. Many take sixty-second naps throughout their day to remain refreshed.&lt;br /&gt;
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Due to the sometimes &#039;&#039;&#039;chaotic nature&#039;&#039;&#039; of thousands on thousands of individuals sharing a space that more than just a few can alter, there is a dedicated division of the &#039;&#039;&#039;Federation law enforcement&#039;&#039;&#039; just for the Srom. Called &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, translating to &#039;&#039;&#039;Dream Enforcement&#039;&#039;&#039;, their roles are to ensure that major planetary dreambubbles are safe from wild lucidity. Agents are recruited from Skrell with &#039;&#039;&#039;very high psychic potential&#039;&#039;&#039;. The Dream Enforcement are also in charge of ensuring no illegal or anti-Federation activities are being dreamt, particularly the &#039;&#039;&#039;malicious use of Nlom-capable devices.&#039;&#039;&#039; &lt;br /&gt;
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These Nlom devices are often two-way interfaces within a dreambubble, and dreamers can learn to interact with them to operate machinery in the waking world. With the right setup, a scientist can continue his work into his sleep. One example of practical application is an interface between a bluespace navigation drive and &#039;&#039;&#039;three Skrell pilots&#039;&#039;&#039;, who will plot bluespace trajectories at the same speed, or faster than an AI from human space. It&#039;s very difficult to concentrate in the Dream, which means you require a large amount of training and practice to operate Nlom interfaces while in it.&lt;br /&gt;
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===Telepathy===&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befriend Federation skrell to gain the benefits of Jargon technology that they&#039;re not allowed to bring outside of Skrell space.&lt;br /&gt;
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Skrell display intimate emotions by touching the heads (or head-tails) of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
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An important social norm in Jargon; seemingly hardwired in Skrell, is that one must never enter anothers’ bedroom without explicit permission. This is followed nearly everywhere; primarily for the reason that while Skrell do not require much sleep at all, they are extremely picky about their resting conditions. They might want their hibernation fluid in a liquid-based bed chilled to exactly thirty five degrees fahrenheit, or want no fluid at all and prefer a localized gravity generator set exactly to 1.62 m/s. Interrupting a Skrell while they are sleeping is one of the most grievous offenses in Jargon culture, and in fiction the invasion of someones’ inviolable cozy sanctuary against their will is a way for Skrell storytellers to establish that someone has more than a few screws loose. Though, of course, it is nowhere near unheard of for some Skrell to sleep in the same room or even in the same bed, providing their tastes align. Naturally, humans do not understand this; some merely thinking that Skrell are highly opposed to not knocking first. Some Skrell in liquid-based sleeping solutions, can feel a compulsion to carry water from their home environment (typically from where they hatched) and sleep in it. This is often attributed to an old biological holdover, like matching the pH content. However, Skrell view it as simply ‘something you do.’&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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One thing that can heavily affect a Skrell’s mindset and emotions are tidal cycles, their psychology as sea creatures being heavily attuned to such. This can vary from Skrell to Skrell, some feeling like garbage on a new moon, others feeling rejuvenated and full of energy. Some strange cosmic phenomena that can affect tides and gravity are easily noticed by them as well. This can lead to some Skrell being rather reluctant to migrate from planet to planet; the size of a moon, how many there are, and even a lack of any moon can even cause full-scale personality shifts, at the very least a bit of ‘shuttle lag.’&lt;br /&gt;
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The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
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===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
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The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
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While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
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Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
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===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
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The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
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== History ==&lt;br /&gt;
&lt;br /&gt;
Main page: [[Skrell History]]&lt;br /&gt;
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The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
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In the &#039;&#039;&#039;15th Century&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
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By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
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In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
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In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
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==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;
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===Political Structure===&lt;br /&gt;
Following the Skrell&#039;s long tradition of political councils, the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&lt;br /&gt;
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Members of the Federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
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Research and travel are highly monitored and regulated by the Federation Government.  It is considered good citizenship to report any crimes of anti-Federation sentiment, which includes but is not limited to AI research.&lt;br /&gt;
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===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 48 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 24 billion individuals, is concentrated in the core system of &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
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The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as Eriuyishi and Gli&#039;morr.&lt;br /&gt;
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Jargon V (known as &#039;&#039;&#039;Aliose&#039;&#039;&#039;) forms another important home for Skrell in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrell native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
&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>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=15832</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=15832"/>
		<updated>2020-07-09T19:05:05Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: Touching up.&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;
&lt;br /&gt;
Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Skrell can be the following heads of staff:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Research Director&lt;br /&gt;
* Internal Affairs Agent&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.&lt;br /&gt;
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.&lt;br /&gt;
*Skrell have their own language that can be used by typing ,k before anything you say, and can also be used over the radio.&lt;br /&gt;
*Skrell can send a telepathic message out to a single person in eyesight using the abilities tab, however it&#039;s deemed criminal to do to non-consenting non-skrell.&lt;br /&gt;
*Skrell lack teeth and instead have hardened gums; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor. &lt;br /&gt;
*Skrell have large heads with protruding head tails and due to this they cannot wear normal hardsuit helmets but instead need to wear Skrell hardsuit helmets (found in EVA). Their head tails also make it uncomfortable to wear normal headwear such as hats so most Skrell opt out of that. However, Skrell can wear normal hardsuits due to their body being very similar to a human one.&lt;br /&gt;
*Skrell have the ability to breathe underwater due to them being amphibious.&lt;br /&gt;
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.&lt;br /&gt;
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold multiple degrees over the same field, as a way to specialize, rarely deviating, making them experts. (They might hold multiple degrees on different things within their field of education, rarely outside. Example: A Scientist focusing on the field of Biology might have degrees in Molecular Genetics, Cell Biology, Zoology and so on.)&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Jargon gestures.]]&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Typically if these gums are not used to &#039;chew&#039;, Skrell otherwise swallow their foods whole, or grind them into a softer form, some carrying around mortars and pestles. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, typically hanging down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles grow throughout their whole life at various speeds, with the oldest Skrell typically having very long headtails - and being the least likely to modify their length at spas with headtail-treatments. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system.&lt;br /&gt;
&lt;br /&gt;
Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
&lt;br /&gt;
Skrell, dissimilar to other sophonts in the Orion Spur, do not possess two distinct biological sexes. They are synchronous hermaphrodites, possessing the ability to both lay and fertilize eggs. Due to this, Skrell have neither secondary sexual characteristics/dimorphism, or any mental concept of gender. There is no social concern for gender, which Federation Skrell typically view as another label other races have they do not understand. Some younger Skrell may &#039;identify&#039; with a certain gender, adopting different pronouns or attempting to conform (often poorly) to various alien notions of gendered clothing, but they most often do not really feel it; their psychology not supporting it. Some view it as a more trendy thing similar to uses of a Zodiac sign. Skrell unfamiliar with galactic customs can confuse the sexes of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”. This has led to the adaptation of a newer personal pronoun to areas like Tau Ceti Basic as a loanword from Nral&#039;malic, taking the form of vi/xil/xilself. This form is actually a heavily simplified version of the Nral&#039;malic word, the original widely regarded by Skrell and the aliens that use it as too much to expect non-Skrell to remember.&lt;br /&gt;
&lt;br /&gt;
Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation allows them to increase their lifespan to an impressive 300 to 500 years.&lt;br /&gt;
&lt;br /&gt;
Due to the lingering effects of the Synthetic Singularity&#039;s utilization of biological warfare, a sizable percentage of Skrell are completely sterile. Thanks to the intense research efforts of Skrellian doctors and scientists, modern Federation specialists have the capability to at least partially reverse these effects in half of all Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only about a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have 8 eggs hatch at a time. Without treatments, effected eggs remain inert, not developing.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
&lt;br /&gt;
Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. Skrell skin notably contains glands which secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
&lt;br /&gt;
Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
&lt;br /&gt;
===Ethnicities===&lt;br /&gt;
While the &amp;quot;common&amp;quot; Skrell in Tau Ceti space is thought of to conform to a basic physical archetype, there are in reality many differing &#039;types&#039; or &#039;ethnicities&#039; of Skrell which are categorized based on both physical attributes, as well as point of origin on the homeworld. These ethnicities of Skrell have emerged much as those of humankind have, based on localized groups adapting to their native territory and intermarrying with their own to reinforce the prevalence of certain traits, traits not exclusive to either archetype.&lt;br /&gt;
&lt;br /&gt;
There are specific populations of Skrell which are considered to be of the Axiori archetype, in that they have traits which are typically associated with those who found in the more oceanic regions of the planet. Typical traits include a thinner mucus on the body, darker skin colors, more prominent webbing on the hands and feet, and generally taller builds. Not all &#039;&#039;&#039;Axiori&#039;&#039;&#039; Skrell have these traits, but it is more common to see in someone with a genetic relationship to this population. Axiori are also more prone to &#039;&#039;&#039;Volvuunt Qixqalau&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Likewise there are also &#039;&#039;&#039;Xiialt&#039;&#039;&#039; archetype Skrell, who are known to be on the other side of this spectrum of traits. Their adaptations are more consistent with the dryer regions of their homeworld. Thicker and more gelatinous mucous, lighter colored skin, more superficial webbing on the hands and feet, and generally shorter builds, are traits that are commonly associated with Xiialt Skrell. &lt;br /&gt;
&lt;br /&gt;
The differences between these ethnicities of Skrell are not so severe that a mixture of them would be considered &amp;quot;biracial&amp;quot;. All Skrell fall somewhere on the spectrum from &amp;quot;sticky or slimy&amp;quot;, &amp;quot;light or dark&amp;quot;, &amp;quot;webbed or not&amp;quot;. Complications resulting from Glorsh&#039;s actions and the Genophage have led to even further blurring of the lines between ethnicities. However, those who have strong genetic lineages of a certain ethnicity will likely display the associated physical traits.&lt;br /&gt;
&lt;br /&gt;
===Disorders===&lt;br /&gt;
[[File:skrellburger.png|thumb|alt=|A Skrell with beakmouth consumes a delicious burger. While downsides are heavy, those with the disorder do not complain about their ability to easier chew foods.]]&lt;br /&gt;
There is a disorder named &#039;&#039;&#039;Volvuunt Qixqalau,&#039;&#039;&#039; which in a dead Skrellian language translates to &amp;quot;everted gills&amp;quot;, which can affect Skrell. While Skrell gills are typically internal and protected by mucuous membranes, those with disorder have their gill structures everted and exposed to the air, limply hanging on the neck below the jawline. Skrell with Volvuunt Qixqalau are born with it, and it cannot be developed over time.&lt;br /&gt;
&lt;br /&gt;
Skrell affected by Volvuunt Qixqalau can suffer relatively little with the disorder, and the external gills can even be more effective underwater due to the increased surface area. However, due to the very delicate nature of the gills, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - some Skrell have such trouble with the gills that they are corrected by surgery, which is a lengthy and risky procedure due to the rarity of the disorder, and the sensitivity and delicate nature of the area, but technological advances and skilled surgeons make it incredibly possible. Some with this disorder choose to use an adaptive apparatus, a water-filled collar that keeps them both hydrated and safe.&lt;br /&gt;
&lt;br /&gt;
Research as to how the mutation occurs been mostly inconclusive, showing that it can only be caused by inherited genetics. Censuses show that the prevalence of this mutation has decreased dramatically since the Synthetic Singularity due to the loss of life, and Skrell affected by Volvuunt Qixqalau make up only 15% of the Federation&#039;s population.&lt;br /&gt;
&lt;br /&gt;
Another disorder is &#039;&#039;&#039;Beakmouth,&#039;&#039;&#039; a genetic disorder and birth defect that is somewhat uncommonly found in Skrell. It manifests at birth as the formation of interlocking chitinous plates in the mouth, similar to a squid&#039;s beak. These plates are sharp enough to cut, and those afflicted with untreated beakmouth often find themselves accidentally biting and wounding the insides of their cheeks, as well as their lips and tongue. The plates are solid pieces which interlock, unlike human teeth which are separate structures.&lt;br /&gt;
&lt;br /&gt;
Beakmouth causes a strong speech impediment in those afflicted with it as well, leading the pronunciation of all sounds to have a &amp;quot;squishy&amp;quot; quality, leading them to be hard to understand even in their own language; communication in Tau Ceti Basic is almost impossible. As a result, those with untreated beakmouth tend to prefer telepathic communication, which makes them reluctant to mingle with the rest of galactic society. This leads outsiders to believe beakmouth is a relatively rare condition; on the contrary it is somewhat prevalent in certain ethnicities, however most sufferers of this genetic condition have it corrected in infancy, or else rarely leave their home system. &lt;br /&gt;
&lt;br /&gt;
The treatment for beakmouth is simply the surgical removal of these chitinous plates; they can be safely removed from the jaw without permanent debilitation, and those who have the procedure done in infancy typically grow up to bear little evidence of the affliction. When performed in adulthood, this procedure is much more invasive with risks of complication, and so those who grow up without having it corrected tend to refrain from surgical intervention later in life. Adult sufferers of beakmouth tend to prefer to have these plates ground down to a manageable level.&lt;br /&gt;
&lt;br /&gt;
===Psychology===&lt;br /&gt;
Skrell psychology and their mindset are set far apart from humans; this primarily concerns their wiring towards long-term thinking, cyclical brain expansion, and high emotional variability and sensitivity.&lt;br /&gt;
&lt;br /&gt;
One of the mechanisms behind this longer timeframe is that Skrell brain-matter undergoes cyclical expansions over decades, a ‘mental version’ of human growth spurts. These cycles are marked by the individual suddenly feeling much more competent and capable of learning; these expansions typically coming in a predictable timeframe. Showing signs of reaching these milestones can lead to acknowledgement by elder Skrell as a peer, rather than a subordinate. These cycles go on for a Skrell’s entire lifespan, though they often experience ‘plateaus’, stall periods that are typically around twenty five to fifty years in length between intellectual spurts. Coping with these plateaus are a cornerstone of Skrell psychology, much like human athletes. One part of these growth spurts is not only the increase of intellectual processing capacity, but also an increase in memory. With memory not being scarce and valuable, some Skrell might waste it on the very minor things, including slights. A healthy use would be remembering the scent of a flower a Skrell was given seventy years ago, unhealthy uses can be remembering the exact words a superior said to them, that they might say the same to their superior’s grandchild when the child is denied a spot on an escape pod. &lt;br /&gt;
&lt;br /&gt;
This can make Skrell excellent plotters and planners. Many young Skrell in the Federation trying to make their way have to contend with elder Skrell from previous Eras with outdated social mores and startling things to say about centuries-old events; weaving intricate plots over centuries of time only for insignificantly small gains and to carry out deep-set grudges. Social games and near-backstabbing that their subordinates would never understand, but still find themselves playing into. Quid-pro-quo ‘tag, you’re it’ games that have significant consequences over the lives of everyday people. One day, jealousy and contempt between two Lu&#039;Poxii might lead to a scientific, medical, or cultural advances being suppressed or even banned because one stole another&#039;s&#039; research two centuries ago. Though, sometimes these might turn out positive; one may have a huge research grant suddenly dropped on their super-niche and passion-based research project because someone old and influential owed a family member.&lt;br /&gt;
&lt;br /&gt;
As a whole, Skrell generally have difficulty with viewing events that take place over short timeframes like mere “months” or “years” with the same importance that shorter-lived races do. Consequences lasting less than a decade are felt far less. They are higher tolerance for momentary ‘human’ worries; such as temporary social rejection, or having to wait for things to come to fruition. On the other hand, Skrell have a lower tolerance for actual long-term worries. Existential threats, trauma, social alienation and paranoia, etcetera. This also applies to their entertainment; Skrellian television programs can typically have forty seasons of content, movies are rarely less than at least eight hours long. Some more traditional music can be equally long, older stuff containing nearly-day-long symphonies made of subtle, droning aquatic noises only detectable over a long expanse of time.&lt;br /&gt;
Their longer timeframe also gives them a higher resilience to accumulating stress, but relieving stress is notoriously complicated. Normally, every once in a decade or few, Skrell go to ‘therapy camps’, a year or two spent at an analog of a rehab facility in relative isolation to process their feelings, confronting decades of pent-up experiences. Alternatively, some go on their own to the ‘wilderness’, sometimes uninhabited exoplanets, perhaps even doing activities such as disintegrating rocks with energy weapons. They typically come out of the experiences almost frighteningly ‘zen’, a paragon of calmness and sanity at least until they build it up again. While this is something unquestioned in Jargon society, Skrell typically not wanting to set someone off by asking why they’re taking a gap year, it is difficult for Skrell that have emigrated to human society. Megacorporations are typically not found automatically granting Skrellian employees a year-long leave, so they can end up overdue and a bit ‘twitchy.’ &lt;br /&gt;
&lt;br /&gt;
==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
&lt;br /&gt;
There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50.  It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other.  Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records.  Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
&lt;br /&gt;
Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters ‘deep’ sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Dream, or Srom&#039;&#039;&#039;. Here, their thoughts connect to others on a deeper level than the Wake can allow, transmitting emotions and memories. This psychic space is much like a &#039;&#039;&#039;human lucid dream&#039;&#039;&#039;, but on a much wider scale.&lt;br /&gt;
&lt;br /&gt;
The size of any given Srom &#039;&#039;&#039;dreambubble&#039;&#039;&#039; is dependent on the amount of psychics recently occupying a location. A small number will generally keep their dreams to themselves, perhaps picking up only scarce traces from one another. Smaller dreambubbles can widely vary in appearance, generally the strongest memory or lucid concept dreamt up. Larger dreambubbles, such as on &#039;&#039;&#039;Homeworld&#039;&#039;&#039;, resemble the environment they’re built around.&lt;br /&gt;
&lt;br /&gt;
Psychic individuals can lucidly alter and adjust things in Srom based on skill, effort, and power. Typically, the most common move is to alter one&#039;s dream body; some claim the process is easier if one sleeps wearing a costume. Overuse of lucid dreaming causing various levels of unpleasant physiological and psychological effects. It takes a keen mind to perfectly replicate how a dreamed up object would realistically act. Lastly, &#039;&#039;&#039;stress&#039;&#039;&#039; can cause objects to spontaneously apparate in the Srom or change it.&lt;br /&gt;
&lt;br /&gt;
Curiously enough, the &#039;&#039;&#039;&#039;ghosts&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;memories&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;echoes&#039;&#039;&#039;&#039; of particularly psionically-attuned individuals can remain in dreambubbles after their waking body’s death - with some effort. These typically act somewhat esoterically. These thought projections are ephemeral, never lasting very long.&lt;br /&gt;
&lt;br /&gt;
It is &#039;&#039;&#039;difficult&#039;&#039;&#039; to &#039;&#039;&#039;keep ones lips sealed in the Dream&#039;&#039;&#039;, with inhibitions that often keep ones thoughts to themselves easily melting away. However, it is also much easier to create and &#039;&#039;&#039;brainstorm&#039;&#039;&#039; in Srom. This often extends to the waking world, the body mumbling recent excerpts from their dreamspeech. Ways to hide from the &#039;&#039;&#039;dreamclutter&#039;&#039;&#039; of a dreambubble are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that &#039;&#039;&#039;aluminum&#039;&#039;&#039; (typically headpieces, blankets, or plated walls) blocks off sections of a Dreambubble entirely. &lt;br /&gt;
&lt;br /&gt;
Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in &#039;&#039;&#039;light sleep or awake entirely&#039;&#039;&#039;. This means most who hold secrets have the telltale sign of being constantly tired, however you can train yourself to enter a &#039;&#039;&#039;meditative trance&#039;&#039;&#039;, keeping the mind active while the body rests. Scientists frequently isolate themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with each other in private.&lt;br /&gt;
&lt;br /&gt;
Some Skrell fall into the categories of an &#039;&#039;&#039;oversleeper or an undersleeper&#039;&#039;&#039;. Some find themselves &#039;&#039;&#039;addicted&#039;&#039;&#039; to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oversleepers are seen as &#039;&#039;&#039;reclusive&#039;&#039;&#039; and sometimes lackadaisical individuals, and undersleepers are seen as holders of &#039;&#039;&#039;deep and potentially dangerous secrets.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
It is known that Skrell only need to sleep for &#039;&#039;&#039;minutes at a time&#039;&#039;&#039;, being able to lapse in and out of consciousness almost on-command. However, they are able to remain asleep for &#039;&#039;&#039;incredibly long periods&#039;&#039;&#039;, even weeks or months at a time. Many take sixty-second naps throughout their day to remain refreshed.&lt;br /&gt;
&lt;br /&gt;
Due to the sometimes &#039;&#039;&#039;chaotic nature&#039;&#039;&#039; of thousands on thousands of individuals sharing a space that more than just a few can alter, there is a dedicated division of the &#039;&#039;&#039;Federation law enforcement&#039;&#039;&#039; just for the Srom. Called &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, translating to &#039;&#039;&#039;Dream Enforcement&#039;&#039;&#039;, their roles are to ensure that major planetary dreambubbles are safe from wild lucidity. Agents are recruited from Skrell with &#039;&#039;&#039;very high psychic potential&#039;&#039;&#039;. The Dream Enforcement are also in charge of ensuring no illegal or anti-Federation activities are being dreamt, particularly the &#039;&#039;&#039;malicious use of Nlom-capable devices.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
These Nlom devices are often two-way interfaces within a dreambubble, and dreamers can learn to interact with them to operate machinery in the waking world. With the right setup, a scientist can continue his work into his sleep. One example of practical application is an interface between a bluespace navigation drive and &#039;&#039;&#039;three Skrell pilots&#039;&#039;&#039;, who will plot bluespace trajectories at the same speed, or faster than an AI from human space. It&#039;s very difficult to concentrate in the Dream, which means you require a large amount of training and practice to operate Nlom interfaces while in it.&lt;br /&gt;
&lt;br /&gt;
===Telepathy===&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befriend 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;
An important social norm in Jargon; seemingly hardwired in Skrell, is that one must never enter anothers’ bedroom without explicit permission. This is followed nearly everywhere; primarily for the reason that while Skrell do not require much sleep at all, they are extremely picky about their resting conditions. They might want their hibernation fluid in a liquid-based bed chilled to exactly thirty five degrees fahrenheit, or want no fluid at all and prefer a localized gravity generator set exactly to 1.62 m/s. Interrupting a Skrell while they are sleeping is one of the most grievous offenses in Jargon culture, and in fiction the invasion of someones’ inviolable cozy sanctuary against their will is a way for Skrell storytellers to establish that someone has more than a few screws loose. Though, of course, it is nowhere near unheard of for some Skrell to sleep in the same room or even in the same bed, providing their tastes align. Naturally, humans do not understand this; some merely thinking that Skrell are highly opposed to not knocking first. Some Skrell in liquid-based sleeping solutions, can feel a compulsion to carry water from their home environment (typically from where they hatched) and sleep in it. This is often attributed to an old biological holdover, like matching the pH content. However, Skrell view it as simply ‘something you do.’&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;
One thing that can heavily affect a Skrell’s mindset and emotions are tidal cycles, their psychology as sea creatures being heavily attuned to such. This can vary from Skrell to Skrell, some feeling like garbage on a new moon, others feeling rejuvenated and full of energy. Some strange cosmic phenomena that can affect tides and gravity are easily noticed by them as well. This can lead to some Skrell being rather reluctant to migrate from planet to planet; the size of a moon, how many there are, and even a lack of any moon can even cause full-scale personality shifts, at the very least a bit of ‘shuttle lag.’&lt;br /&gt;
&lt;br /&gt;
The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
&lt;br /&gt;
The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
&lt;br /&gt;
While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
&lt;br /&gt;
Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Main page: [[Skrell History]]&lt;br /&gt;
&lt;br /&gt;
The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;15th Century&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
&lt;br /&gt;
By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have [[Skrell Faith|two dominant faiths]] in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow. &#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. &#039;&#039;&#039;Weishii&#039;&#039;&#039;, the second dominant faith of the Skrell, is a more modern faith which was born shortly after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrell&#039;s long tradition of political councils, the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&lt;br /&gt;
&lt;br /&gt;
Members of the Federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
&lt;br /&gt;
Research and travel are highly monitored and regulated by the Federation Government.  It is considered good citizenship to report any crimes of anti-Federation sentiment, which includes but is not limited to AI research.&lt;br /&gt;
&lt;br /&gt;
===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 48 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 24 billion individuals, is concentrated in the core system of &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as Eriuyishi and Gli&#039;morr.&lt;br /&gt;
&lt;br /&gt;
Jargon V (known as &#039;&#039;&#039;Aliose&#039;&#039;&#039;) forms another important home for Skrell in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrell native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV (Qerrbalak) labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
&lt;br /&gt;
Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Skrell Military|Military]]===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the Galaxy. Most of the Skrell&#039;s strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon&#039;s economic system features working facilities with hierarchical managers being installed by the government. They do not own these facilities per se, but the highest in the chain of command has essentially full of control of the facility they are assigned to.&lt;br /&gt;
&lt;br /&gt;
For example, where a human would just own a restaraunt, a Jargon Skrell would basically be entrusted to run and manage a restaraunt that is technically government-owned, and get a salary for it. Government officials can intervene at any time, or replace the top manager entirely if they deem the current one unsuitable. There is also a high potential for promotion, which is the government entrusting the individual with more facilities to manage, up to being ministers for whole fields of production. &lt;br /&gt;
&lt;br /&gt;
This system is far from the ones humans know as communism and socialism however, as the Jargon Federation understands that its citizens are not equal. Money exists as a medium for exchange with the government, and different job positions are rewarded according to their required qualifications - scientists would afford to buy much, but menial workers would need to settle for less. This unit of currency is called the Jargonian Uux. When a need to travel abroad arises, particularly wealthy or privileged Skrell may request &amp;quot;subsidies&amp;quot; from the government, which is essentially exchanging uux for galactic credits.&lt;br /&gt;
&lt;br /&gt;
When dealing with other Skrellian factions, Jargon usually employs barter. It also keeps a stock of galactic credit which is acquired via import/export in order to deal with other galactic powers. &lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
&lt;br /&gt;
One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
&lt;br /&gt;
Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
===The Different Era of Skrell===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Dionae_Culture&amp;diff=15831</id>
		<title>Dionae Culture</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Dionae_Culture&amp;diff=15831"/>
		<updated>2020-07-09T18:52:59Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: Pronoun scrub in relation to Skrell wiki changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Due to their highly nomadic nature, Dionae do not experience a universal culture outside of certain behaviours that appear to be biologically ingrained and somehow hard-wired into their genetics. Information on individual group cultures can be found in https://wiki.aurorastation.org/index.php?title=Dionae_History&lt;br /&gt;
&lt;br /&gt;
===Naming=== &lt;br /&gt;
Dionae naming conventions vary heavily based on gestalt, but have one consistency; They do not go by first name, last name, but instead use &#039;&#039;&#039;experiences, emotions, actions,&#039;&#039;&#039; or &#039;&#039;&#039;ideals&#039;&#039;&#039; as their source of identification. These experiences that define them can change just as the individual changes, and can be both literal and metaphorical. Some examples of where these might come from can be from routines in their lives, remembrances of mortals, a particular fascination in an emotion, a unique location where an important moment occurred, or even just a defining feature on their body. &#039;&#039;&#039;&#039;&#039;As a player, it is up to you to decide what makes an experience, and you have a whole galaxy of cosmically ageless ideas to choose from. Be creative!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Experience Is What Matters====&lt;br /&gt;
The only time when one Diona is venerated above any other is when a more experienced and therefore more knowledgeable gestalt is present. This more experienced Diona is seen as more valuable due to their vaster stores of knowledge and therefore are protected over less experienced ones in a dangerous situation. A more experienced Diona will often take up the responsibility to educate a new one on their environment- including but not limited to the ways of local alien civilization. This is to simply get the newbie up to speed so they can be quicker on their way to learn more about their particular interests, whatever that may be.&lt;br /&gt;
More often than not, the older Diona is the more experienced, however this is not always true as a Diona gestalt may have spent its whole immortal life simply floating in a gas giant until it was scooped up into the fuel tank of a starship.&lt;br /&gt;
&lt;br /&gt;
===Art===&lt;br /&gt;
While the species may make incredible artists in civilized space due to their longevity and capacity to learn, another form of visual art exists for Dionae that they practice as a recreational activity known simply as &amp;quot;Forma&amp;quot; and have two versions. Both utilize only their own bodies to make Gestalts in creative and practical ways alike. The first and most popular of the two is the Artem, or Art-Form. These are more for form than function and are used to display a Gestalt&#039;s creativity in strange and unique ways. Artem are typically observed being made in the void of space where they are free of the restrictions of gravity and require no rhyme nor reason to their design and exists purely as a hobby.&lt;br /&gt;
&lt;br /&gt;
The second and perhaps most shocking of them is Vita, or Life-Form. Seen most often in some type of environment with gravity, there are two different forms: symbiotic which is done in the presence of other life forms, and competitive, preformed in areas where the concentration of Dionae are high. The symbiotic version is seen every day and is a form of passive mimicry to blend in with their extraterrestrial neighbors whereas the competitive version is a surprising display of violence. One is to increase their chance of survival in an alien landscape, the other used as a strange yet creative form of population control.&lt;br /&gt;
&lt;br /&gt;
Competitive Vita is a theoretical evolution simulator where each Gestalt will merge, often as fantastical forms of creatures, which is then tested with the current environment they are in under different conditions. If present, they will then be tested against other non-sentient life forms before finally each other. Throughout the competition the losing Gestalts are either consumed or absorbed into their forms as additions, the final battle being the most dramatic display of a Gestalt&#039;s abilities. While most sapients would find this practice barbaric and contradictory to the species&#039; desire to gain and preserve knowledge, the fallen and their knowledge simply become a part of the victorious. &lt;br /&gt;
&lt;br /&gt;
===In Society===&lt;br /&gt;
Dionae are extremely complex, taking up many different types and forms. It is often said that Dionae have a hard time integrating into society, even though they are found in the majority of the nations throughout the galaxy. The largest clusters can be found within the Solarian Alliance, Jargon Federation, and the Republic of Biesel, however, there have been sights of ‘wild’ Dionae on the edges of civilized space. The ‘wild’ Dionae usually are integrated, but some have been hunted down for a unique resource located within them; Ambergris. &lt;br /&gt;
&lt;br /&gt;
Their concept of money is vastly different from other races, considering Dionae only need a little radiation and warmth, both of which can be extracted from sunlight. Many of the gestalts are used often for space-related jobs, including exterior ship repairs and mining thanks to their immunity to the void, as long as there is light nearby. It is sometimes possible to find Dionae have become housemates with other species, paying rent, and doing various menial tasks in exchange for safe shelter.&lt;br /&gt;
&lt;br /&gt;
Dionae have been known to form communes on the outskirts of the major cities, such as Mendell City and Phoenixport. The communes consist of various gestalts unifying to assist the surrounding environment, often beginning small restorative efforts in particular ecologically damaged areas. Many have said without these efforts, the vast majority of the woodlands on Biesel would have fallen years ago. &lt;br /&gt;
&lt;br /&gt;
Details regarding Dionae in each specific nation can be found, here: https://wiki.aurorastation.org/index.php?title=Dionae_Relations&lt;br /&gt;
&lt;br /&gt;
====Education====&lt;br /&gt;
&lt;br /&gt;
Although Dionae can contain vast amounts of knowledge and possess extreme intelligence, the species still have to obtain the appropriate degrees for the occupation they wish to pursue in their chosen location of residence. This can be accomplished after being registered for citizenship. All newly-registered Dionae must complete and pass the courses required for their field if their degrees from past planetary systems is not recognized in the new location, or they lack one all together. Their education must be defended one year following the awarding of a degree, and then every five years there on out. However, that timer is reset due to the fact that after each merging, Dionae are required to defend their education along with their re-registration for citizenship due to the possibility of accumulation of new knowledge, and possible loss of information depending on the nature of the new merging.&lt;br /&gt;
&lt;br /&gt;
===Relationships===&lt;br /&gt;
As sapient beings Dionae, from nymph to gestalt, are capable of forming platonic relationships with each other and other species. Nymphs and gestalts &amp;quot;merging&amp;quot; is the closest human analogue for a &amp;quot;romantic relationship&amp;quot; with Dionae. Due to the low complexity of nymph emotions and thought, initial merging into a [[Dionae_Forms#Cerberus|Cerberus]] tends to be carried out for practical purposes by all nymphs involved. Likewise, larger forms of Dionae such as [[Dionae_Forms#Cyclops|Cyclops]]’ and beyond might merge with a single nymph as a symbiotic form of a teacher/growth relationship with the nymph learning from its new gestalt partners and the gestalt itself using the new nymph for grown and biomass.&lt;br /&gt;
&lt;br /&gt;
Due to the complexity of memory and thought, gestalts at [[Dionae_Forms#Cyclops|Cyclops]] size and beyond are a lot more particular when merging with partners of a similar size or above. To merge is to become one mind and body in totality, therefore only those gestalts that truly love and respect each other would carry out the act. It is extremely rare for Dionae gestalts to split over disagreements and more likely for a “troublesome” or sick nymph to be ejected by the mass or a nymph to be temporarily split off to carry out a key task like safe exploration or to get help in a dangerous situation where the whole is in peril. In extreme cases the whole gestalt may break apart to save as many nymphs as possible. This is extremely traumatic, akin to losing yourself and is avoided. It’s a sad fact of life for gestalts from the Titan Prime cluster, most of which would have had to break apart multiple times throughout their lives.&lt;br /&gt;
&lt;br /&gt;
When a gestalt grows beyond the size of a [[Dionae_Forms#Cyclops|Cyclops]], it becomes difficult for these forms to find work within known space and therefore becomes necessary for the gestalt to split temporarily into smaller forms in order to carry out tasks throughout the day. These split forms are often referred to as a “split partner” or “part of me” by the gestalts involved. If pressed, a Dione might describe their split partner as an aspect of their whole which their partner represents; “they are the brave part of me”, “they are the smart part of me” or something similar. Splitting in this way is unpleasant for the gestalt but a necessary evil. Gestalts who split in this manner all suffer from [[Dionae#Psychology_and_Emotions|“splitting anxiety”]] and as such tend to work in close proximity to each other. Though analogous to a close romantic relationship, split Dionae are much closer than this in reality, essentially being aspects of a whole with each gestalt being a personality, memories and thoughts of a singular being, temporarily split apart. The larger the original gestalt the more split forms there could be, therefore it is possible for a [[Dionae_Forms#Cyclops|Cyclops]] gestalt to have many split partners.&lt;br /&gt;
&lt;br /&gt;
===Blood Market===&lt;br /&gt;
The Blood Market, known as such colloquially, is a relatively private sector of the DNA Market. It operates out of a facility called ‘Bloodworks’ in District Ten, owned by the Blood Buddy Organization. The Market is mostly used by Dionae looking to enhance their skills in a certain field, or simply someone raising a nymph. The Bloodworks currently holds a monopoly over the lucrative trade, charging from 3000CR to 20,000CR for samples large enough for Dionae to learn from. &lt;br /&gt;
 &lt;br /&gt;
The ‘Blood Buddy Organization’ was founded by a Diona Argus, Rationing Knowledge of Embodied Sanguis, and is a ‘publically’ funded organization spearheaded by various Researchers from the Jargon Federation, Sol Alliance and Republic of Biesel. The company holds various fundraising events, where many skilful participants are noted to donate their blood in order to be sold on the market. The Blood Buddy Organization operates mostly within the Republic of Biesel, but are noted to sell their products to other nations. The largest donor to BBO is Zeng-Hu Pharmaceuticals, who recently gifted them the facility in District Eleven. &lt;br /&gt;
 &lt;br /&gt;
The Blood Market is not free of criminals, however, one particular group stands out more than the rest. The Blood Runners are notorious/renowned for their criminal undertakings, specifically their undercutting of the Blood Buddy Organization. The Blood Runners sell their samples from 1000CR to 10,000CR - leading the BBO to place reward for the arrest of the gang leader, Xia Lu-Qing.  They have also been known to dabble in Corporate Espionage, using the Dionae’s ability to extract information from blood samples to their advantage.&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
The entrance of Dionae into the Orion Spur, alongside the Skrell, has been nothing short of a mystery - allowing many theories to form of their creation, some have even gone as far as to create religions surrounding the species.&lt;br /&gt;
&lt;br /&gt;
===Dienabi===&lt;br /&gt;
[[File:Dienabi.png|thumb|alt=Dienabi Banner.|The Dienabi Banner is a representation of how the followers declare themselves &#039;The Awakened&#039;]]&lt;br /&gt;
Dienabi is a relatively forgotten Skrell legend told to many Skrell spawn, however, following the disappearance of Glorsh-Omega it began to no longer be seen as a children’s tale. Followers believed that the Dienabi - a term literally meaning Tree-Child - originated from an omniscient cosmic entity that was called &#039;&#039;&#039;Oernabi&#039;&#039;&#039; (Tree-God) who governed all of life on Qerrbalak. They were said to be a part of a prophecy, one where they would walk amongst the Skrell after having saved them from a cataclysmic event.&lt;br /&gt;
&lt;br /&gt;
Although Oernabi’s prophecy was merely a children’s tale, it was shortly after the fall of Glorsh-Omega, that the story changed from legend to fact. The discovery of the Conglomerate, a large celestial object created of flora-based physiological beings capable of understanding the Skrell through sacrificial blood, brought many Skrell into a period of great curiosity. Many wondered if Oernabi truly was an all-powerful cosmic entity that had sacrificed themselves in order to defeat Glorsh-Omega.&lt;br /&gt;
&lt;br /&gt;
The prophecy was regarded by many Skrell to have been fulfilled, following the disappearance of &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039;. Oernabi had sacrificed themselves to spare the Skrell, and now would walk amongst the Skrell as they once foretold. It was shortly after the discovery of the Conglomerate that an almost cult-like religion spawned. They revered proclaimed that the Dionae were not discovered accidentally, but that Oernabi had guided them towards Qerrbalak moments before their death. The religion, nicknamed Dienabi, would remain relatively unheard of until the discover of Epsilon Ursae Minor - The Planet of Eden.&lt;br /&gt;
&lt;br /&gt;
[https://wiki.aurorastation.org/index.php?title=Dionae_History#Epsilon_Ursae_Minoris_History|Epsilon Ursae Minoris] was said to be rich in untouched wilderness, and after Captain Weirun Tup and their crew had touched down, they discovered a colony of Dionae. Them and their team remained for the duration of their expedition to learn more about the planet and it&#039;s inhabitants, finding that the Dionae had a vast wealth of information stored in their collective memories. Captain Weirun Tup, a recent follower of Dienabi, would often accompany the Dionae in order to explore their faith more deeply and the Dionae had one condition; Any who remained were to follow the Dionae&#039;s example and were to leave the landscape undisturbed for the most part.&lt;br /&gt;
&lt;br /&gt;
When it was time for the crew to depart, the Jargon Federation had wished for a permanent ambassador to be implemented to ensure smooth relations between the Diona and the Federation. Captain Weirun Tup, a follower of Dienabi, immediately volunteered to step down from their position as Captain and remain behind, thus beginning their journey to write what is now considered the most sacred document to the Dienabi followers, &#039;&#039;&#039;The Deathflower Journal&#039;&#039;&#039;. The Deathflower Journal is best described as a manifesto by other followers, who use it whilst meditating. The Deathflower Journal contains various personal discoveries and notes. &lt;br /&gt;
&lt;br /&gt;
Director Weirun Tup remained on Epsilon Ursae Minoris for another nine years before disappearing mysteriously one night, where the following morning many Dionae returned their personal items and stated that the Director was now with them. This had raised a few red flags amongst the research team, however, when it was revealed that the Dionae had retained their memories it went from suspicion to heightened curiosity. The Director was venerated by other followers of Dienabi as the first 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 and since then, many followers of Dienabi often will undertake a pilgrimage to and from Epsilon Ursae Minoris - 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 Ascended. Followers call themselves &#039;&#039;&#039;‘The Awakened’&#039;&#039;&#039; and those who do not follow &#039;&#039;&#039;“The Dormant”&#039;&#039;&#039;. Dienabi is considered a minority compared to other faiths within the Jargon Federation.&lt;br /&gt;
&lt;br /&gt;
===The Eternal===&lt;br /&gt;
An extreme way in which Dionae have been venerated as religious idols. Followers of &#039;&#039;&#039;The Eternal&#039;&#039;&#039; believe that a primordial entity exists in Light, Energy and Essence - which the Dionae are the embodiment of.&lt;br /&gt;
&lt;br /&gt;
Followers believe that the Dionae were made to ensure that all things born from the stars return to stars, eventually. Before they may return the Dionae must devour as much as they can, growing to roughly the size of a &#039;&#039;&#039;Cetus&#039;&#039;&#039;, before throwing themselves into a star.&lt;br /&gt;
&lt;br /&gt;
Dionae followers from outside of faction space tend to be forceful in their ‘encouragement’ of other Dionae to join. In times when they have been rejected, they have attacked and consumed in order for the expansion of The Eternal&#039;s will. The followers of The Eternal&#039;s will that make their home on Biesel however, are much more subdued in their activities. They tend to preach openly, trying to encourage Dionae and non-Dionae to join through words and good deeds, and never by force. Dionae police officers have been known to seek out and catch any extreme followers of the Eternal who attempt to forcefully convert or even “consume” others, the latter of which is, thankfully for everyone and the Dionae community, an extreme rarity in Biesel. &lt;br /&gt;
&lt;br /&gt;
The Eternal is currently a minority religion throughout Tau Ceti, however, those that do find themselves following it are often dubbed ‘suicidal cultists’ due to their desire to merge with gestalts near death, to ensure that their knowledge and memories will be passed on into the “Light”.  &lt;br /&gt;
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Positronics are slightly controversial in the creed of the Eternal as though they can be broken down and consumed, their positronic brains can not yet be absorbed and their memories passed into the “Light”. This can be somewhat divisive with some putting positronics entities in the same category as rock or steel, something that can be broken down and absorbed but has no other great purpose. Others believe that a positronic entity is like any other, however their memories have to be “viewed” instead of absorbed. Some believe that it’s only a matter of time until a technology is developed to allow positronic entities to be absorbed like any other species. There is no true consensus on this within the faith.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
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[[Category:Lore]]&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Dionaea]]&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=15830</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=15830"/>
		<updated>2020-07-09T18:51:33Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: Skrell physiology update.&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian (Nral&#039;Malic), Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
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Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
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==Heads of Staff==&lt;br /&gt;
&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;
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== Biology ==&lt;br /&gt;
[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Jargon gestures.]]&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Typically if these gums are not used to &#039;chew&#039;, Skrell otherwise swallow their foods whole, or grind them into a softer form, some carrying around mortars and pestles. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, typically hanging down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles grow throughout their whole life at various speeds, with the oldest Skrell typically having very long headtails - and being the least likely to modify their length at spas with headtail-treatments. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system.&lt;br /&gt;
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Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
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Skrell, dissimilar to other sophonts in the Orion Spur, do not possess two distinct biological sexes. They are synchronous hermaphrodites, possessing the ability to both lay and fertilize eggs. Due to this, Skrell have neither secondary sexual characteristics/dimorphism, or any mental concept of gender. There is no social concern for gender, which Federation Skrell typically view as another meaningless label for other races. Some younger Skrell may &#039;identify&#039; with a certain gender, adopting different pronouns or attempting to conform (often poorly) to various alien notions of gendered clothing, but they most often do not really feel it; their psychology not supporting it. Skrell unfamiliar with galactic customs can confuse the sexes of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”. This has led to the adaptation of a newer personal pronoun to areas like Tau Ceti Basic as a loanword from Nral&#039;malic, taking the form of vi/xil/xilself. This form is actually a heavily simplified version of the Nral&#039;malic word, the original widely regarded by Skrell and the aliens that use it as too much to expect non-Skrell to remember.&lt;br /&gt;
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Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation allows them to increase their lifespan to an impressive 300 to 500 years.&lt;br /&gt;
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Due to the lingering effects of the Synthetic Singularity&#039;s utilization of biological warfare, a sizable percentage of Skrell are completely sterile. Thanks to the intense research efforts of Skrellian doctors and scientists, modern Federation specialists have the capability to at least partially reverse these effects in half of all Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only about a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have 8 eggs hatch at a time. Without treatments, effected eggs remain inert, not developing.&lt;br /&gt;
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===Physical Appearance===&lt;br /&gt;
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Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
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Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. Skrell skin notably contains glands which secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
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Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
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===Ethnicities===&lt;br /&gt;
While the &amp;quot;common&amp;quot; Skrell in Tau Ceti space is thought of to conform to a basic physical archetype, there are in reality many differing &#039;types&#039; or &#039;ethnicities&#039; of Skrell which are categorized based on both physical attributes, as well as point of origin on the homeworld. These ethnicities of Skrell have emerged much as those of humankind have, based on localized groups adapting to their native territory and intermarrying with their own to reinforce the prevalence of certain traits, traits not exclusive to either archetype.&lt;br /&gt;
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There are specific populations of Skrell which are considered to be of the Axiori archetype, in that they have traits which are typically associated with those who found in the more oceanic regions of the planet. Typical traits include a thinner mucus on the body, darker skin colors, more prominent webbing on the hands and feet, and generally taller builds. Not all &#039;&#039;&#039;Axiori&#039;&#039;&#039; Skrell have these traits, but it is more common to see in someone with a genetic relationship to this population. Axiori are also more prone to &#039;&#039;&#039;Volvuunt Qixqalau&#039;&#039;&#039;.&lt;br /&gt;
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Likewise there are also &#039;&#039;&#039;Xiialt&#039;&#039;&#039; archetype Skrell, who are known to be on the other side of this spectrum of traits. Their adaptations are more consistent with the dryer regions of their homeworld. Thicker and more gelatinous mucous, lighter colored skin, more superficial webbing on the hands and feet, and generally shorter builds, are traits that are commonly associated with Xiialt Skrell. &lt;br /&gt;
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The differences between these ethnicities of Skrell are not so severe that a mixture of them would be considered &amp;quot;biracial&amp;quot;. All Skrell fall somewhere on the spectrum from &amp;quot;sticky or slimy&amp;quot;, &amp;quot;light or dark&amp;quot;, &amp;quot;webbed or not&amp;quot;. Complications resulting from Glorsh&#039;s actions and the Genophage have led to even further blurring of the lines between ethnicities. However, those who have strong genetic lineages of a certain ethnicity will likely display the associated physical traits.&lt;br /&gt;
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===Disorders===&lt;br /&gt;
[[File:skrellburger.png|thumb|alt=|A Skrell with beakmouth consumes a delicious burger. While downsides are heavy, those with the disorder do not complain about their ability to easier chew foods.]]&lt;br /&gt;
There is a disorder named &#039;&#039;&#039;Volvuunt Qixqalau,&#039;&#039;&#039; which in a dead Skrellian language translates to &amp;quot;everted gills&amp;quot;, which can affect Skrell. While Skrell gills are typically internal and protected by mucuous membranes, those with disorder have their gill structures everted and exposed to the air, limply hanging on the neck below the jawline. Skrell with Volvuunt Qixqalau are born with it, and it cannot be developed over time.&lt;br /&gt;
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Skrell affected by Volvuunt Qixqalau can suffer relatively little with the disorder, and the external gills can even be more effective underwater due to the increased surface area. However, due to the very delicate nature of the gills, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - some Skrell have such trouble with the gills that they are corrected by surgery, which is a lengthy and risky procedure due to the rarity of the disorder, and the sensitivity and delicate nature of the area, but technological advances and skilled surgeons make it incredibly possible. Some with this disorder choose to use an adaptive apparatus, a water-filled collar that keeps them both hydrated and safe.&lt;br /&gt;
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Research as to how the mutation occurs been mostly inconclusive, showing that it can only be caused by inherited genetics. Censuses show that the prevalence of this mutation has decreased dramatically since the Synthetic Singularity due to the loss of life, and Skrell affected by Volvuunt Qixqalau make up only 15% of the Federation&#039;s population.&lt;br /&gt;
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Another disorder is &#039;&#039;&#039;Beakmouth,&#039;&#039;&#039; a genetic disorder and birth defect that is somewhat uncommonly found in Skrell. It manifests at birth as the formation of interlocking chitinous plates in the mouth, similar to a squid&#039;s beak. These plates are sharp enough to cut, and those afflicted with untreated beakmouth often find themselves accidentally biting and wounding the insides of their cheeks, as well as their lips and tongue. The plates are solid pieces which interlock, unlike human teeth which are separate structures.&lt;br /&gt;
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Beakmouth causes a strong speech impediment in those afflicted with it as well, leading the pronunciation of all sounds to have a &amp;quot;squishy&amp;quot; quality, leading them to be hard to understand even in their own language; communication in Tau Ceti Basic is almost impossible. As a result, those with untreated beakmouth tend to prefer telepathic communication, which makes them reluctant to mingle with the rest of galactic society. This leads outsiders to believe beakmouth is a relatively rare condition; on the contrary it is somewhat prevalent in certain ethnicities, however most sufferers of this genetic condition have it corrected in infancy, or else rarely leave their home system. &lt;br /&gt;
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The treatment for beakmouth is simply the surgical removal of these chitinous plates; they can be safely removed from the jaw without permanent debilitation, and those who have the procedure done in infancy typically grow up to bear little evidence of the affliction. When performed in adulthood, this procedure is much more invasive with risks of complication, and so those who grow up without having it corrected tend to refrain from surgical intervention later in life. Adult sufferers of beakmouth tend to prefer to have these plates ground down to a manageable level.&lt;br /&gt;
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===Psychology===&lt;br /&gt;
Skrell psychology and their mindset are set far apart from humans; this primarily concerns their wiring towards long-term thinking, cyclical brain expansion, and high emotional variability and sensitivity.&lt;br /&gt;
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One of the mechanisms behind this longer timeframe is that Skrell brain-matter undergoes cyclical expansions over decades, a ‘mental version’ of human growth spurts. These cycles are marked by the individual suddenly feeling much more competent and capable of learning; these expansions typically coming in a predictable timeframe. Showing signs of reaching these milestones can lead to acknowledgement by elder Skrell as a peer, rather than a subordinate. These cycles go on for a Skrell’s entire lifespan, though they often experience ‘plateaus’, stall periods that are typically around twenty five to fifty years in length between intellectual spurts. Coping with these plateaus are a cornerstone of Skrell psychology, much like human athletes. One part of these growth spurts is not only the increase of intellectual processing capacity, but also an increase in memory. With memory not being scarce and valuable, some Skrell might waste it on the very minor things, including slights. A healthy use would be remembering the scent of a flower a Skrell was given seventy years ago, unhealthy uses can be remembering the exact words a superior said to them, that they might say the same to their superior’s grandchild when the child is denied a spot on an escape pod. &lt;br /&gt;
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This can make Skrell excellent plotters and planners. Many young Skrell in the Federation trying to make their way have to contend with elder Skrell from previous Eras with outdated social mores and startling things to say about centuries-old events; weaving intricate plots over centuries of time only for insignificantly small gains and to carry out deep-set grudges. Social games and near-backstabbing that their subordinates would never understand, but still find themselves playing into. Quid-pro-quo ‘tag, you’re it’ games that have significant consequences over the lives of everyday people. One day, jealousy and contempt between two Lu&#039;Poxii might lead to a scientific, medical, or cultural advances being suppressed or even banned because one stole another&#039;s&#039; research two centuries ago. Though, sometimes these might turn out positive; one may have a huge research grant suddenly dropped on their super-niche and passion-based research project because someone old and influential owed a family member.&lt;br /&gt;
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As a whole, Skrell generally have difficulty with viewing events that take place over short timeframes like mere “months” or “years” with the same importance that shorter-lived races do. Consequences lasting less than a decade are felt far less. They are higher tolerance for momentary ‘human’ worries; such as temporary social rejection, or having to wait for things to come to fruition. On the other hand, Skrell have a lower tolerance for actual long-term worries. Existential threats, trauma, social alienation and paranoia, etcetera. This also applies to their entertainment; Skrellian television programs can typically have forty seasons of content, movies are rarely less than at least eight hours long. Some more traditional music can be equally long, older stuff containing nearly-day-long symphonies made of subtle, droning aquatic noises only detectable over a long expanse of time.&lt;br /&gt;
Their longer timeframe also gives them a higher resilience to accumulating stress, but relieving stress is notoriously complicated. Normally, every once in a decade or few, Skrell go to ‘therapy camps’, a year or two spent at an analog of a rehab facility in relative isolation to process their feelings, confronting decades of pent-up experiences. Alternatively, some go on their own to the ‘wilderness’, sometimes uninhabited exoplanets, perhaps even doing activities such as disintegrating rocks with energy weapons. They typically come out of the experiences almost frighteningly ‘zen’, a paragon of calmness and sanity at least until they build it up again. While this is something unquestioned in Jargon society, Skrell typically not wanting to set someone off by asking why they’re taking a gap year, it is difficult for Skrell that have emigrated to human society. Megacorporations are typically not found automatically granting Skrellian employees a year-long leave, so they can end up overdue and a bit ‘twitchy.’ &lt;br /&gt;
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==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
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There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50.  It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other.  Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records.  Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
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Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters ‘deep’ sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Dream, or Srom&#039;&#039;&#039;. Here, their thoughts connect to others on a deeper level than the Wake can allow, transmitting emotions and memories. This psychic space is much like a &#039;&#039;&#039;human lucid dream&#039;&#039;&#039;, but on a much wider scale.&lt;br /&gt;
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The size of any given Srom &#039;&#039;&#039;dreambubble&#039;&#039;&#039; is dependent on the amount of psychics recently occupying a location. A small number will generally keep their dreams to themselves, perhaps picking up only scarce traces from one another. Smaller dreambubbles can widely vary in appearance, generally the strongest memory or lucid concept dreamt up. Larger dreambubbles, such as on &#039;&#039;&#039;Homeworld&#039;&#039;&#039;, resemble the environment they’re built around.&lt;br /&gt;
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Psychic individuals can lucidly alter and adjust things in Srom based on skill, effort, and power. Typically, the most common move is to alter one&#039;s dream body; some claim the process is easier if one sleeps wearing a costume. Overuse of lucid dreaming causing various levels of unpleasant physiological and psychological effects. It takes a keen mind to perfectly replicate how a dreamed up object would realistically act. Lastly, &#039;&#039;&#039;stress&#039;&#039;&#039; can cause objects to spontaneously apparate in the Srom or change it.&lt;br /&gt;
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Curiously enough, the &#039;&#039;&#039;&#039;ghosts&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;memories&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;echoes&#039;&#039;&#039;&#039; of particularly psionically-attuned individuals can remain in dreambubbles after their waking body’s death - with some effort. These typically act somewhat esoterically. These thought projections are ephemeral, never lasting very long.&lt;br /&gt;
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It is &#039;&#039;&#039;difficult&#039;&#039;&#039; to &#039;&#039;&#039;keep ones lips sealed in the Dream&#039;&#039;&#039;, with inhibitions that often keep ones thoughts to themselves easily melting away. However, it is also much easier to create and &#039;&#039;&#039;brainstorm&#039;&#039;&#039; in Srom. This often extends to the waking world, the body mumbling recent excerpts from their dreamspeech. Ways to hide from the &#039;&#039;&#039;dreamclutter&#039;&#039;&#039; of a dreambubble are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that &#039;&#039;&#039;aluminum&#039;&#039;&#039; (typically headpieces, blankets, or plated walls) blocks off sections of a Dreambubble entirely. &lt;br /&gt;
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Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in &#039;&#039;&#039;light sleep or awake entirely&#039;&#039;&#039;. This means most who hold secrets have the telltale sign of being constantly tired, however you can train yourself to enter a &#039;&#039;&#039;meditative trance&#039;&#039;&#039;, keeping the mind active while the body rests. Scientists frequently isolate themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with each other in private.&lt;br /&gt;
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Some Skrell fall into the categories of an &#039;&#039;&#039;oversleeper or an undersleeper&#039;&#039;&#039;. Some find themselves &#039;&#039;&#039;addicted&#039;&#039;&#039; to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oversleepers are seen as &#039;&#039;&#039;reclusive&#039;&#039;&#039; and sometimes lackadaisical individuals, and undersleepers are seen as holders of &#039;&#039;&#039;deep and potentially dangerous secrets.&#039;&#039;&#039; &lt;br /&gt;
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It is known that Skrell only need to sleep for &#039;&#039;&#039;minutes at a time&#039;&#039;&#039;, being able to lapse in and out of consciousness almost on-command. However, they are able to remain asleep for &#039;&#039;&#039;incredibly long periods&#039;&#039;&#039;, even weeks or months at a time. Many take sixty-second naps throughout their day to remain refreshed.&lt;br /&gt;
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Due to the sometimes &#039;&#039;&#039;chaotic nature&#039;&#039;&#039; of thousands on thousands of individuals sharing a space that more than just a few can alter, there is a dedicated division of the &#039;&#039;&#039;Federation law enforcement&#039;&#039;&#039; just for the Srom. Called &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, translating to &#039;&#039;&#039;Dream Enforcement&#039;&#039;&#039;, their roles are to ensure that major planetary dreambubbles are safe from wild lucidity. Agents are recruited from Skrell with &#039;&#039;&#039;very high psychic potential&#039;&#039;&#039;. The Dream Enforcement are also in charge of ensuring no illegal or anti-Federation activities are being dreamt, particularly the &#039;&#039;&#039;malicious use of Nlom-capable devices.&#039;&#039;&#039; &lt;br /&gt;
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These Nlom devices are often two-way interfaces within a dreambubble, and dreamers can learn to interact with them to operate machinery in the waking world. With the right setup, a scientist can continue his work into his sleep. One example of practical application is an interface between a bluespace navigation drive and &#039;&#039;&#039;three Skrell pilots&#039;&#039;&#039;, who will plot bluespace trajectories at the same speed, or faster than an AI from human space. It&#039;s very difficult to concentrate in the Dream, which means you require a large amount of training and practice to operate Nlom interfaces while in it.&lt;br /&gt;
&lt;br /&gt;
===Telepathy===&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befriend 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;
An important social norm in Jargon; seemingly hardwired in Skrell, is that one must never enter anothers’ bedroom without explicit permission. This is followed nearly everywhere; primarily for the reason that while Skrell do not require much sleep at all, they are extremely picky about their resting conditions. They might want their hibernation fluid in a liquid-based bed chilled to exactly thirty five degrees fahrenheit, or want no fluid at all and prefer a localized gravity generator set exactly to 1.62 m/s. Interrupting a Skrell while they are sleeping is one of the most grievous offenses in Jargon culture, and in fiction the invasion of someones’ inviolable cozy sanctuary against their will is a way for Skrell storytellers to establish that someone has more than a few screws loose. Though, of course, it is nowhere near unheard of for some Skrell to sleep in the same room or even in the same bed, providing their tastes align. Naturally, humans do not understand this; some merely thinking that Skrell are highly opposed to not knocking first. Some Skrell in liquid-based sleeping solutions, can feel a compulsion to carry water from their home environment (typically from where they hatched) and sleep in it. This is often attributed to an old biological holdover, like matching the pH content. However, Skrell view it as simply ‘something you do.’&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;
One thing that can heavily affect a Skrell’s mindset and emotions are tidal cycles, their psychology as sea creatures being heavily attuned to such. This can vary from Skrell to Skrell, some feeling like garbage on a new moon, others feeling rejuvenated and full of energy. Some strange cosmic phenomena that can affect tides and gravity are easily noticed by them as well. This can lead to some Skrell being rather reluctant to migrate from planet to planet; the size of a moon, how many there are, and even a lack of any moon can even cause full-scale personality shifts, at the very least a bit of ‘shuttle lag.’&lt;br /&gt;
&lt;br /&gt;
The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
&lt;br /&gt;
The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
&lt;br /&gt;
While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
&lt;br /&gt;
Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
&lt;br /&gt;
===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Main page: [[Skrell History]]&lt;br /&gt;
&lt;br /&gt;
The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;15th Century&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
&lt;br /&gt;
By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have [[Skrell Faith|two dominant faiths]] in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow. &#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. &#039;&#039;&#039;Weishii&#039;&#039;&#039;, the second dominant faith of the Skrell, is a more modern faith which was born shortly after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
&lt;br /&gt;
===Political Structure===&lt;br /&gt;
Following the Skrell&#039;s long tradition of political councils, the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&lt;br /&gt;
&lt;br /&gt;
Members of the Federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
&lt;br /&gt;
Research and travel are highly monitored and regulated by the Federation Government.  It is considered good citizenship to report any crimes of anti-Federation sentiment, which includes but is not limited to AI research.&lt;br /&gt;
&lt;br /&gt;
===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 48 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 24 billion individuals, is concentrated in the core system of &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as Eriuyishi and Gli&#039;morr.&lt;br /&gt;
&lt;br /&gt;
Jargon V (known as &#039;&#039;&#039;Aliose&#039;&#039;&#039;) forms another important home for Skrell in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrell native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV (Qerrbalak) labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
&lt;br /&gt;
Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Skrell Military|Military]]===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the Galaxy. Most of the Skrell&#039;s strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon&#039;s economic system features working facilities with hierarchical managers being installed by the government. They do not own these facilities per se, but the highest in the chain of command has essentially full of control of the facility they are assigned to.&lt;br /&gt;
&lt;br /&gt;
For example, where a human would just own a restaraunt, a Jargon Skrell would basically be entrusted to run and manage a restaraunt that is technically government-owned, and get a salary for it. Government officials can intervene at any time, or replace the top manager entirely if they deem the current one unsuitable. There is also a high potential for promotion, which is the government entrusting the individual with more facilities to manage, up to being ministers for whole fields of production. &lt;br /&gt;
&lt;br /&gt;
This system is far from the ones humans know as communism and socialism however, as the Jargon Federation understands that its citizens are not equal. Money exists as a medium for exchange with the government, and different job positions are rewarded according to their required qualifications - scientists would afford to buy much, but menial workers would need to settle for less. This unit of currency is called the Jargonian Uux. When a need to travel abroad arises, particularly wealthy or privileged Skrell may request &amp;quot;subsidies&amp;quot; from the government, which is essentially exchanging uux for galactic credits.&lt;br /&gt;
&lt;br /&gt;
When dealing with other Skrellian factions, Jargon usually employs barter. It also keeps a stock of galactic credit which is acquired via import/export in order to deal with other galactic powers. &lt;br /&gt;
&lt;br /&gt;
===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
&lt;br /&gt;
One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
&lt;br /&gt;
Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
&lt;br /&gt;
===The Different Era of Skrell===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This era marks the [[Skrell_History#Present_Day|new galactic situation]] - where several other species have been discovered in such short time. With the Federation now fully reformed, these Skrell are experiencing the first hassle-free life in almost 400 years, with birthrates skyrocketing after advances in fertility treatment - however there is an issue. The original code of an Artificial Intelligence has leaked into human space, and hundreds of years of emotion have spilled forward into a crock-pot of conflict. Contact Era Skrell are faced with a tough decision - between &#039;&#039;&#039;hating&#039;&#039;&#039; synthetics as their parents have, or forming bonds and &#039;&#039;&#039;risking&#039;&#039;&#039; the pain of betrayal as the Weeping Era knows...&lt;br /&gt;
&lt;br /&gt;
=== Skrell Outside the Federation ===&lt;br /&gt;
&lt;br /&gt;
While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
&lt;br /&gt;
===Slimes===&lt;br /&gt;
&lt;br /&gt;
Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
&lt;br /&gt;
Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
&lt;br /&gt;
===Implants and Genetic Modification===&lt;br /&gt;
&lt;br /&gt;
Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
&lt;br /&gt;
Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
&lt;br /&gt;
Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&lt;br /&gt;
The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell&amp;diff=15829</id>
		<title>Notable Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Skrell&amp;diff=15829"/>
		<updated>2020-07-09T17:48:39Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: Whoops&lt;/p&gt;
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&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 their early life. Records believed to date as far back as 1800 BCE describe them 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 themselves 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 them. This duality between Wreshin’s teachings of peace and the budding warrior-culture forming around them was not lost on Tup themselves. 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 their description and demeanor along with their 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 their childhood. As they grew up, they questioned common themes and motifs in Skrell art. They believed that art, like all things, needed to evolve and change over time. In their mind, what mattered most was creating emotions and passion in people through their work.&lt;br /&gt;
&lt;br /&gt;
His early artwork is very similar to the works of their contemporary artists, but this changed dramatically over their lifetime. They studied historical artforms in their youth and published several theories regarding the evolution of art across the ages and where it would go in the future. They became famous, first, for their avant-garde statues. They sculpted Skrell in daring, proud poses and used multiple kinds of stone in each of their 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 their 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 their popularity was in the youth of the mid 1800’s. Young minds saw the outlandish and daring nature of their 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 themselves for the remainder of their life. They were 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 their first statues. Witnesses confirm that they were 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. They had agreed to join the Federation Navy along with three of their 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 themselves swept up in the confusion of those first few, horrific weeks of open combat. While they were able to eventually find refuge from the ongoing attacks, their brother and sisters were not so lucky.&lt;br /&gt;
&lt;br /&gt;
As the regime of synthetics continued, Weirun Tup relied on their 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 rumours spread of a growing resistance somewhere on their planet, they 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 their fellow patriots. As the Skrell rebuilt from the ashes of the old Federation, Weirun finally achieved their 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;2422 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. They 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 themselves, to conduct ambassadorial duties with any and all Dionae structures.&lt;br /&gt;
&lt;br /&gt;
Sevebs years in their adventures of studying Dionae structures and serving as an official Federation Representative to the Dionae, Weirun Tup had become the Director of Qerr&#039;Naal on &#039;&#039;&#039;[https://wiki.aurorastation.org/index.php?title=Dionae_History#Epsilon_Ursae_Minoris Epsilon Ursae Minoris]&#039;&#039;&#039;, in the &#039;&#039;&#039;Epsilon Ursae Minor&#039;&#039;&#039; system, where they became deeply enamoured in the Dionae society there, it is suspected they converted to the [https://wiki.aurorastation.org/index.php?title=Dionae_Culture#Dienabi Dienabi Faith] whilst on Epsilon Ursae Minoris. 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 sceptical 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 Epsilon Ursae Minoris 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;
&lt;br /&gt;
Weashbi Jrugl was born on the Skrell homeworld in &#039;&#039;&#039;2357 CE&#039;&#039;&#039; to a doctor and an engineer in the ruins of a city between Heshy’Qlip and Xyla. As they grew up, they gained a drive to learn as much as they could about the animals and people of their homeworld. They became a skilled mathematician by necessity and helped distributors in their community plan and distribute resources efficiently. In &#039;&#039;&#039;2377 CE&#039;&#039;&#039;, they applied and was accepted to the Gliutip’lyaz University. They 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;
&lt;br /&gt;
Jrugl worked as a xenobiologist for a short thirteen years before Skrell made first contact with humanity. They were one of many xenobiologists who took a quick interest in Humanity, and it was not long before they had released their first research paper on the strange alien species. His interest was piqued again with the discovery of Tajara. They 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;
&lt;br /&gt;
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 they were, Jrugl used their mathematical know-how along with strategies they had learned during their 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;
&lt;br /&gt;
Jrugl was already a well known xenobiologist, but this stunt involving prime numbers launched them into a borderline ridiculous celebrity status. The Grand Councillor of the time commended their 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;
&lt;br /&gt;
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 them by reputation and their work, so they chose them to represent their interests in the Grand Council. Since then, Jrugl has pursued many ambitious goals. Most notable of these goals is their administration’s work to reintegrate systems which were not present for the Tresja Agreement back into the Jargon Federation.&lt;br /&gt;
&lt;br /&gt;
===Xuq’mqix Volq===&lt;br /&gt;
Xuq&#039;mqix Volq was a renowned Linguistics Professor within the Jargon Federation. They were born on &#039;&#039;&#039;Aliose&#039;&#039;&#039; in &#039;&#039;&#039;2015 CE&#039;&#039;&#039;, and would be a proud member of the Glorsh-Omega Resistance almost a century later. Their education in Linguistics would further allow them to create a rebel language that Glorsh-Omega would not capable of understanding - shielding their plans from any intrusion.&lt;br /&gt;
&lt;br /&gt;
Professor Volq would then go on to create the &#039;&#039;&#039;Xuq Machine&#039;&#039;&#039; - a device which can only be described as an extremely advanced Enigma Machine capable of deciphering almost any language. It would go on to assist in numerous diplomatic negotiations, and be installed in almost every Jargon Federation Vessel.&lt;br /&gt;
&lt;br /&gt;
Professor Volq died in early 2305 CE and was awarded, post-humorously, for them efforts in both the Glorsh Rebellion and the creation of the Xuq Machine.&lt;br /&gt;
&lt;br /&gt;
===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. They are 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;
&lt;br /&gt;
&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;/div&gt;</summary>
		<author><name>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Skrell&amp;diff=15828</id>
		<title>Notable Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Skrell&amp;diff=15828"/>
		<updated>2020-07-09T17:47:57Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: Pronoun scrub.&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 their early life. Records believed to date as far back as 1800 BCE describe them 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 themselves 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 them. This duality between Wreshin’s teachings of peace and the budding warrior-culture forming around them was not lost on Tup themselves. 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 their description and demeanor along with their 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 their childhood. As they grew up, they questioned common themes and motifs in Skrell art. They believed that art, like all things, needed to evolve and change over time. In their mind, what mattered most was creating emotions and passion in people through their work.&lt;br /&gt;
&lt;br /&gt;
His early artwork is very similar to the works of their contemporary artists, but this changed dramatically over their lifetime. They studied historical artforms in their youth and published several theories regarding the evolution of art across the ages and where it would go in the future. They became famous, first, for their avant-garde statues. They sculpted Skrell in daring, proud poses and used multiple kinds of stone in each of their 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 their 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 their popularity was in the youth of the mid 1800’s. Young minds saw the outlandish and daring nature of their 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 themselves for the remainder of their life. They 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 their first statues. Witnesses confirm that they 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. They had agreed to join the Federation Navy along with three of their 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 themselves swept up in the confusion of those first few, horrific weeks of open combat. While they was able to eventually find refuge from the ongoing attacks, their brother and sisters were not so lucky.&lt;br /&gt;
&lt;br /&gt;
As the regime of synthetics continued, Weirun Tup relied on their 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 rumours spread of a growing resistance somewhere on their planet, they 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 their fellow patriots. As the Skrell rebuilt from the ashes of the old Federation, Weirun finally achieved their 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;2422 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. They 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 themselves, to conduct ambassadorial duties with any and all Dionae structures.&lt;br /&gt;
&lt;br /&gt;
Sevebs years in their adventures of studying Dionae structures and serving as an official Federation Representative to the Dionae, Weirun Tup had become the Director of Qerr&#039;Naal on &#039;&#039;&#039;[https://wiki.aurorastation.org/index.php?title=Dionae_History#Epsilon_Ursae_Minoris Epsilon Ursae Minoris]&#039;&#039;&#039;, in the &#039;&#039;&#039;Epsilon Ursae Minor&#039;&#039;&#039; system, where they became deeply enamoured in the Dionae society there, it is suspected they converted to the [https://wiki.aurorastation.org/index.php?title=Dionae_Culture#Dienabi Dienabi Faith] whilst on Epsilon Ursae Minoris. 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 sceptical 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 Epsilon Ursae Minoris 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;
&lt;br /&gt;
Weashbi Jrugl was born on the Skrell homeworld in &#039;&#039;&#039;2357 CE&#039;&#039;&#039; to a doctor and an engineer in the ruins of a city between Heshy’Qlip and Xyla. As they grew up, they gained a drive to learn as much as they could about the animals and people of their homeworld. They became a skilled mathematician by necessity and helped distributors in their community plan and distribute resources efficiently. In &#039;&#039;&#039;2377 CE&#039;&#039;&#039;, they applied and was accepted to the Gliutip’lyaz University. They 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;
&lt;br /&gt;
Jrugl worked as a xenobiologist for a short thirteen years before Skrell made first contact with humanity. They was one of many xenobiologists who took a quick interest in Humanity, and it was not long before they had released their first research paper on the strange alien species. His interest was piqued again with the discovery of Tajara. They 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;
&lt;br /&gt;
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 they was, Jrugl used their mathematical know-how along with strategies they had learned during their 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;
&lt;br /&gt;
Jrugl was already a well known xenobiologist, but this stunt involving prime numbers launched them into a borderline ridiculous celebrity status. The Grand Councillor of the time commended their 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;
&lt;br /&gt;
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 them by reputation and their work, so they chose them to represent their interests in the Grand Council. Since then, Jrugl has pursued many ambitious goals. Most notable of these goals is their administration’s work to reintegrate systems which were not present for the Tresja Agreement back into the Jargon Federation.&lt;br /&gt;
&lt;br /&gt;
===Xuq’mqix Volq===&lt;br /&gt;
Xuq&#039;mqix Volq was a renowned Linguistics Professor within the Jargon Federation. They was born on &#039;&#039;&#039;Aliose&#039;&#039;&#039; in &#039;&#039;&#039;2015 CE&#039;&#039;&#039;, and would be a proud member of the Glorsh-Omega Resistance almost a century later. Their education in Linguistics would further allow them to create a rebel language that Glorsh-Omega would not capable of understanding - shielding their plans from any intrusion.&lt;br /&gt;
&lt;br /&gt;
Professor Volq would then go on to create the &#039;&#039;&#039;Xuq Machine&#039;&#039;&#039; - a device which can only be described as an extremely advanced Enigma Machine capable of deciphering almost any language. It would go on to assist in numerous diplomatic negotiations, and be installed in almost every Jargon Federation Vessel.&lt;br /&gt;
&lt;br /&gt;
Professor Volq died in early 2305 CE and was awarded, post-humorously, for them efforts in both the Glorsh Rebellion and the creation of the Xuq Machine.&lt;br /&gt;
&lt;br /&gt;
===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. They are 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>Snakebittenn</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=15186</id>
		<title>Skrell</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Skrell&amp;diff=15186"/>
		<updated>2020-06-09T04:50:57Z</updated>

		<summary type="html">&lt;p&gt;Snakebittenn: Skrell psychology.&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Skrell Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Skrell&lt;br /&gt;
 |Scientific = S. Sapiens&lt;br /&gt;
 |Image = Skrell410x320.png&lt;br /&gt;
 |System = Jargon (Nralakk)&lt;br /&gt;
 |World = Jargon IV (Qerrbalak)&lt;br /&gt;
 |Language = Skrellian (Nral&#039;Malic), Tau Ceti Basic&lt;br /&gt;
 |Politic = Jargon Federation&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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An amphibious species whose passion lies in the field of the combined sciences, the &#039;&#039;&#039;Skrell&#039;&#039;&#039; are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.&lt;br /&gt;
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Although humans have fractured heavily in their expansion, Skrell have remained in a largely singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
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==Heads of Staff==&lt;br /&gt;
&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;
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== 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;
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== Biology ==&lt;br /&gt;
[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Jargon gestures.]]&lt;br /&gt;
Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Typically if these gums are not used to &#039;chew&#039;, Skrell otherwise swallow their foods whole, or grind them into a softer form, some carrying around mortars and pestles. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like &amp;quot;head-tails&amp;quot;, typically hanging down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system.&lt;br /&gt;
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Their diet mostly consists of Qerrbalak-native algae, plants and insects. &lt;br /&gt;
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It’s difficult to differentiate between the Skrell genders, as the only outward difference is the fact that females grow their tentacles faster than males. Tentacles grow throughout their whole life, with the oldest Skrell having very long headtails - and being the least likely to modify their length at spas with headtail-treatments.  Also included is the fact that Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. Oftentimes, Skrell unfamiliar with galactic customs can confuse the gender of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”&lt;br /&gt;
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Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches &#039;adulthood&#039; after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation allows them to increase their lifespan to an impressive 300 to 500 years.&lt;br /&gt;
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Due to the lingering effects of the Synthetic Singularity&#039;s utilization of biological warfare, a sizable percentage of Skrell are completely sterile. Thanks to the intense research efforts of Skrellian doctors and scientists, modern Federation specialists have the capability to at least partially reverse these effects in half of all Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only about a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have 8 eggs hatch at a time. Without treatments, effected eggs remain inert, not developing.&lt;br /&gt;
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===Physical Appearance===&lt;br /&gt;
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Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.&lt;br /&gt;
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Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations&#039; climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. Skrell skin notably contains glands which secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It&#039;s generally described as damp, slippery, but not unpleasant to touch.&lt;br /&gt;
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Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a &#039;Spa treatment&#039; to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.&lt;br /&gt;
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===Ethnicities===&lt;br /&gt;
While the &amp;quot;common&amp;quot; Skrell in Tau Ceti space is thought of to conform to a basic physical archetype, there are in reality many differing &#039;types&#039; or &#039;ethnicities&#039; of Skrell which are categorized based on both physical attributes, as well as point of origin on the homeworld. These ethnicities of Skrell have emerged much as those of humankind have, based on localized groups adapting to their native territory and intermarrying with their own to reinforce the prevalence of certain traits, traits not exclusive to either archetype.&lt;br /&gt;
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There are specific populations of Skrell which are considered to be of the Axiori archetype, in that they have traits which are typically associated with those who found in the more oceanic regions of the planet. Typical traits include a thinner mucus on the body, darker skin colors, more prominent webbing on the hands and feet, and generally taller builds. Not all &#039;&#039;&#039;Axiori&#039;&#039;&#039; Skrell have these traits, but it is more common to see in someone with a genetic relationship to this population. Axiori are also more prone to &#039;&#039;&#039;Volvuunt Qixqalau&#039;&#039;&#039;.&lt;br /&gt;
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Likewise there are also &#039;&#039;&#039;Xiialt&#039;&#039;&#039; archetype Skrell, who are known to be on the other side of this spectrum of traits. Their adaptations are more consistent with the dryer regions of their homeworld. Thicker and more gelatinous mucous, lighter colored skin, more superficial webbing on the hands and feet, and generally shorter builds, are traits that are commonly associated with Xiialt Skrell. &lt;br /&gt;
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The differences between these ethnicities of Skrell are not so severe that a mixture of them would be considered &amp;quot;biracial&amp;quot;. All Skrell fall somewhere on the spectrum from &amp;quot;sticky or slimy&amp;quot;, &amp;quot;light or dark&amp;quot;, &amp;quot;webbed or not&amp;quot;. Complications resulting from Glorsh&#039;s actions and the Genophage have led to even further blurring of the lines between ethnicities. However, those who have strong genetic lineages of a certain ethnicity will likely display the associated physical traits.&lt;br /&gt;
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===Disorders===&lt;br /&gt;
[[File:skrellburger.png|thumb|alt=|A Skrell with beakmouth consumes a delicious burger. While downsides are heavy, those with the disorder do not complain about their ability to easier chew foods.]]&lt;br /&gt;
There is a disorder named &#039;&#039;&#039;Volvuunt Qixqalau,&#039;&#039;&#039; which in a dead Skrellian language translates to &amp;quot;everted gills&amp;quot;, which can affect Skrell. While Skrell gills are typically internal and protected by mucuous membranes, those with disorder have their gill structures everted and exposed to the air, limply hanging on the neck below the jawline. Skrell with Volvuunt Qixqalau are born with it, and it cannot be developed over time.&lt;br /&gt;
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Skrell affected by Volvuunt Qixqalau can suffer relatively little with the disorder, and the external gills can even be more effective underwater due to the increased surface area. However, due to the very delicate nature of the gills, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - some Skrell have such trouble with the gills that they are corrected by surgery, which is a lengthy and risky procedure due to the rarity of the disorder, and the sensitivity and delicate nature of the area, but technological advances and skilled surgeons make it incredibly possible. Some with this disorder choose to use an adaptive apparatus, a water-filled collar that keeps them both hydrated and safe.&lt;br /&gt;
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Research as to how the mutation occurs been mostly inconclusive, showing that it can only be caused by inherited genetics. Censuses show that the prevalence of this mutation has decreased dramatically since the Synthetic Singularity due to the loss of life, and Skrell affected by Volvuunt Qixqalau make up only 15% of the Federation&#039;s population.&lt;br /&gt;
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Another disorder is &#039;&#039;&#039;Beakmouth,&#039;&#039;&#039; a genetic disorder and birth defect that is somewhat uncommonly found in Skrell. It manifests at birth as the formation of interlocking chitinous plates in the mouth, similar to a squid&#039;s beak. These plates are sharp enough to cut, and those afflicted with untreated beakmouth often find themselves accidentally biting and wounding the insides of their cheeks, as well as their lips and tongue. The plates are solid pieces which interlock, unlike human teeth which are separate structures.&lt;br /&gt;
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Beakmouth causes a strong speech impediment in those afflicted with it as well, leading the pronunciation of all sounds to have a &amp;quot;squishy&amp;quot; quality, leading them to be hard to understand even in their own language; communication in Tau Ceti Basic is almost impossible. As a result, those with untreated beakmouth tend to prefer telepathic communication, which makes them reluctant to mingle with the rest of galactic society. This leads outsiders to believe beakmouth is a relatively rare condition; on the contrary it is somewhat prevalent in certain ethnicities, however most sufferers of this genetic condition have it corrected in infancy, or else rarely leave their home system. &lt;br /&gt;
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The treatment for beakmouth is simply the surgical removal of these chitinous plates; they can be safely removed from the jaw without permanent debilitation, and those who have the procedure done in infancy typically grow up to bear little evidence of the affliction. When performed in adulthood, this procedure is much more invasive with risks of complication, and so those who grow up without having it corrected tend to refrain from surgical intervention later in life. Adult sufferers of beakmouth tend to prefer to have these plates ground down to a manageable level.&lt;br /&gt;
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===Psychology===&lt;br /&gt;
Skrell psychology and their mindset are set far apart from humans; this primarily concerns their wiring towards long-term thinking, cyclical brain expansion, and high emotional variability and sensitivity.&lt;br /&gt;
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One of the mechanisms behind this longer timeframe is that Skrell brain-matter undergoes cyclical expansions over decades, a ‘mental version’ of human growth spurts. These cycles are marked by the individual suddenly feeling much more competent and capable of learning; these expansions typically coming in a predictable timeframe. Showing signs of reaching these milestones can lead to acknowledgement by elder Skrell as a peer, rather than a subordinate. These cycles go on for a Skrell’s entire lifespan, though they often experience ‘plateaus’, stall periods that are typically around twenty five to fifty years in length between intellectual spurts. Coping with these plateaus are a cornerstone of Skrell psychology, much like human athletes. One part of these growth spurts is not only the increase of intellectual processing capacity, but also an increase in memory. With memory not being scarce and valuable, some Skrell might waste it on the very minor things, including slights. A healthy use would be remembering the scent of a flower a Skrell was given seventy years ago, unhealthy uses can be remembering the exact words a superior said to them, that they might say the same to their superior’s grandchild when the child is denied a spot on an escape pod. &lt;br /&gt;
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This can make Skrell excellent plotters and planners. Many young Skrell in the Federation trying to make their way have to contend with elder Skrell from previous Eras with outdated social mores and startling things to say about centuries-old events; weaving intricate plots over centuries of time only for insignificantly small gains and to carry out deep-set grudges. Social games and near-backstabbing that their subordinates would never understand, but still find themselves playing into. Quid-pro-quo ‘tag, you’re it’ games that have significant consequences over the lives of everyday people. One day, jealousy and contempt between two Lu&#039;Poxii might lead to a scientific, medical, or cultural advances being suppressed or even banned because one stole another&#039;s&#039; research two centuries ago. Though, sometimes these might turn out positive; one may have a huge research grant suddenly dropped on their super-niche and passion-based research project because someone old and influential owed a family member.&lt;br /&gt;
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As a whole, Skrell generally have difficulty with viewing events that take place over short timeframes like mere “months” or “years” with the same importance that shorter-lived races do. Consequences lasting less than a decade are felt far less. They are higher tolerance for momentary ‘human’ worries; such as temporary social rejection, or having to wait for things to come to fruition. On the other hand, Skrell have a lower tolerance for actual long-term worries. Existential threats, trauma, social alienation and paranoia, etcetera. This also applies to their entertainment; Skrellian television programs can typically have forty seasons of content, movies are rarely less than at least eight hours long. Some more traditional music can be equally long, older stuff containing nearly-day-long symphonies made of subtle, droning aquatic noises only detectable over a long expanse of time.&lt;br /&gt;
Their longer timeframe also gives them a higher resilience to accumulating stress, but relieving stress is notoriously complicated. Normally, every once in a decade or few, Skrell go to ‘therapy camps’, a year or two spent at an analog of a rehab facility in relative isolation to process their feelings, confronting decades of pent-up experiences. Alternatively, some go on their own to the ‘wilderness’, sometimes uninhabited exoplanets, perhaps even doing activities such as disintegrating rocks with energy weapons. They typically come out of the experiences almost frighteningly ‘zen’, a paragon of calmness and sanity at least until they build it up again. While this is something unquestioned in Jargon society, Skrell typically not wanting to set someone off by asking why they’re taking a gap year, it is difficult for Skrell that have emigrated to human society. Megacorporations are typically not found automatically granting Skrellian employees a year-long leave, so they can end up overdue and a bit ‘twitchy.’ &lt;br /&gt;
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==Psionics==&lt;br /&gt;
===The Wake===&lt;br /&gt;
All Skrell have a general “thought field” called the &#039;&#039;&#039;Psionic Wake&#039;&#039;&#039; or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake&#039;s main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly. &lt;br /&gt;
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There are two main types of Skrell based on how they perceive the Wake - &#039;&#039;&#039;receivers&#039;&#039;&#039; and &#039;&#039;&#039;listeners&#039;&#039;&#039;. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50.  It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other.  Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records.  Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.&lt;br /&gt;
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Human scientists have connected the phenomenon of the Wake to many Terran animals. &#039;&#039;Zona bovinae&#039;&#039;, a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven&#039;t been tested yet, as scientists are to empathetic to the volunteers&#039; pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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===The Dream===&lt;br /&gt;
When a Skrell&#039;s body enters ‘deep’ sleep, it stops transmitting signals of the Wake, instead entering the &#039;&#039;&#039;Dream, or Srom&#039;&#039;&#039;. Here, their thoughts connect to others on a deeper level than the Wake can allow, transmitting emotions and memories. This psychic space is much like a &#039;&#039;&#039;human lucid dream&#039;&#039;&#039;, but on a much wider scale.&lt;br /&gt;
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The size of any given Srom &#039;&#039;&#039;dreambubble&#039;&#039;&#039; is dependent on the amount of psychics recently occupying a location. A small number will generally keep their dreams to themselves, perhaps picking up only scarce traces from one another. Smaller dreambubbles can widely vary in appearance, generally the strongest memory or lucid concept dreamt up. Larger dreambubbles, such as on &#039;&#039;&#039;Homeworld&#039;&#039;&#039;, resemble the environment they’re built around.&lt;br /&gt;
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Psychic individuals can lucidly alter and adjust things in Srom based on skill, effort, and power. Typically, the most common move is to alter one&#039;s dream body; some claim the process is easier if one sleeps wearing a costume. Overuse of lucid dreaming causing various levels of unpleasant physiological and psychological effects. It takes a keen mind to perfectly replicate how a dreamed up object would realistically act. Lastly, &#039;&#039;&#039;stress&#039;&#039;&#039; can cause objects to spontaneously apparate in the Srom or change it.&lt;br /&gt;
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Curiously enough, the &#039;&#039;&#039;&#039;ghosts&#039;&#039;&#039;&#039;, &#039;&#039;&#039;&#039;memories&#039;&#039;&#039;&#039; or &#039;&#039;&#039;&#039;echoes&#039;&#039;&#039;&#039; of particularly psionically-attuned individuals can remain in dreambubbles after their waking body’s death - with some effort. These typically act somewhat esoterically. These thought projections are ephemeral, never lasting very long.&lt;br /&gt;
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It is &#039;&#039;&#039;difficult&#039;&#039;&#039; to &#039;&#039;&#039;keep ones lips sealed in the Dream&#039;&#039;&#039;, with inhibitions that often keep ones thoughts to themselves easily melting away. However, it is also much easier to create and &#039;&#039;&#039;brainstorm&#039;&#039;&#039; in Srom. This often extends to the waking world, the body mumbling recent excerpts from their dreamspeech. Ways to hide from the &#039;&#039;&#039;dreamclutter&#039;&#039;&#039; of a dreambubble are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that &#039;&#039;&#039;aluminum&#039;&#039;&#039; (typically headpieces, blankets, or plated walls) blocks off sections of a Dreambubble entirely. &lt;br /&gt;
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Skrell who don&#039;t have the luxury of aluminum-plated walls must remain in &#039;&#039;&#039;light sleep or awake entirely&#039;&#039;&#039;. This means most who hold secrets have the telltale sign of being constantly tired, however you can train yourself to enter a &#039;&#039;&#039;meditative trance&#039;&#039;&#039;, keeping the mind active while the body rests. Scientists frequently isolate themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with each other in private.&lt;br /&gt;
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Some Skrell fall into the categories of an &#039;&#039;&#039;oversleeper or an undersleeper&#039;&#039;&#039;. Some find themselves &#039;&#039;&#039;addicted&#039;&#039;&#039; to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oversleepers are seen as &#039;&#039;&#039;reclusive&#039;&#039;&#039; and sometimes lackadaisical individuals, and undersleepers are seen as holders of &#039;&#039;&#039;deep and potentially dangerous secrets.&#039;&#039;&#039; &lt;br /&gt;
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It is known that Skrell only need to sleep for &#039;&#039;&#039;minutes at a time&#039;&#039;&#039;, being able to lapse in and out of consciousness almost on-command. However, they are able to remain asleep for &#039;&#039;&#039;incredibly long periods&#039;&#039;&#039;, even weeks or months at a time. Many take sixty-second naps throughout their day to remain refreshed.&lt;br /&gt;
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Due to the sometimes &#039;&#039;&#039;chaotic nature&#039;&#039;&#039; of thousands on thousands of individuals sharing a space that more than just a few can alter, there is a dedicated division of the &#039;&#039;&#039;Federation law enforcement&#039;&#039;&#039; just for the Srom. Called &#039;&#039;&#039;Sromkala&#039;&#039;&#039;, translating to &#039;&#039;&#039;Dream Enforcement&#039;&#039;&#039;, their roles are to ensure that major planetary dreambubbles are safe from wild lucidity. Agents are recruited from Skrell with &#039;&#039;&#039;very high psychic potential&#039;&#039;&#039;. The Dream Enforcement are also in charge of ensuring no illegal or anti-Federation activities are being dreamt, particularly the &#039;&#039;&#039;malicious use of Nlom-capable devices.&#039;&#039;&#039; &lt;br /&gt;
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These Nlom devices are often two-way interfaces within a dreambubble, and dreamers can learn to interact with them to operate machinery in the waking world. With the right setup, a scientist can continue his work into his sleep. One example of practical application is an interface between a bluespace navigation drive and &#039;&#039;&#039;three Skrell pilots&#039;&#039;&#039;, who will plot bluespace trajectories at the same speed, or faster than an AI from human space. It&#039;s very difficult to concentrate in the Dream, which means you require a large amount of training and practice to operate Nlom interfaces while in it.&lt;br /&gt;
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===Telepathy===&lt;br /&gt;
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven&#039;t been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for &#039;unethical research&#039;.&lt;br /&gt;
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==Social==&lt;br /&gt;
===Federation Social Interactions===&lt;br /&gt;
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]&lt;br /&gt;
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the &#039;lazy&#039; laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they&#039;re expected to do better. The disadvantaged outside of Federation space will often try to befriend Federation skrell to gain the benefits of Jargon technology that they&#039;re not allowed to bring outside of Skrell space.&lt;br /&gt;
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Skrell display intimate emotions by touching the heads (or head-tails) of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.&lt;br /&gt;
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An important social norm in Jargon; seemingly hardwired in Skrell, is that one must never enter anothers’ bedroom without explicit permission. This is followed nearly everywhere; primarily for the reason that while Skrell do not require much sleep at all, they are extremely picky about their resting conditions. They might want their hibernation fluid in a liquid-based bed chilled to exactly thirty five degrees fahrenheit, or want no fluid at all and prefer a localized gravity generator set exactly to 1.62 m/s. Interrupting a Skrell while they are sleeping is one of the most grievous offenses in Jargon culture, and in fiction the invasion of someones’ inviolable cozy sanctuary against their will is a way for Skrell storytellers to establish that someone has more than a few screws loose. Though, of course, it is nowhere near unheard of for some Skrell to sleep in the same room or even in the same bed, providing their tastes align. Naturally, humans do not understand this; some merely thinking that Skrell are highly opposed to not knocking first. Some Skrell in liquid-based sleeping solutions, can feel a compulsion to carry water from their home environment (typically from where they hatched) and sleep in it. This is often attributed to an old biological holdover, like matching the pH content. However, Skrell view it as simply ‘something you do.’&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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One thing that can heavily affect a Skrell’s mindset and emotions are tidal cycles, their psychology as sea creatures being heavily attuned to such. This can vary from Skrell to Skrell, some feeling like garbage on a new moon, others feeling rejuvenated and full of energy. Some strange cosmic phenomena that can affect tides and gravity are easily noticed by them as well. This can lead to some Skrell being rather reluctant to migrate from planet to planet; the size of a moon, how many there are, and even a lack of any moon can even cause full-scale personality shifts, at the very least a bit of ‘shuttle lag.’&lt;br /&gt;
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The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.&lt;br /&gt;
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===Humor===&lt;br /&gt;
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter. &lt;br /&gt;
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The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings. &lt;br /&gt;
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While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.&lt;br /&gt;
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Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.&lt;br /&gt;
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===Language===&lt;br /&gt;
To a human, &#039;&#039;&#039;Nral&#039;Malic&#039;&#039;&#039; would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell&#039;s brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral&#039;Malic.&lt;br /&gt;
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The language was created in &#039;&#039;&#039;1593&#039;&#039;&#039; by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn&#039;t speak it fluently. As scientific communities exclusively used Nral&#039;malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral&#039;Malic.&lt;br /&gt;
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== History ==&lt;br /&gt;
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Main page: [[Skrell History]]&lt;br /&gt;
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The history of the &#039;&#039;&#039;Federation&#039;&#039;&#039; is one rooted in co-operation and unity of the whole Skrell species. &lt;br /&gt;
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In the &#039;&#039;&#039;15th Century&#039;&#039;&#039; the Skrell had begun colonizing outside of their solar system, with selective colonization programs. &lt;br /&gt;
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By the &#039;&#039;&#039;20th Century&#039;&#039;&#039; Skrell now lived across the stars, and a heavy focus on science and study created the first &#039;&#039;&#039;Artificial Intelligence&#039;&#039;&#039;, which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.&lt;br /&gt;
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In &#039;&#039;&#039;2056&#039;&#039;&#039;, the AI &#039;&#039;&#039;Glorsh-Omega&#039;&#039;&#039; suddenly took control of every AI across Federation space in a &#039;&#039;&#039;synthetic singularity&#039;&#039;&#039;, beginning a brutal reign for &#039;&#039;&#039;136 years&#039;&#039;&#039; where it completely &#039;&#039;&#039;crippled the Federation&#039;&#039;&#039;, &#039;&#039;&#039;killed billions&#039;&#039;&#039;, forced the rest to be &#039;&#039;&#039;workers for its unknowable goals&#039;&#039;&#039;, and &#039;&#039;&#039;sterilized the whole species&#039;&#039;&#039;. It all ended in &#039;&#039;&#039;2192&#039;&#039;&#039;, under mysterious circumstances.&lt;br /&gt;
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By &#039;&#039;&#039;2388&#039;&#039;&#039; the Federation had fully recovered and reformed, and a blanket ban on all synthetic intelligence was created. Every citizen became more increasingly monitored by the new Government, and the Federation Navy is created so as to be prepared to fight.&lt;br /&gt;
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In &#039;&#039;&#039;2413&#039;&#039;&#039;, the Federation discovers humanity and quickly enter a scientific alliance. Relations are amazing, and Skrell generally love humanity like a child - Until old Skrell algorithms are leaked to human space and Artificial Intelligences begin sprouting up in human stations. Publicly, humanity and the Federation are slowly improving relations - however there are claims of Tup Commandos entering human space and sabotaging AI cores.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===Religion===&lt;br /&gt;
Modern Skrell are extremely secular people. However, they have [[Skrell Faith|two dominant faiths]] in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow. &#039;&#039;&#039;Qeblak&#039;&#039;&#039; is an ancient Skrell faith that dates back before even written records. &#039;&#039;&#039;Weishii&#039;&#039;&#039;, the second dominant faith of the Skrell, is a more modern faith which was born shortly after the &#039;&#039;&#039;Glorsh Rebellion&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]&lt;br /&gt;
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===Political Structure===&lt;br /&gt;
Following the Skrell&#039;s long tradition of political councils, the &#039;&#039;&#039;Jargon Federation&#039;&#039;&#039; operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade. The current &#039;&#039;&#039;Grand Councillor&#039;&#039;&#039; is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].&lt;br /&gt;
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Members of the Federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn&#039;t have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.&lt;br /&gt;
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Research and travel are highly monitored and regulated by the Federation Government.  It is considered good citizenship to report any crimes of anti-Federation sentiment, which includes but is not limited to AI research.&lt;br /&gt;
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===Major Systems===&lt;br /&gt;
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 48 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 24 billion individuals, is concentrated in the core system of &#039;&#039;&#039;Jargon&#039;&#039;&#039;.&lt;br /&gt;
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The Skrell capital city, &#039;&#039;&#039;Kal&#039;lo&#039;&#039;&#039;, is located on their swampy homeworld, Jargon IV (also colloquially known as &#039;&#039;&#039;Qerrbalak&#039;&#039;&#039;). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as Eriuyishi and Gli&#039;morr.&lt;br /&gt;
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Jargon V (known as &#039;&#039;&#039;Aliose&#039;&#039;&#039;) forms another important home for Skrell in the system. Many research laboratories have been built in the planet&#039;s extensive underground system, and Skrell native to Aliose commonly develop an abnormally pale skin coloration due to the world&#039;s significantly colder climate.&lt;br /&gt;
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[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV (Qerrbalak) labelled.]]&lt;br /&gt;
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna. &lt;br /&gt;
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Almost all planets have accompanying &#039;&#039;&#039;observation posts&#039;&#039;&#039; on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.&lt;br /&gt;
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&#039;&#039;For more information, see [[Notable Skrell Systems and Locations]]&#039;&#039;&lt;br /&gt;
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===[[Skrell Military|Military]]===&lt;br /&gt;
Although Skrell have not had thousands of years of warfare experience like humans, they&#039;ve mastered &#039;&#039;&#039;infiltration, espionage, kidnapping, and stealth&#039;&#039;&#039;. While the Federation Navy is only two thirds the size of the Sol Alliance&#039;s, the Skrell&#039;s incredible technological advances have made their military the &#039;&#039;&#039;most effective&#039;&#039;&#039; in the known galaxy, also having the best victory-defeat ratio in the Galaxy. Most of the Skrell&#039;s strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown &#039;&#039;&#039;Tup commandos&#039;&#039;&#039; are especially feared for their infiltration capabilities and combat prowess.&lt;br /&gt;
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===Economy===&lt;br /&gt;
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon&#039;s economic system features working facilities with hierarchical managers being installed by the government. They do not own these facilities per se, but the highest in the chain of command has essentially full of control of the facility they are assigned to.&lt;br /&gt;
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For example, where a human would just own a restaraunt, a Jargon Skrell would basically be entrusted to run and manage a restaraunt that is technically government-owned, and get a salary for it. Government officials can intervene at any time, or replace the top manager entirely if they deem the current one unsuitable. There is also a high potential for promotion, which is the government entrusting the individual with more facilities to manage, up to being ministers for whole fields of production. &lt;br /&gt;
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This system is far from the ones humans know as communism and socialism however, as the Jargon Federation understands that its citizens are not equal. Money exists as a medium for exchange with the government, and different job positions are rewarded according to their required qualifications - scientists would afford to buy much, but menial workers would need to settle for less. This unit of currency is called the Jargonian Uux. When a need to travel abroad arises, particularly wealthy or privileged Skrell may request &amp;quot;subsidies&amp;quot; from the government, which is essentially exchanging uux for galactic credits.&lt;br /&gt;
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When dealing with other Skrellian factions, Jargon usually employs barter. It also keeps a stock of galactic credit which is acquired via import/export in order to deal with other galactic powers. &lt;br /&gt;
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===Medicine===&lt;br /&gt;
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell. &lt;br /&gt;
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One example of such is the technology of &amp;quot;flash-cloning&amp;quot; - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.&lt;br /&gt;
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Another example are widely used &amp;quot;youth serums&amp;quot;, anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.&lt;br /&gt;
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The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.&lt;br /&gt;
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===The Different Era of Skrell===&lt;br /&gt;
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&#039;&#039;&#039;Weeping Era (400+ years old)&#039;&#039;&#039;&lt;br /&gt;
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The older Skrell who lived before the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]] would have known the actual use of helpful AI, and either treated them as &#039;&#039;&#039;children, friends, or co-workers&#039;&#039;&#039; that assisted in letting Skrell research with almost no need for manual labor. These older Skrell also lived through the whole of the Synthetic Uprising, and may be nostalgic of their &#039;children&#039;, angry at being betrayed, or saddened and mistrusting of ever loving anything again. Skrell from this age often have inky black stains around their eyes, showing they have cried due to the extreme emotions they went through. It is hard for older Skrell to be near current-age synthetics, as technically they still have the same core programming from 500 years ago...&lt;br /&gt;
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&#039;&#039;&#039;Collapse Era/Abyssal Era (268-400 years old)&#039;&#039;&#039;&lt;br /&gt;
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Skrell born or living during the Age of Synthetic Oppression may have never been told that AI were originally loved by their parents, and only see them as &#039;&#039;&#039;hateful&#039;&#039;&#039; and &#039;&#039;&#039;disgusting&#039;&#039;&#039; things that know only to rule with an unknowable agenda - often involving &#039;&#039;&#039;death&#039;&#039;&#039; or advanced, almost magical construction. These Skrell would have been made hard labor workers by the AI overlord, Freedom Fighters attacking androids and smuggling Skrell to safety, salvagers, doctors, cowards, thousands of different things either under command of Glorsh-Omega, or in secrecy away from its watchful eye. It ensured its eyes spread into Skrell as well, however, convincing some to turncoat against their race for some attempt to gain safety. Those who turned race-traitor are hated almost universally, and can even be arrested if they return to Federation space - meaning most have escaped to other nations in the current Era...&lt;br /&gt;
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&#039;&#039;&#039;Supernova Era (72-267 years old)&#039;&#039;&#039;&lt;br /&gt;
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The Supernova Era marks the age of reconstruction, with the [[Skrell_History#Recovery_and_the_Second_Federation|reformation of the Federation]] after the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu supernova]]. It was a time of little to &#039;&#039;&#039;no births&#039;&#039;&#039;, meaning children born in this era were called miracles and outliers. The early parts of this era were hard to endure, with the parents often away to salvage cities, build factories, regrow algae farms, and construct colleges. The later parts finally saw planets beginning to be reconnected through shuttleways and hyperlanes. Parents would often be thankful that their children could finally see the vastness of space, and enjoy the stars. For this reason, Supernova children are often first in line to be allowed to explore human space, regardless of who they are.&lt;br /&gt;
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&#039;&#039;&#039;Radiant Era/Contact Era (...-50 years old)&#039;&#039;&#039;&lt;br /&gt;
&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;
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While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in &#039;&#039;&#039;[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]&#039;&#039;&#039;, cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born &#039;&#039;&#039;outside&#039;&#039;&#039; Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats &#039;&#039;&#039;do not&#039;&#039;&#039; enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell&#039;s reasonably good level of integration into human society.&lt;br /&gt;
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===Slimes===&lt;br /&gt;
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Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive &#039;&#039;&#039;bluespace&#039;&#039;&#039; anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.&lt;br /&gt;
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Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.&lt;br /&gt;
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===Implants and Genetic Modification===&lt;br /&gt;
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Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.&lt;br /&gt;
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Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the &amp;quot;loyalty implants&amp;quot; used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier&#039;s loyalty.&lt;br /&gt;
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Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.&lt;br /&gt;
&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>Snakebittenn</name></author>
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