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{{Navbox Skrell Lore}}
{{Navbox Skrell Lore}}
{{Infobox Species
{{Infobox Species
  |Species = Skrell
  |Species = [[Skrell]]
  |Scientific = S. Sapiens
  |Scientific = R. skrellis axioris, R. skrellis xiialtus
  |Image = Skrell410x320.png
  |Image = Skrell.png
  |System = Jargon (Nralakk)
  |System = [[Notable_Skrell_Systems_and_Locations#The_Core_System_:_Nralakk|Nralakk]]
  |World = Jargon IV (Qerrbalak)
  |World = [[Qerrbalak|Nralakk IV (Qerrbalak)]]
  |Language = Skrellian (Nral'Malic), Tau Ceti Basic
  |Language = [[Skrell#Language|Nral'Malic]], Tau Ceti Basic
  |Politic = Jargon Federation
  |Politic = [[Nralakk_Federation|Nralakk Federation]]
  }}
  }}
{{toc_right}}


An amphibious species whose passion lies in the field of the combined sciences, the '''Skrell''' 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.
'''Skrell''' are a species of amphibious bipeds, originating from the planet of [[Qerrbalak]]. Skrell possess multiple features due to their origins from the oceans of their homeworld, possessing gills, self-hydrating pliant skin, and webbed digits. With notably longer lifespans than most of the sophonts, combined with their earlier development of organized societies, skrell are the oldest spacefaring species in the [[Orion Spur]].
 
 
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.


Skrell society has remained in a single, unified society soon after their expansion into space, with both incarnations of the [[Nralakk Federation]] being the sole body of modern skrell civilization. The Nralakk Federation operates under a single government that plans nearly all aspects of skrell society, with it maintaining both a nationally-unified efficiency and expansive social welfare system, though many detractors claim that these are at great cost to personal and political freedoms.
{{TOC Hidden}}
==Heads of Staff==
==Heads of Staff==


Skrell can be the following heads of staff:
Skrell can be the following heads of staff:
* Captain
* Captain
* Head of Security
* Head of Security
* Chief Engineer
* Chief Engineer
* Head of Personnel
* Executive Officer
* Chief Medical Officer
* Chief Medical Officer
* Research Director
* Research Director
* Internal Affairs Agent
* Operations Manager
* Consulars / Representatives


== Mechanics ==
== Mechanics ==


*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.
===Species Mechanics===
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.
 
*Skrell have their own language that can be used by typing ,k before anything you say, and can also be used over the radio.
*Skrell speak their own exclusive language of Nral’Malic, which is used by typing ''',k''' before the rest of the spoken message.
*Skrell can send a telepathic message out to a single person in eyesight using the abilities tab, however it's deemed criminal to do to non-consenting non-skrell.
 
*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.  
*Skrell are naturally [[Psionics|psionic]].
*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.
 
*Skrell have the ability to breathe underwater due to them being amphibious.
*Skrell can enter the '''Srom''', or Dream, with other skrell when they sleep, allowing them to communicate through a lucid dreamscape.
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.
 
*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.)
*Xenobiological Slimes are naturally passive to skrell due to their [[Skrell#Slimes|anomalous circumstances]].  
 
*Skrell can breathe underwater due to being amphibious and possessing gills.
 
*Due to their advanced vestibular system, skrell cannot be slipped.
 
*Skrell have large heads with protruding headtails, requiring all EVA helmets to be refitted to their unique headshape. These are found in EVA storage areas, and can also be done by using a suit cycler. Their headtails also make it uncomfortable to wear most headwear and hats, making them usually unwilling to wear them.
 
*Skrell have a hemocyanin-based circulatory system, meaning that their blood is based on copper instead of iron. Skrell require copper supplements to alleviate bloodloss symptoms (but can receive human blood of their type without issue currently, due to game mechanics simplifying blood types across species).
 
===Axiori Mechanics===
 
*Axiori take increased burn damage due to their skin being sensitive to high heat.
 
*Axiori take decreased oxygen and brute damage due to adaptations to variable pressures underwater.
 
*Axiori have to rehydrate more often and regularly when outside of water.
 
*Axiori sprint slower due to their larger, webbed feet.
 
*Axiori have a naturally higher pulse due to their increased circulatory needs.
 
==Relations with Megacorporations==
 
Skrell are able to work for every megacorporation within the [[Stellar Corporate Conglomerate]], and are accepted as agents into the Conglomerate’s internal affairs. Several megacorporations maintain labor agreements between themselves and the [[Nralakk Federation]], with [[Zeng-Hu Pharmaceuticals]] in particular maintaining an expansive partnership with the Federation. Other [[Nralakk_Federation#State-Owned_Enterprises|corporations]] do maintain a comparatively smaller presence within the Federation, but still allow skrell to work for them.
 
==Skrell History==
''See also: [[Skrell History]]''
 
Skrell history extends multiple millenia, with the furthest recorded events stretching into the tenth millennium of the before-common era. With most of this period being lost due to the corruption of oral histories and impermanent structures in the oceans and shores, large portions of skrell history remain obscure. Dedicated skrell historians and archeologists maintain a generally agreed upon consensus of pre-historical skrell, though even most of this has been lost due to the [[Nralakk_Federation#The_Archive_Project|Tzqul Archive’s]] lockdown after the [[Skrell_Synthetic_Age|Synthetic Era]]. Modern skrell historians and anthropologists to this day still struggle to retrace the steps of their species without the pre-existing sum total of their species’ history within the archives.


== Biology ==
== Biology ==
[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Jargon gestures.]]
Physically Skrell have an average height ranging from '''4’5” to 5’5”.''' 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 'chew', 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 "head-tails", 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.


Their diet mostly consists of Qerrbalak-native algae, plants and insects.  
''See also: [[Skrell Biology]]''
 
Being amphibious, skrell are adapted to both living on the surface and underwater. Their hands and feet lack nails or claws, and have extensive webbing between each digit. Skrell lack any teeth, instead having hardened gum pads that can masticate most softer foods. Also present on their faces are a lack of defined noses, instead having nostrils on a slightly elevated part of their faces where a bony nasal structure would typically be. Skrell eyes are large and primarily black, being adapted for high acuity vision while underwater. Beside their eyes are pigmented ducts similar to tear ducts, which express when they are under severe stress. Many skrell, particularly Axiori and Xiori, have tails. These tails aid in swimming and balance, with Xiialt skrell regularly having shorter tails, or none at all.
 
Being relatively short, the average height for skrell range between '''134cm (4’5”)''' to '''165cm (5’5”)'''. Skrell lack extensive muscles usually present for facial expressions, making them appear unemotive or lacking emotions to other species. Despite this perception, skrell have a variety of methods to display their emotions, and do experience a full range of emotions. Emotional displays include motions involving the position of their heads and headtails, as well as a variety of vocalisations. This also extends to their tails, which serves a role for emotional displays if they are long enough to be visible from the front.
 
'''Headtails''' are the most notable feature of skrell, being long appendages that extend from the top and sides of their heads. These headtails typically extend to the shoulders (but do lengthen as they age), and were originally used to keep the skin around their necks damp and enclosed in order to incubate and hold eggs. These headtails contain extensive muscular structures, allowing skrell to rapidly and easily manipulate their positioning, though they lack the same articulation that would make them fully prehensile. Headtails grow throughout a skrell’s lifetime, with their length being a visual signifier for their age. With the inception of ''Spa Treatments'', most skrell alter the length of their headtails for fashion or personal taste, usually out of wishing to appear older or wiser to others. Accessories for headtails are ubiquitous for skrell fashion, being adorned with jewels, wrappings, chains, and bands. Headtails can also be tied back and restrained into tight shapes as well, which is not uncomfortable so long as the tie is not particularly tight.
 
Skrell are cold-blooded or poikilothermic, lacking the ability to maintain an internal temperature without taking action to change their temperature beyond their current environment. Despite this, skrell are adapted to having a high tolerance for different temperatures, and mainly rely on humidity in order to not dry out.  


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 'identify' 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'malic, taking the form of vi/xil/xilself. This form is actually a heavily simplified version of the Nral'malic word, the original widely regarded by Skrell and the aliens that use it as too much to expect non-Skrell to remember.
=== Physical Appearance ===


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 'adulthood' 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.
A skrell’s skin has two layers that define their moist, nearly gelatinous appearances, with the second layer of skin being less translucent and responsible for their pigmentation. This layer of skin can dry out and crack when outside of their comfortable humidity ranges, with this being prevented by moisturizing through entering pools of water, dousing themselves, or bathing. While variable between individual skrell, most space stations and vessels with appropriate climate control are equipped to allow skrell personnel to work without moisturizing for roughly four hours without drying to the point of discomfort. Wealthier skrell typically purchase genetic treatments that allow them to remain hydrated for up to a week without moisturizing.  


Due to the lingering effects of the Synthetic Singularity'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.
Skrell skin notably contains glands that secrete mucus in order to self-moisturize, provide a layer of protection, regulate their temperature, and acts as an evasive advantage in order to escape grabs done by potential predators. Notably, skrell skin mucus is not sticky. The average level of mucus present varies between skrell, with some being extremely dry to the point of flaking, while others express to the point of nearly dripping. Skrell skin is generally described as damp, slippery, but not unpleasant to touch.


===Physical Appearance===
Natural skrell skin colour varies between subspecies, with colours ranging from deep blues, bold greens, vibrant reds, and the spectrum of colors between. Diet is also a determining factor, with brightness and shade being affected based on pigment consumed. Skrell genetic engineering has mastered the ability to accelerate natural changes in skin colour and headtail length, colloquially known as a '''Spa treatment'''. These treatments vary in length, with hue and saturation in skin colors changing over the course of a month, while changing headtail and tail length takes roughly a year. This type of physical alteration is commonly accepted in skrell society, being seen as the equivalent of dyeing one’s hair.


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.
Skrell lack a particular view of beauty in the sense that there are “unattractive” appearances. Physical disorders and anomalous changes in appearance are not seen as disgusting, but worthy of study and interest.


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' 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's generally described as damp, slippery, but not unpleasant to touch.
=== Physical Development ===


Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a 'Spa treatment' 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.
Skrell physically develop throughout their adolescence at an equivalent rate of roughly three times as long as human adolescents, but physical maturity is held separate from cultural maturity. Skrell are physically fully developed around 50 years of age, though true social maturity is generally accepted around when they achieve two formal degrees from a [[Federation_Education#Depth_Colleges|college or university]], which takes most skrell until they reach between 60 to 80 years of age. The average skrell naturally lives up to 250 years on average, with modern medical technology in the Nralakk Federation allowing them to live to upwards of 300 to 350. With [[Skrell_Technology#Medicine|youth serums]], which are limited to the more valued members of Federation society, skrell can live up to nearly double their natural lifespans at 500 years old.


===Ethnicities===
Due to the extensive genetic modification during the [[Skrell_Synthetic_Age#Late_Synthetic_Age|Synthetic Era period]] implemented on the unwilling populace, most skrell suffer from [[Skrell_Biology#X’Lu’oa|X’lu’oa]]-induced infertility, or are completely sterile. Intensive research after the Synthetic Era has been devoted to undoing the effects of the infertility crisis, to some success. Despite these efforts and extensive treatments, only a third of all skrell are capable of successfully reproducing, and their clutches are between one to three eggs in comparison to average of eight eggs per clutch pre-X’lu’oa.
While the "common" Skrell in Tau Ceti space is thought of to conform to a basic physical archetype, there are in reality many differing 'types' or 'ethnicities' 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.


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 '''Axiori''' 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 '''Volvuunt Qixqalau'''.
== Skrell Culture ==
=== Federation Culture ===


Likewise there are also '''Xiialt''' 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.
''See also: [[Skrell Culture|Skrell Culture]]''


The differences between these ethnicities of Skrell are not so severe that a mixture of them would be considered "biracial". All Skrell fall somewhere on the spectrum from "sticky or slimy", "light or dark", "webbed or not". Complications resulting from Glorsh'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.
[[File:Skrience.jpg|thumb|alt=|Two skrell researchers in the aftermath of extensive scientific debate and comparison of their work. While one skrell is visibly pleased, the other is visibly upset at being disproven and being made to revise their week’s worth of study. While competitiveness is common in the Nralakk Federation’s scientific circles, it is regarded as a healthy behavior in the workplace.]]


===Disorders===
The [[Nralakk Federation]]’s [[Nralakk_Federation#Social_Compatibility_Index|Social Compatibility Index]] affects the skrell citizen’s social standing around others. Skrell who are in the lower social stratum are expected to defer to their higher ranked skrell both in and out of the workplace. Skrell who are excessively argumentative towards their social stratum superiors will often be deducted out of disrespect and disrupting social cohesion, resulting in most skrell reluctantly deferring to them. This effect isn’t as pronounced between skrell whose SCI rankings are adjacent, but an Ox arguing with an Oqi is regarded as inappropriate and shameful.
[[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.]]
There is a disorder named '''Volvuunt Qixqalau,''' which in a dead Skrellian language translates to "everted gills", 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.


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.
In the public life, skrell in public areas and social congregations are fully expected to respond to other skrell who bombard them with questions in order to gauge their interests, career, personal opinions, and boundaries in order to understand both what is acceptable to discuss with them, as well as if they are worth forming a correspondence with. These questions, while probing and uncomfortable to non-Federation citizens, are completely normal and are considered good conduct in forming an initial rapport in understanding the other party. Outside of the Federation, this introductory interaction is extremely alienating and discomforting with other species, with the Federation posting cultural guidelines to its citizens going abroad about this cultural contrast.


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's population.
Due to their lifespans, skrell have different perception of time compared to other sophonts. Passive observation, study, and mediation is preferred over immediate action, and tend to commit to decisions that will take decades to a century in order to receive the results from. While these can appear as incomprehensible decisions, most of these are generally planned well ahead in order to pay off in the comparatively far future.


Another disorder is '''Beakmouth,''' 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'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.
=== Language ===


Beakmouth causes a strong speech impediment in those afflicted with it as well, leading the pronunciation of all sounds to have a "squishy" 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.  
'''Nral'malic''' (transliterated as “Homeworld Voice”, more accurately ''The Voice of the Homeworld'') is a constructed language invented during the early stages of skrell space colonization, created and enforced in order to have a single language spoken across all skrell, no matter their location beyond Qerrbalak. To non-skrell, the language has the particular trait of resonating in the neck and jaw instead of the ear, due to the fact that most of the language utilizes the expanded hearing and vocal range of skrell that exit the human hearing range. These particular tones are important in declaring tone in the language, allowing for emotional cues and responses to be easily conveyed. The only species capable of speaking Nral’Malic beyond skrell are diona and vaurca, who are naturally harmonic or capable of receiving implants to expand their ranges respectively. [[Zeng-Hu_Pharmaceuticals| Zeng-Hu Pharmaceuticals]] has both invented and patented an implant that allows the receiver to both understand Nral’malic and perceive the ranges necessary to hear the full language, though speech remains outside of its current capabilities. For those who have received a Nral’malic processor and are residents of the Nralakk Federation, the government instead provides devices that allow for a text-to-speech form of speaking Nral’malic, to be used in tandem with the implant.


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.
Originally created in '''925 BCE''' out of an interest in preventing language drift and the difficulties of communication, the original Nralakk Federation enforced its widespread adoption after its full rise to power in '''878 CE''', and barred those unwilling to adopt it from travelling off-world as a consequence. These other languages were relegated to being primarily used in private and in the arts, though this usage eventually faded with time.


===Psychology===
Skrell also utilize a wide range of sounds to communicate particular emotional reactions to stimuli, as well as to emphasize emotional associations. These generally range from squeals, croaks, warbles, chirps, and other sounds. Higher-pitched sounds are associated with positive or sudden emotions, such as happiness or being startled, while lower-pitched noises are associated with negative or neutral emotions, such as anger or hunger. Melodic noises such as crooning or trilling are more ambiguous, often used as an emphasizer towards a previously expressed emotion.  
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.


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.  
'''Nral'Balak''' is an unofficial language consisting of emotional displays, having developed in order to compensate for the lack of facial expressions present in skrell. While containing dozens of variations and personal intent, there are commonalities in Nral’Balak. Skrell who are upset or annoyed often puff their cheeks out, which some liken to the way frogs inflate their necks. Some skrell scrunch their headtails up, chirrup repeatedly, and narrow their eyes as a way of displaying upset or a willingness to fight. This is often likened to a threat display, being similar to behaviors present in ancient skrell. Many skrell will often tilt their head heavily to one side to show visible confusion, and often adopt the human method of nodding and shaking their heads to agree or disagree.


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'Poxii might lead to a scientific, medical, or cultural advances being suppressed or even banned because one stole another's' 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.
<div class="toccolours mw-collapsible mw-collapsed">
====Skrell Slang====
<div class="mw-collapsible-content">
<div><ul>
'''Titles and labels'''


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.
These are names, titles and other terms used to address someone based on one or more of their characteristics.
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.
 
* '''Tadpole''' - A young skrell, or someone who is juvenile. This is usually used to call someone childlike or sophomoric in their behavior.
* '''Brown Dwarf''' - A disappointment, or someone who fell short of their perceived abilities. This is usually used to call someone a disappointment or failure, and is a severe insult. 
* '''Protostar''' - A young, ambitious individual, who has just started their career. Most graduates are labelled this often, but it can refer to any ambitious individual.
* '''Supernova''' - An individual that has begun to lose the interest of the public. Often used in headlines for an idol as "going supernova" to refer to their declining fame. This is sometimes used to describe someone having peaked in their career, and that they are going downhill. 
* '''Voidbeckoned''' - Someone who is careless, reckless, or acting dangerously. This is used almost exclusively towards non-skrell who are seen as reckless and uneducated.
* '''Black Hole''' - A slang term for someone who is considered very stupid, in a field of low repute, or for someone perceived as worthless.
* '''Sparks''' - A slang term for non-skrell, due to their short lifespans. The term is not considered an insult, most using it in a positive, negative, or neutral manner.
* '''Elder''' - An older skrell, typically in their twilight years.
* '''Webfoot''' - A less explicit term for someone who uses Xu’xi gas. This derives itself from the odd, waddling stance many Xu'xi Gas users adopt while high.
* '''Gasrunner''' - Someone involved in the smuggling or sale of Xu’xi Gas. This is applied as either the job itself, or in the same way someone might refer to a dealer as a “plug”.
 
The labels below are used rather than PhD, MD, or other degree titles in Federation space. It is common to see them used by skrell abroad, either alongside or superseded by more known titles such as Doctor or Professor.
 
* '''Lu'vesi''' - Dropout - Lvs. - Void Graduate
* '''Aqm'vesi''' - 1 degree - Aqvs. - Junior Graduate
* '''Qro'vesi''' - 2 degrees - Qrvs. - Graduate
* '''Qu'vesi''' - 3 degrees - Quvs. - Star Graduate
 
'''Extranet Emoticons and Shorthands'''
 
With the extranet as a facet of daily life for most skrell, the online lexicon is extremely vast. These are usable in order to display expressions without resorting to using more human-like emotes.
*'''cccccc''' - A term similar to the human terms of “lol” or “lmao”, this is used as a shorthand for the series of chirps often done by skrell who are being stimulated by humor. A “chirp” is shortened to c, and the more c’s are used show stronger reactions. More rarely, some skrell adapt “lmao” into “cmto”, or “Chirping My Tail Off”.
*'''###/Netting/Netted/===''' - Used as a way of showing someone they have been caught purposefully trying to upset other users for entertainment, or to refer to someone being caught messing around. This is made in reference to fishing nets, which sometimes will catch other skrell by accident.
*'''S0_0S / |0_0| / <0_0>''' - These emoticons are used as a way to convey headtail positions in reaction to something, much like the human emoticons of “:)” or “>:(“. The S is to represent curled headtails, representing the curling of the headtails often used to convey excitement, while the vertical bar represents a more neutral response. The less than and greater then symbols, in contrast, represent the folded inwards expression that is usually reserved for being reserved, feeling insulted, or generally negative or withdrawn emotions. Sometimes shortened to simply “SS”/”||”/”<>”.
 
'''Insults and Crude Slang'''
 
Terms that are considered rude or otherwise impolite by skrell.
 
* '''Briny''' - A recent neologism created younger skrell, to refer to something as “briny” is to call something “crazy” or “bad”. The term derives itself from extremely salty water, which skrell have great difficulty and discomfort being submerged in due to the drying properties and being adapted to freshwater.
*'''Choppy/Chopped''' - An insult that refers to someone who is in a project, activity, or habit that is considered a waste of time or worthless. Often used by more rebellious Federation citizens towards government projects.
*'''Rogue Wave''' - A term that describes someone as acting dangerous or shady, likening them to subversive behavior. Most commonly used to describe Lyukal members, it also sometimes is used to call something disreputable or questionably obtained, or swept in by a rogue wave.
* '''Labber''' - An abbreviated term for sympathizers of Glorsh, shortened from the phrase "collaborator". It is an incredibly severe insult, and is usually used to refer to skrell who accept or tolerate synthetics.
* '''Senseless''' - A term used as an insult towards sophonts not outfitted with a psionic receiver, or as a more general insult towards those considered dull, or stupid.
* '''Orb''' - A common container used to transport Xu’xi Gas.
* '''Sqrug''' - A derogatory term for someone with a dependency on Xu’xi Gas, which has since expanded to other drugs as well. This term has seen a revival as an in-joke to rib each other between Gasriders and gas users.
* '''Gupkala/Guppies/Gup/Guppy''' - A mocking word for law enforcement within the Federation or abroad. The term “Guppy” is also referred to by skrell who see someone or something as gullible or an easy mark.
* '''Grotto''' - Originally used in Weishii to refer to a place of spiritual fulfillment and worship, it is also used to describe buildings where Xu’xi gas is usually used and sold in. These buildings are usually stereotyped as being run-down and abandoned.
* '''Piisz''' - A term used to refer to synthetic Xu’xi Gas, or generally in reference to Xu’xi Gas of questionable quality.
* '''Toady/Toad''' - An insult used to describe criminals, conmen, or generally disreputable skrell. Meant to imply that they give other skrell a bad name, particularly abroad.
* '''Coral Stem/Stem/Gillpress/Lunar Gasmasks/Whistles''' - A term used to refer to inhalers, specifically those full of Xu’Xi gas.  
* '''Drylister''' - Refers to skrell (and very rarely, someone of another species) who has been born abroad that is suspected of being under Federation surveillance by the Ruupkala due to their actions. The drylist refers to the hypothetical list of persons-of-interests or dissenters that is rumored to be kept by the Ruupkala. The topic of the drylist is considered taboo by citizens.
* '''Tidal/Tided''' - Something being absurd or otherwise dangerous, or someone who is insane. The term originates from [[Skrell_Biology#Psionic_Disorders|Progressive Low Tide Syndrome]], or “Insanity of the Tide”.
* '''Chapped''' - Referring to chapped, or dry skin, used to insult someone's appearance. This can sometimes also be used to refer to non-skrell.
 
'''Sayings'''
* '''I've Tup'd''' - "I've won", or "I've peaked." 
* '''I've been Tup'd''' - "I've lost", or “I’ve been outdone”.  
* '''Wake up''' - To call out someone acting lazy or being unproductive.
* '''Algae''' - Used to say "all good", “alright”, or “doing well”.
* '''Mudvein''' - Used to describe withdrawal symptoms of Xu'Xi Gas, likened to the sensation of withdrawal feeling like having mud in their veins.  
*'''Mudlover''' - A term to refer to someone who is consistently forming new habits with drugs, or someone who struggles to quit.
* '''Too moist''' - To accuse an individual of being too traditional or stuck in their ways, not adapting to modern culture. 
* '''Too dry''' - To accuse someone of being too accepting or progressive. Usually used to refer to a skrell with radical opinions, or being accepting of AI
* '''Zipped''' - To be high on Xu’Xi Gas.
* '''The stars grow brighter''' - A term to refer to an individual dying.
* '''Steel-Rained''' - A term used to mean "being stonewalled", or simply being stuck. Derived from the multiple orbital installations that were deorbited when Glorsh-Omega’s period of reign ended.
* '''Stars and void''' - A general exclamation of surprise or frustration.
* '''Stars damned/Void damned''' -  A general exclamation of anger, and can also be used in mild surprise, similar to the phrase "I'll be damned".
*'''Oh, stars/Oh, void''' - A saying of gentle exasperation. Akin to “Oh, god” or “Oh, geez”.
* '''Stars guide''' - a polite way of saying goodbye.
* '''Shelled/kelped''' - Something sold or wagered, which originates from the currency of the Nralakk Federation being made out of modified kelp, usually stamped with images of seashells.
* '''Ink-stained/Inky''' - A concept, object, or person that brings sadness or stress. Refers to the ink-black tear stains that surround a skrell's eyes as a result of stress.
</div></ul>
</div></div>


==Psionics==
==Psionics==
===The Wake===
All Skrell have a general “thought field” called the '''Psionic Wake''' 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'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.


There are two main types of Skrell based on how they perceive the Wake - '''receivers''' and '''listeners'''. 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.
The ''Zona Bovinae'' is a particular region of the brain which exists in all sophonts originating from the Orion Spur, as well as nearly all living animals. Originally presumed to be a brain center for an obsolete form of communication by human scientists, the Zona Bovinae was catalogued during a dissection of a cow’s brain in 2256, which was later discovered to be present in humans and other social animals. Despite its prevalence, human researchers would ultimately consider it a vestigial region of the brain, having controlled a now obsolete action in ancient humans.  


Human scientists have connected the phenomenon of the Wake to many Terran animals. ''Zona bovinae'', 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't been tested yet, as scientists are to empathetic to the volunteers' 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 'unethical research'.
The Zona Bovinae’s purpose would only be revealed during first contact with humankind in '''2332''' with the skrell. Skrell have markedly more developed Zona Bovinae in their brains, which skrell linked to their ability to use psionics. Through an exotic method of neurological signaling and resonance of a still vaguely defined “metaphysical force”, skrell can focus their Zona Bovinae to communicate and interact with each other. Despite the lack of understanding on its finer abilities, skrell have since developed technology that utilizes psionics’ effects.


===The Dream===
Despite most other species only possessing vestigial forms of Zona Bovinae, they are still capable of psionic interactions. Extensive, strong use of psionics on this form of the brain center can be overwhelming and destructive on the victim’s [[Skrell_Biology#Psionic_Disorders|physical and mental health]].  
When a Skrell's body enters ‘deep’ sleep, it stops transmitting signals of the Wake, instead entering the '''Dream, or Srom'''. Here, their thoughts connect to others on a deeper level than the Wake can allow, transmitting emotions and memories. This psychic space is much like a '''human lucid dream''', but on a much wider scale.


The size of any given Srom '''dreambubble''' is dependent on the amount of psychics recently occupying a location. A small number will generally keep their dreams to themselves, perhaps picking up only scarce traces from one another. Smaller dreambubbles can widely vary in appearance, generally the strongest memory or lucid concept dreamt up. Larger dreambubbles, such as on '''Homeworld''', resemble the environment they’re built around.
=== Telepathy ===


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's dream body; some claim the process is easier if one sleeps wearing a costume. Overuse of lucid dreaming causing various levels of unpleasant physiological and psychological effects. It takes a keen mind to perfectly replicate how a dreamed up object would realistically act. Lastly, '''stress''' can cause objects to spontaneously apparate in the Srom or change it.
Telepathy, or active psionic communication with another party, is a common ability used by skrell in order to hold conversations with each other. While this ability requires a significant burst of focus, telepathy allows for skrell to send messages between each other, other sophonts, and most animals. Telepathic communication is a common way to have a private conversation in public. As long as both parties are not doing this to exclude someone from a conversation, it is not considered unusual to carry out full conversations in telepathic communion. Using telepathy to gossip, send secrets, or converse without others knowing is considered rude and excluding.  


Curiously enough, the ''''ghosts'''', ''''memories'''' or ''''echoes'''' 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.
Outside of telepathy, most psionic interactions are regarded as socially unseemly. Emotional suggestions to other skrell without consent is of the same caliber as a human instigating conflict, and can result in an emotional barrage being exchanged between the two skrell. This sort of psionic dueling typically ends when one skrell loses their emotional composure and succumbs to the suggestions.  


It is '''difficult''' to '''keep ones lips sealed in the Dream''', with inhibitions that often keep ones thoughts to themselves easily melting away. However, it is also much easier to create and '''brainstorm''' in Srom. This often extends to the waking world, the body mumbling recent excerpts from their dreamspeech. Ways to hide from the '''dreamclutter''' of a dreambubble are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that '''aluminum''' (typically headpieces, blankets, or plated walls) blocks off sections of a Dreambubble entirely.  
Use of telepathy to non-skrell is considered risky due to its [[Skrell_Biology#Psionic_Disorders|potential effects]], with the Nralakk Federation deeming nonconsensual telepathy a criminal offense, akin to battery or assault. Precautions and travel advisories expound on this risk to skrell traveling abroad or when working with non-skrell, with many skrell being unwilling to use telepathy on them entirely. Long-term exposure to telepathy and other direct psionic influence remains an obscure field, with skrell researchers being too empathetic to the volunteers' pain to see most experiments to their conclusion, though [[Federation_Crime_and_Resistance#Unsanctioned_Research|unsanctioned research]] remains common.


Skrell who don't have the luxury of aluminum-plated walls must remain in '''light sleep or awake entirely'''. This means most who hold secrets have the telltale sign of being constantly tired, however you can train yourself to enter a '''meditative trance''', keeping the mind active while the body rests. Scientists frequently isolate themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with each other in private.
'''OOC Notes on telepathy'''


Some Skrell fall into the categories of an '''oversleeper or an undersleeper'''. Some find themselves '''addicted''' to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oversleepers are seen as '''reclusive''' and sometimes lackadaisical individuals, and undersleepers are seen as holders of '''deep and potentially dangerous secrets.'''
* Psionic Pinging a location in order to find synthetics, particularly those who are attempting to hide their identity as a synthetic, is considered poor taste. Doing this without prior suspicion is excessively paranoid, and immediately ousting them without prior interaction is poor play. If you do find a character doing this, interacting with them before immediately attempting to oust them is heavily preferred.
* Telepathy is versatile, and you can convey images, sounds, emotions, and sensations along with regular speech. Make sure to format your telepathic messages to make this apparent to the recipient, at minimum phrasing it to the effect of "You hear/see/feel X in your mind". While you can project emotions and sensations, this does not mean you can force someone to fully accept this implanted thought.
* Telepathically sending pain or the sensation of an injury to a character does not mean they can actually be hurt by it, nor would it cause any lasting effects.


It is known that Skrell only need to sleep for '''minutes at a time''', being able to lapse in and out of consciousness almost on-command. However, they are able to remain asleep for '''incredibly long periods''', even weeks or months at a time. Many take sixty-second naps throughout their day to remain refreshed.
=== Receivers and Listeners ===


Due to the sometimes '''chaotic nature''' of thousands on thousands of individuals sharing a space that more than just a few can alter, there is a dedicated division of the '''Federation law enforcement''' just for the Srom. Called '''Sromkala''', translating to '''Dream Enforcement''', their roles are to ensure that major planetary dreambubbles are safe from wild lucidity. Agents are recruited from Skrell with '''very high psychic potential'''. The Dream Enforcement are also in charge of ensuring no illegal or anti-Federation activities are being dreamt, particularly the '''malicious use of Nlom-capable devices.'''
Skrell are divided into two psionic categories based on their psionic aptitude and relationship with the Nlom, being either “Receivers” or “Listeners”. This difference is decided at birth, with the majority being Receivers at a ratio of 9:1, with no methods available to predict a newborn skrell’s type, nor modify it. Being seemingly at random, some skrell refer to this as the “Great Lottery”.  


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 '''three Skrell pilots''', who will plot bluespace trajectories at the same speed, or faster than an AI from human space. It'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.
Receivers and Listeners primarily differ in their natural acclimation to the Nlom, with Receivers being inherently more willing to accept the Nlom’s influences, aiding them in adhering to the current norms of the society around them. Listeners, in contrast, feel much less influence from the Nlom’s consensus-based state, though this causes Listeners to be viewed with suspicion. Bias against Listeners are present in Federation society, with Receivers being the disproportionately dominant group in the government and upper-class. Despite this binary being commonly accepted, some skrell cannot easily classify themselves within one or the other, having felt their attunement to the Nlom fluctuate across their lives.


===Telepathy===
While most Listeners force themselves to integrate and adhere to the Nlom’s influence, others resist the social ostracization, surveillance, and prejudices held against them by Receivers. These groups agitate for the acceptance of Listeners in many ways, with some adopting radical concepts that call for a purposeful disconnection from the Nlom entirely. Psionic isolationism is considered an extremist opinion within the Nralakk Federation, with most moderate Listener groups renouncing it.
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'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 'unethical research'.


==Social==
=== The Nlom ===
===Federation Social Interactions===
[[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.]]
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 'lazy' 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'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're not allowed to bring outside of Skrell space.


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.
The Zona Bovinae creates a small range around them referred to a “thought field” consisting of passive emotions and thoughts, referred to as a “psionic wake”. Referred to as the “Nlom” in Nral’Malic, skrell naturally produce a large enough field on an individual level to influence their everyday lives.


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.
The psionic wake of an individual is a constantly passive release of their current emotional state, as well as subconscious thoughts and biases. These ripple outward from them and interact with other skrell, affecting their thoughts and perspectives. Over time, these wakes will grow into a large area of influence in the area Skrell routinely inhabit, expanding its field of influence. These bubbles eventually encompass the entire planet as the skrell population increases, limited only by the atmosphere. Most planetary wake field bubbles cease upon contact with the vacuum of space, with the exact point of termination varying depending on total population, supporting psionic infrastructure, and environmental qualities.  


===Emotional===
=== Sleeping and [[The_Srom|The Srom]] ===
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.


Due to Humans' 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'Malic, communication is so seamless that two parties involved in a discussion would almost be able to guess each others' 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.
Skrell typically sleep for roughly one hour every twenty-four hours, and are capable of lapsing both in and out of sleep on command. Skrell who enter deep sleep will have their zona bovinae cease transmitting to the psionic wake, instead sending it towards a shared, oneiric state simply called the 'Srom', or Dream. The Srom connects skrell across a kilometers-wide range, allowing them to share collective experiences together in the dreamscape.  


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.
While the Srom’s dreamscape is malleable through concentrated effort, the ability to do so depends heavily on the skill and psionic aptitude of each individual. Only particularly psionically sensitive skrell with extensive practice in shaping dreamscapes can modify entire regions of the Srom, at the cost of being left exhausted upon waking up. Most skrell instead dedicate their focus on the more accessible ability to self-modify their appearances in the Srom, with wearing costumes to transfer them into the dream being common practice. All of these modifications are temporary, fading back into the Srom’s original state over time.


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.
Social inhibitions fade away entirely in the Srom, making it difficult for those in it to keep secrets or stay reserved from others. Many skrell use the dreamscape in order to share ideas and collaborate, finding it much easier to think clearly without having their usual inhibitions stifling their thoughts. Self-isolation in the Srom is as simple as moving themselves away from others in the dreamscape, while completely removing themselves from it involves the use of aluminum to block their psionic signals from being transmitted entirely. Aluminum headphones, wall linings, and hats are commonly used to accomplish this.


Skrell who suffer from [[Skrell_Biology#Psionic_Disorders|sleeping disorders]] are divided between oversleepers and undersleepers. Psionic Oversleepers are those who rely on the Srom as a method of escapism, or develop a dependency to the potential of lucid dreaming to the point of disrupting their daily life and being classified as an addiction. Oversleepers are typically characterized by being seen as recluses, social pariahs, or otherwise eccentric and lazy. Psionic Undersleepers, in contrast, are skrell who have withdrawn from the Srom for multiple reasons, being regarded as having withdrawn due to holding secrets or dangerous information to the point of depriving themselves of sleep.


===Humor===
Srom-capable devices are interfaces attached to machinery that is accessible from within the Srom, allowing skrell connected to the dream to work even while asleep. These interfaces allow work to continue even while asleep, seeing adoption by researchers and bluespace navigators. Srom-capable bluespace drives allow for teams of skrell pilots to coordinate their navigation in order to match the dedicated AI navigators used outside of the Nralakk Federation. Learning how to interface with these devices requires extensive training, and requires the operator to be completely isolated in an aluminium-plated room to focus and restrict access to non-operators.
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.  


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.
== Skrell Social Dynamics and Society ==


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.
===Stress and Personality Changes===


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.
Skrell generally have difficulty with holding short-term events with the same importance that other species do due to their longer lifespans and altered perception, with most consequences that affect less than a decade being seen as generally less consequential. This differing perspective allows for skrell to have a higher tolerance of waiting periods and short-term anxieties, though the opposite is true over long-term concerns and existential dread.


===Language===
Stress accumulation affects skrell at a slower rate, with high stress being exhibited through the inky liquid leaking around their eyes, being perceived as similar to crying. Skrell experiencing extreme stress will usually have patches of stained skin around their eyes and faces, having built up to the point of affecting the skin color.
To a human, '''Nral'Malic''' 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'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'Malic.


The language was created in '''1593''' 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't speak it fluently. As scientific communities exclusively used Nral'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'Malic.
A skrell’s personality and emotions are notably impacted by the tidal cycles, being both attuned to the ocean and the moon’s influence on the tides. These influences express differently between individual skrell, with the new moon causing some skrell a deep sense of anxiety and unease, while others feel revitalized and energetic from the same phase. Any phenomena that can affect tidal forces are also felt in the skrell present, which requires a period of acclimation similar to moving to a new planet. Some skrell are reluctant to migrate because of this, with the planet’s moon(s) or lack thereof causing notable personality shifts.


== History ==
===Cohesion and Violence===


Main page: [[Skrell History]]
Skrell are traditionally a group-oriented species, putting importance on unity both in and between groups above the differences between them. The Nlom causes the prevailing thoughts in a community—and across the Nralakk Federation in the modern day— to be the dominant influence, causing most skrell to subconsciously adhere to the majority. Detractors are typically Listeners, as well as those negatively affected by the current status quo. While skrell enclaves outside of the Nralakk Federation experience conflict and differing opinions, the use of [[Skrell_Technology#Nlom_Relay_Network|Nlom relays]] across the Federation ensures that most citizens will keep to the common consensus of their peers.


The history of the '''Federation''' is one rooted in co-operation and unity of the whole Skrell species.  
During [[Skrell_Early_History#Rise_of_the_Skrell|early skrell history]], violent conflict was commonplace between different clans and between subspecies due to their differences. As skrell societies developed, violence became less culturally accepted, and conflict between opposing groups was not allowed to progress into physical altercations. Most violence during this period shifted towards small-scale, ritualised warfare throughout early-modern skrell history. After the end of the [[Skrell_Synthetic_Age#Late_Synthetic_Age|Synthetic Era]], particularly after the Glorsh-Omega period, this stance changed as the [[Skrell_Biology#X’Lu’oa|fertility crisis]] of the modern day leaves most skrell with deep fears over the extinction of their species. This is most obvious in the [[Skrell_Recent_History#Collaborator_Trials|collaborator trials]], with the most severe punishment being forced interment into cryogenic stasis instead of execution or life imprisonment.


In the '''15th Century''' the Skrell had begun colonizing outside of their solar system, with selective colonization programs.  
While conflict still occurs in skrell society, physical violence is considered unbecoming and beneath them. Instead, skrell have turned to nonviolent conflict through debate or social pressure between opposing groups. One method, known as a “Unity Demonstration", consists of a group of skrell arriving to socially pressure and intimidate another group to coerce them into submission. Despite this, violence still exists between skrell, typically damaging property and infrastructure as a common tactic, particularly by criminal organizations and the [[Federation_Crime_and_Resistance#The_Resistance|Lyukal]]. The threat of violence or serious injury is typically the limit for most, but many skrell can still be pushed to violence if forced to defend themselves.  


By the '''20th Century''' Skrell now lived across the stars, and a heavy focus on science and study created the first '''Artificial Intelligence''', 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.
Violence between skrell and other species is viewed in a different light, with the same sentiment that all life is precious being shared by less skrell. Other skrell consider other species to be lesser, and are much more willing to fight them should the need come to pass. Despite this, most skrell are aware of their physical limits as a species, and outside of groups like the [[Skrell_Faith#Suur’ka|Suur'ka]] and those influenced by primarily non-skrell communities, physical conflict should be avoided.


In '''2056''', the AI '''Glorsh-Omega''' suddenly took control of every AI across Federation space in a '''synthetic singularity''', beginning a brutal reign for '''136 years''' where it completely '''crippled the Federation''', '''killed billions''', forced the rest to be '''workers for its unknowable goals''', and '''sterilized the whole species'''. It all ended in '''2192''', under mysterious circumstances.
=== Social Mannerisms ===


By '''2388''' 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.
Most skrell do not hold eye-contact as important during conversations between each other, and don’t mind the other party facing elsewhere or focusing on a task while speaking with them. This changes among non-skrell who consider this behavior rude and lack the ability to tell what they are looking at with the lack of visible pupils, where they will instead make a point to turn their faces to look directly at whoever they are speaking to in order to display their focus on them. In contrast, skrell are very physical among their peers, and will often embrace, hug, or be otherwise physically affectionate between each other in a way that most non-skrell would consider romantically charged. Personal space is not held as particularly important, with coworkers and acquaintances readily entering close contact without much thought on the action.


In '''2413''', 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.
Skrell display intimacy with one another primarily through physical contact, with the act of touching the heads and headtails reserved for their close friends or partners. Gestures are also commonly used, with the gesture of touching their forehead and gesturing towards another party is similar to blowing a kiss. Some verbal displays of affection include comparing or nicknaming someone to a named star, with naming an unnamed star after them being a common practice among astronomers throughout history.


==Notable Information==
Less physically intimate gestures, like those between close friends, involve nudging or prodding them with a headtail, similar to how a human can playfully nudge or gently punch a friend in the arm. Tails are usually the subject of playful rudeness between skrell, usually being pulled on or used to gently hit their friends as a form of roughhousing, though this is considered immature in public.


===Religion===
While skrell can face discrimination and are often the subject of speciesist insults, responding to these in turn with insults of their own is considered improper. Losing face through these confrontations would be interpreted as a sign of being overly-confrontational or a sign of poor demeanor, negatively affecting their reputation significantly if done in public.
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. '''Qeblak''' is an ancient Skrell faith that dates back before even written records. '''Weishii''', the second dominant faith of the Skrell, is a more modern faith which was born shortly after the '''Glorsh Rebellion'''.  


[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]
[[File:Skrellguide.png|thumb|alt=|A government-provided informational guide depicting typical gestures used by skrell.]]


===Political Structure===
=== Gender ===
Following the Skrell's long tradition of political councils, the '''Jargon Federation''' 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 '''Grand Councillor''' is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].


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't have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.
''See also: [[Skrell Relationships#Unions|Skrell Relationships]]''


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.
Skrell, due to lacking any form of sexual dimorphism, being simultaneous hermaphrodites, and common consensus across their multiple developed cultures, do not have a concept of gender. While gender identity remains virtually irrelevant in Federation society, skrell who interact often with other cultures that do have socially important notions of gender will sometimes adopt an identity out of simple interest or a desire to be more socially cohesive with who they are interacting with. This decision is given only as much weight as the individual skrell attributes to it, and choosing out of simple whimsy is equally as common as seriously studying and considering who they align the most with.


===Major Systems===
For the purposes of procreation, skrell utilize a simple form of assigning who is siring and carrying the eggs that will become their progeny. These terms are '''F'ex'Qa''', or Egg-Layers, and '''F'ex'Tra''', or Egg-Fertilizers. These terms are impermanent, and most skrell will alternate multiple times in their relationships between their partners.
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 '''Jargon'''.


The Skrell capital city, '''Kal'lo''', is located on their swampy homeworld, Jargon IV (also colloquially known as '''Qerrbalak'''). 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'morr.
=== Emotional Displays ===
Skrell lack the necessary muscle structures within their faces to perform noticeable facial expressions, leading others to believe skrell are emotionless or stoic. This perception is in contrast with the reality of skrell being very emotional and commonly use emotional displays through body language, vocal tones, word choice, among others.


Jargon V (known as '''Aliose''') forms another important home for Skrell in the system. Many research laboratories have been built in the planet's extensive underground system, and Skrell native to Aliose commonly develop an abnormally pale skin coloration due to the world's significantly colder climate.
Physical reactions to strong emotions are a key part of skrell emotional displays, which acts as a “tell” for which emotion is being felt through its physical reactions, which uses sensations like pain and warmth. Emotional pain will quickly become physical pain for skrell, with a link in this phenomenon being linked to their developed zona bovinae.  


[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV (Qerrbalak) labelled.]]
Due to most other sophont species’ limited hearing range, the tonal ranges skrell use for expression are lost when communicating with non-skrell. Skrell have a very difficult time expressing themselves to non-skrell for this reason, particularly as Nral’malic utilizes these tones to explicitly dictate emotional intent and expression. In contrast, skrell who communicate with each other in their shared language alongside the Nlom casting their emotions engage in near-seamless communication between each other, almost able to predict each other’s thoughts.  
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.  


Almost all planets have accompanying '''observation posts''' 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.
To adapt to the physical language barrier between other species, the gesture and tone-based language of ''Nral’Balak'' was made in an attempt to bridge the gap. Nral’Balak utilizes a combination of body language, gestures, and vocal cues to indicate emotional states and needs. While providing a standard for conveying emotions to non-skrell, it exists primarily as a guide for skrell to adapt to conversing in their own way, meaning most messages are context-based. A skrell crooning can either be from fear when being placed in danger, or from disappointment from not enjoying a meal. Typically, non-verbal sounds have a tonal indicator, with a high pitch indicating happiness or high energy emotions, while a lower pitch indicates sadness, distress or low energy emotions. Physical gestures also require context clues, with a tilt of the head capable of meaning confusion at a statement, or as a show of interest or curiosity to something shown to them.


''For more information, see [[Notable Skrell Systems and Locations]]''
=== Humour ===


===[[Skrell Military|Military]]===
The concept of humour between skrell is completely different to what other species consider humourous, with a majority of amusement or comedic value for skrell being solely a reaction to the unexpected. The sensation of finding something comedic or entertaining is also felt differently, producing a mild pain akin to the tingling sensation after eating spicy food, a sudden weakness in the muscles, or an itch on the roof of the mouth in severity. Humor as a whole manifests as a “fuzzy” feeling within a skrell’s head, which can rise with the severity of entertainment to the point of causing dizziness or disorientation. Outwardly, skrell primarily react vocally through a series of chirps and chirrups not dissimilar to a laugh, typically accompanied with repetitive headtail or hand gestures.
Although Skrell have not had thousands of years of warfare experience like humans, they've mastered '''infiltration, espionage, kidnapping, and stealth'''. While the Federation Navy is only two thirds the size of the Sol Alliance's, the Skrell's incredible technological advances have made their military the '''most effective''' in the known galaxy, also having the best victory-defeat ratio in the Galaxy. Most of the Skrell'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 '''Tup commandos''' are especially feared for their infiltration capabilities and combat prowess.


===Economy===
The feeling of amusement is enjoyed by most skrell, particularly by younger skrell, while others may find it as patronizing or insulting due to it being derived from the assumption that they would not have seen the joke coming. Older skrell find very few things humorous from their long life of experiences, and will usually remain unsurprised. In formal settings, it is considered impolite to tell even a mild joke in the wrong context, with a joke as a slight towards the guest of honour being seen as more acceptable, rather than doing so while dining at a restaurant with your extended family.
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon'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.


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.  
While most other species’ humour relies on words, wordplay, or stories with punchlines to be effective, skrell humor relies primarily on visual humor. Skrell humour is considered very literal as a reaction to the unexpected, with most jokes relying on the unexpected to be funny. Compared to a human joke, a skrell joke relies less on a punchline, and more on the setup, with absurdity taking priority. Due to this, most skrell find verbal jokes unfunny or taken incorrectly, with describing a scenario being taken completely differently in comparison to actually viewing it. As a consequence of how skrell humour functions, skrell fear reactions are the same as laughing. A skrell may chirrup or chirp in response to being startled, much like nervous laughter, and is generally unpleasant. Despite the differences in senses of humour, skrell can develop an appreciation for the humour of other species. While not find a human joke amusing, skrell will instead find it clever or and be able to identify why the joke is considered funny. Most puns will be seen as wordplay, and usually explained back to the speaker, though this isn’t taken well.


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 "subsidies" from the government, which is essentially exchanging uux for galactic credits.
Many skrell who undergo training or treatment to repress their fear responses, typically for work in dangerous fields or as an enforcer, will equally suppress their senses of humour. While these emotions are tied between each other, most skrell who lose their sense of humour will find it very difficult to regain it afterwards.


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.  
'''Happiness''' is very easy to visually tell from skrell emotional displays. Skrell will use a varied mixture of headbobbing, shrills, and positioning of their headtails to convey their joy, with the curling their headtails and warbling in higher pitch being most common. Skrell struggle to contain their joy, resulting in such often spilling over into the rest of their body and repetitive motions (such as rapidly blinking or flapping their hands) as an obvious sign of happiness.  


===Medicine===
'''Sadness''' is a much more difficult to identify emotion, and is one of the harder emotions to convey for skrell that other species can understand. Emotional pain quickly surpasses the threshold to cause physical pain for skrell, which can sometimes become debilitating when suffering from sufficiently overwhelming misery. Physically, sadness is displayed through quiet, low chirps shifting the headtails to hide the neck, fidgeting and rubbing of the headtails and fingers, as well as facing away from others compulsively.  
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.  


One example of such is the technology of "flash-cloning" - 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.
Both '''confusion''' and '''fear''' are easy to spot emotions for skrell. Confusion compulsively makes skrell emit a mix of high and low pitched warbles and croaks, along with the continuous shifting of their head side to side. This behavior helps skrell process audible information from someone speaking, or when noises in the dark. Skrell will also feel the need to cover their neck with their headtails, tucking their arms inwards and widening their eyes to protect the vital organs to ensure their survival as a flight response.


Another example are widely used "youth serums", 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.
==Politics and Factions==


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.
===The Nralakk Federation===
[[File:Jargon flag.jpg|thumb|right|The flag of the Nralakk Federation.]]
The '''[[Nralakk Federation]]''' is the sole skrell political entity within the Orion Spur. The Nralakk Federation's history traces back to its [[Skrell_Early_History#Unity_of_Skrell|original founding]] in '''878 CE''', having formed in response to independence movements across skrell space colonies. The Federation was dismantled following the rise of Glorsh-Omega, then reestablished as the '''Second Nralakk Federation''' following the reunification of the species afterwards.


===The Different Era of Skrell===
While the Nralakk Federation is primarily a meritocratic state, Federation society is heavily stratified based on the '''Social Compatibility Index''' system, which scores individuals based on how closely they follow the ideals and maintain the social cohesion of the nation. Low-scoring individuals experience social ostracization and restriction of their rights, while high-scoring individuals are elevated as celebrities and pillars of the society. This social stratification causes skrell pushed outside of the system to rebel against it in the form of illegal organizations and non-conformist movements, who work to dismantle the system, or towards reforming the nation entirely.


'''Weeping Era (400+ years old)'''
===[[Federation_Crime_and_Resistance#The_Resistance|The Lyukal]]===


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 '''children, friends, or co-workers''' 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 'children', 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...
The Lyukal is a decentralised resistance movement that aims to dismantle the dominance the Nralakk Federation has over the species. Named after the resistance movement that acted against Glorsh-Omega originally, Lyukal cells work independently to achieve their objectives, ranging from non-violent demonstrations, to acts of terror and attacks against military installations.


'''Collapse Era/Abyssal Era (268-400 years old)'''
===Marauders===


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 '''hateful''' and '''disgusting''' things that know only to rule with an unknowable agenda - often involving '''death''' 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...
The [[Federation_Crime_and_Resistance#Marauders|Marauders]] are a broad term for pirates, smugglers, and other criminals who operate within the Traverse. Despite sharing a term, each group typically operates independently from each other, from pirate groups that plunder resources to extort higher prices from their original recipients, to collectivized groups that intend to aid colonies in the Traverse to lessen their dependence on the federal core. While a loose group, the Ti'Rakqi is the largest and most notable Marauder group active in the Traverse, consisting of multiple fleets of Marauders that work in tandem for mutual benefit.


'''Supernova Era (72-267 years old)'''
===Interspecies Relations===


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 '''no births''', 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.
Skrell generally hold themselves above the other sophonts of the Orion Spur, being technologically advanced and self-titling themselves as being enlightened and scientific. Skrell society self-considers itself to be refined and above the trappings of violence and ignorance that other societies suffer from, culminating in many skrell seeing themselves as caretakers, wards, and mentors for the younger, lesser species. This manifests in many different ways on an individual level, but is readily apparent in the Nralakk Federation's international relations and foreign policy. The Federation has maintained its position as a technological giant, and is unwilling to release many of the technological advancements to other nations. Any research shared is done through releasing technology that they perceive has no potential for misuse, and only to those deemed responsible enough to receive it. Politically, the Federation has historically maintained its isolationist position until recently, and is still in the beginning phase of involving itself in Spur-wide politics.


'''Radiant Era/Contact Era (...-50 years old)'''
On an individual level, skrell experience a wider general acceptance from other species tolerance when abroad, with a few exceptions. Humanity as a whole tolerates skrell, with the [[Solarian Alliance]] in particular maintaining close ties due to their relationship with the Nralakk Federation. General xenophobia persists, but skrell are tolerated more than other species within Solarian space, differing only by region. Skrell are more tolerated on planets where they have a large presence such as [[Europa]], [[Silversun]], [[Venus]], and within the richer areas of Solarian space. The Nralakk Federation's relationship with the Solarian Alliance means that many who are anti-Solarian may also be anti-Federation and anti-skrell, such as the [[Coalition of Colonies]]. Other species, like [[Unathi|unathi]], have a tense relationship with skrell due to their involvement in first contact with humankind. Some unathi maintain a level of animosity towards skrell due to the events of the [[Contact War]], though [[Ouerea]] have embraced skrell in their shared fight for democracy on the planet.


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 '''hating''' synthetics as their parents have, or forming bonds and '''risking''' the pain of betrayal as the Weeping Era knows...
[[Vaurca]], specifically those from the [[C'thur in the Federation|C'thur hive]], are generally well-accepted by skrell. Their contributions to the Nralakk Federation have quickly secured their place as respected members of Federation society. However, Hive C'thur's use of [[Vaurca_Biology#Taxonomy|Viax]] and [[Vaurca_Biology#Cephalons_(Type_D)|Cephalons]] are considered too close to the use of artificial intelligence among some skrell, with the hive’s loyalty to the Federation also called into question after C'thur was granted strategic positions within the nation’s political and military spheres.
 
[[Diona]] were the first species encountered and [[Diona in the Federation|integrated]] by the Nralakk Federation, with their assistance in rebuilding the nation post-Synthetic Era cementing the bond between the two species. Dionae are respected on both a societal and individual level, being integrated into most levels of Federation society, and the rights they have received in comparison to the rest of the Spur remains proof of their position.  


=== Skrell Outside the Federation ===
=== Skrell Outside the Federation ===


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 '''[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]''', cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born '''outside''' 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 '''do not''' 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's reasonably good level of integration into human society.
A vast majority of skrell live and are primarily born in Nralakk Federation, with those skrell living outside of the nation being a small, but notable, minority. In the [[Skrell_Culture#Different_Eras_of_Skrell|Radiant Era]], skrell born '''outside''' of Federation space were noted on human worlds with significant skrell presence, notably [[Mictlan]], [[New Gibson]], and [[Skrell Abroad|other planets]]. These children '''still enjoy''' Federation citizenship by birthright as skrell, as the Federation [[Guide_to_Citizenship#Nralakk_Federation_and_Citizenship|considers all skrell as citizens]], while also preserving their citizenship within the nation of their birth. Skrell born in the Republic of Biesel are protected from deportation or other legal actions by the Nralakk Federation, which also extends to skrell who have enlisted in the Tau Ceti Foreign Legion.


===Slimes===
===Slimes===


Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive '''bluespace''' 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.
Slimes appeared in the aftermath of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], of which they are living anomalies in the aftermath of what is hypothesized to be a '''bluespace''' anomaly. These slimes will manifest wherever large amounts of bluespace transit and bluespace interactions occur. These lifeforms remain a topic of controversy and debate in the scientific community of the Nralakk Federation, with massive efforts are made to contain and research slimes across the Orion Spur. The Federation extends this effort towards non-allies to ensure slimes cause no harm, though the Federation’s presence alongside slimes are the source of many conspiracy theories. Moral quandaries around the treatment, specifications, and ethical handling of slimes continue to this day, with some skrell viewing them as remnants of those that died in the rebellion, while others call them bioweapons leftover by Glorsh-Omega.
 
The Nralakk Federation outlaws the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slimes escaping beyond laboratory environments. Slime research facilities in the Federation are equipped with state of the art control systems to ensure slimes do not escape containment, and most slime facilities are located underwater to take advantage of the slimes’ natural water and cold intolerance.
 
==Playing Skrell==
 
===Rulings===
'''Jobhopping is not allowed'''. While skrell are long-lived and typically obtain multiple degrees, adherence to the server rules on jobhopping is mandatory.


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.
Playing as a Glorsh collaborator/synthetic sympathiser, resistance member, Marauder/ex-Marauder, or Federation loyalist/spy is allowed, but '''these backstories can result in your character being caught and made unplayable.''' Consulars are allowed to report non-conformist and dissident activity of Federation citizens to the lore team, but players are not allowed to lie or gather this information OOCly. Character removal is a serious event, and attempting to misuse this progress is a violation of server rules.


===Implants and Genetic Modification===
The [[Nralakk Federation]] considers all skrell to be de jure citizens, regardless of origin. In reality, those born outside of the Federation do not have full citizenship, and must apply before they can receive the benefits and adhere to Federation laws. Some nations have official policies and agreements with the Nralakk Federation that allow their citizens to be deported for any reason, while others have agreements that protect Federation citizens who wish to claim asylum. Most nations will protect those who are their citizens, but '''as a rule''', if your character officially has Federation citizenship, they are at risk of being deported if the Federation orders it necessary. Characters can claim asylum within the Republic of Biesel with ease, which can be done through joining the [[Tau Ceti Foreign Legion]]. Other asylum claims need to be discussed with the relevant lore team.


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.
===Thoughts and Behaviours===


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 "loyalty implants" 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's loyalty.
While skrell as a whole are generally communal and embrace conformity, this does not mean that all skrell hold the same beliefs. While skrell can be split between [[Skrell#Receivers_and_Listeners|Listeners and Receivers]], where Listeners are less susceptible to the Nlom’s consensus and Receivers are more susceptible, this does not completely override the individual character’s personalities and experiences. The consensus reached through the Nlom can only influence a skrell's thoughts to an extent. For example, while a majority of skrell agree that artificial intelligence is dangerous, more specific views of its use differ on an individual level. The debate on Cephalons and Viax being used by the C'thur is contested, with a majority believing that they are too close to artificial intelligence, but it is not the singular opinion of the entire species. In the Traverse, where the consensus from the Nlom is fed through the federal core worlds through Nlom Relays, these have begun to fall into disrepair in light of the Phoron Scarcity, and before that point faced more contested opinions with many skrell in the Traverse. Skrell on the frontier live in the reality of their circumstances of neglect from the Nralakk Federation, and thus hold more skeptical or outright anti-Federation sentiments.  


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.
When playing a skrell character, the factors of their life do influence their thoughts. If your character is a Secondary Numerical from the [[Notable_Skrell_Systems_and_Locations#Skrell_Systems_and_Locations|Inner Systems]], they have been exposed to the Nralakk Federation’s care, propaganda, and Nlom consensus their entire life, and would not personally experience oppression at the hands of the nation. This character would then be more inclined to agree with the group consensus reached through the Nlom, regardless of their Listener or Receiver status. When faced with evidence that the Federation's actions are wrong, however, Listeners may be quicker to change their attitude than Receivers due to their relationship with the Nlom.


The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.
Skrell behave very differently compared to other species. They are long-lived, and are prone to thinking more in the long-term than the short-term. This can manifest in many ways, and players are not expected to be constantly thinking ahead. Generally speaking, skrell characters would act in a way that sacrifices short-term benefits in favour of long-term ones. Skrell also do not show emotion in the same way that other species do, as reflected on the entries regarding their emotional displays on this page. These mannerisms can differ, and a skrell born abroad in human space would adopt more human displays and ways of expressing their emotions. When roleplaying your character's emotions, it should be done in ways that would be less obvious to non-skrell who haven’t interacted with many skrell before.  
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[[Category:Skrell]]
[[Category:Skrell]]
[[Category:Species]]

Latest revision as of 20:30, 8 October 2025

Skrell
R. skrellis axioris, R. skrellis xiialtus
Home System: Nralakk
Homeworld: Nralakk IV (Qerrbalak)
Language(s): Nral'Malic, Tau Ceti Basic
Political Entitie(s): Nralakk Federation

Skrell are a species of amphibious bipeds, originating from the planet of Qerrbalak. Skrell possess multiple features due to their origins from the oceans of their homeworld, possessing gills, self-hydrating pliant skin, and webbed digits. With notably longer lifespans than most of the sophonts, combined with their earlier development of organized societies, skrell are the oldest spacefaring species in the Orion Spur.

Skrell society has remained in a single, unified society soon after their expansion into space, with both incarnations of the Nralakk Federation being the sole body of modern skrell civilization. The Nralakk Federation operates under a single government that plans nearly all aspects of skrell society, with it maintaining both a nationally-unified efficiency and expansive social welfare system, though many detractors claim that these are at great cost to personal and political freedoms.

Contents

Heads of Staff

Skrell can be the following heads of staff:

  • Captain
  • Head of Security
  • Chief Engineer
  • Executive Officer
  • Chief Medical Officer
  • Research Director
  • Operations Manager
  • Consulars / Representatives

Mechanics

Species Mechanics

  • Skrell speak their own exclusive language of Nral’Malic, which is used by typing ,k before the rest of the spoken message.
  • Skrell can enter the Srom, or Dream, with other skrell when they sleep, allowing them to communicate through a lucid dreamscape.
  • Skrell can breathe underwater due to being amphibious and possessing gills.
  • Due to their advanced vestibular system, skrell cannot be slipped.
  • Skrell have large heads with protruding headtails, requiring all EVA helmets to be refitted to their unique headshape. These are found in EVA storage areas, and can also be done by using a suit cycler. Their headtails also make it uncomfortable to wear most headwear and hats, making them usually unwilling to wear them.
  • Skrell have a hemocyanin-based circulatory system, meaning that their blood is based on copper instead of iron. Skrell require copper supplements to alleviate bloodloss symptoms (but can receive human blood of their type without issue currently, due to game mechanics simplifying blood types across species).

Axiori Mechanics

  • Axiori take increased burn damage due to their skin being sensitive to high heat.
  • Axiori take decreased oxygen and brute damage due to adaptations to variable pressures underwater.
  • Axiori have to rehydrate more often and regularly when outside of water.
  • Axiori sprint slower due to their larger, webbed feet.
  • Axiori have a naturally higher pulse due to their increased circulatory needs.

Relations with Megacorporations

Skrell are able to work for every megacorporation within the Stellar Corporate Conglomerate, and are accepted as agents into the Conglomerate’s internal affairs. Several megacorporations maintain labor agreements between themselves and the Nralakk Federation, with Zeng-Hu Pharmaceuticals in particular maintaining an expansive partnership with the Federation. Other corporations do maintain a comparatively smaller presence within the Federation, but still allow skrell to work for them.

Skrell History

See also: Skrell History

Skrell history extends multiple millenia, with the furthest recorded events stretching into the tenth millennium of the before-common era. With most of this period being lost due to the corruption of oral histories and impermanent structures in the oceans and shores, large portions of skrell history remain obscure. Dedicated skrell historians and archeologists maintain a generally agreed upon consensus of pre-historical skrell, though even most of this has been lost due to the Tzqul Archive’s lockdown after the Synthetic Era. Modern skrell historians and anthropologists to this day still struggle to retrace the steps of their species without the pre-existing sum total of their species’ history within the archives.

Biology

See also: Skrell Biology

Being amphibious, skrell are adapted to both living on the surface and underwater. Their hands and feet lack nails or claws, and have extensive webbing between each digit. Skrell lack any teeth, instead having hardened gum pads that can masticate most softer foods. Also present on their faces are a lack of defined noses, instead having nostrils on a slightly elevated part of their faces where a bony nasal structure would typically be. Skrell eyes are large and primarily black, being adapted for high acuity vision while underwater. Beside their eyes are pigmented ducts similar to tear ducts, which express when they are under severe stress. Many skrell, particularly Axiori and Xiori, have tails. These tails aid in swimming and balance, with Xiialt skrell regularly having shorter tails, or none at all.

Being relatively short, the average height for skrell range between 134cm (4’5”) to 165cm (5’5”). Skrell lack extensive muscles usually present for facial expressions, making them appear unemotive or lacking emotions to other species. Despite this perception, skrell have a variety of methods to display their emotions, and do experience a full range of emotions. Emotional displays include motions involving the position of their heads and headtails, as well as a variety of vocalisations. This also extends to their tails, which serves a role for emotional displays if they are long enough to be visible from the front.

Headtails are the most notable feature of skrell, being long appendages that extend from the top and sides of their heads. These headtails typically extend to the shoulders (but do lengthen as they age), and were originally used to keep the skin around their necks damp and enclosed in order to incubate and hold eggs. These headtails contain extensive muscular structures, allowing skrell to rapidly and easily manipulate their positioning, though they lack the same articulation that would make them fully prehensile. Headtails grow throughout a skrell’s lifetime, with their length being a visual signifier for their age. With the inception of Spa Treatments, most skrell alter the length of their headtails for fashion or personal taste, usually out of wishing to appear older or wiser to others. Accessories for headtails are ubiquitous for skrell fashion, being adorned with jewels, wrappings, chains, and bands. Headtails can also be tied back and restrained into tight shapes as well, which is not uncomfortable so long as the tie is not particularly tight.

Skrell are cold-blooded or poikilothermic, lacking the ability to maintain an internal temperature without taking action to change their temperature beyond their current environment. Despite this, skrell are adapted to having a high tolerance for different temperatures, and mainly rely on humidity in order to not dry out.

Physical Appearance

A skrell’s skin has two layers that define their moist, nearly gelatinous appearances, with the second layer of skin being less translucent and responsible for their pigmentation. This layer of skin can dry out and crack when outside of their comfortable humidity ranges, with this being prevented by moisturizing through entering pools of water, dousing themselves, or bathing. While variable between individual skrell, most space stations and vessels with appropriate climate control are equipped to allow skrell personnel to work without moisturizing for roughly four hours without drying to the point of discomfort. Wealthier skrell typically purchase genetic treatments that allow them to remain hydrated for up to a week without moisturizing.

Skrell skin notably contains glands that secrete mucus in order to self-moisturize, provide a layer of protection, regulate their temperature, and acts as an evasive advantage in order to escape grabs done by potential predators. Notably, skrell skin mucus is not sticky. The average level of mucus present varies between skrell, with some being extremely dry to the point of flaking, while others express to the point of nearly dripping. Skrell skin is generally described as damp, slippery, but not unpleasant to touch.

Natural skrell skin colour varies between subspecies, with colours ranging from deep blues, bold greens, vibrant reds, and the spectrum of colors between. Diet is also a determining factor, with brightness and shade being affected based on pigment consumed. Skrell genetic engineering has mastered the ability to accelerate natural changes in skin colour and headtail length, colloquially known as a Spa treatment. These treatments vary in length, with hue and saturation in skin colors changing over the course of a month, while changing headtail and tail length takes roughly a year. This type of physical alteration is commonly accepted in skrell society, being seen as the equivalent of dyeing one’s hair.

Skrell lack a particular view of beauty in the sense that there are “unattractive” appearances. Physical disorders and anomalous changes in appearance are not seen as disgusting, but worthy of study and interest.

Physical Development

Skrell physically develop throughout their adolescence at an equivalent rate of roughly three times as long as human adolescents, but physical maturity is held separate from cultural maturity. Skrell are physically fully developed around 50 years of age, though true social maturity is generally accepted around when they achieve two formal degrees from a college or university, which takes most skrell until they reach between 60 to 80 years of age. The average skrell naturally lives up to 250 years on average, with modern medical technology in the Nralakk Federation allowing them to live to upwards of 300 to 350. With youth serums, which are limited to the more valued members of Federation society, skrell can live up to nearly double their natural lifespans at 500 years old.

Due to the extensive genetic modification during the Synthetic Era period implemented on the unwilling populace, most skrell suffer from X’lu’oa-induced infertility, or are completely sterile. Intensive research after the Synthetic Era has been devoted to undoing the effects of the infertility crisis, to some success. Despite these efforts and extensive treatments, only a third of all skrell are capable of successfully reproducing, and their clutches are between one to three eggs in comparison to average of eight eggs per clutch pre-X’lu’oa.

Skrell Culture

Federation Culture

See also: Skrell Culture

Two skrell researchers in the aftermath of extensive scientific debate and comparison of their work. While one skrell is visibly pleased, the other is visibly upset at being disproven and being made to revise their week’s worth of study. While competitiveness is common in the Nralakk Federation’s scientific circles, it is regarded as a healthy behavior in the workplace.

The Nralakk Federation’s Social Compatibility Index affects the skrell citizen’s social standing around others. Skrell who are in the lower social stratum are expected to defer to their higher ranked skrell both in and out of the workplace. Skrell who are excessively argumentative towards their social stratum superiors will often be deducted out of disrespect and disrupting social cohesion, resulting in most skrell reluctantly deferring to them. This effect isn’t as pronounced between skrell whose SCI rankings are adjacent, but an Ox arguing with an Oqi is regarded as inappropriate and shameful.

In the public life, skrell in public areas and social congregations are fully expected to respond to other skrell who bombard them with questions in order to gauge their interests, career, personal opinions, and boundaries in order to understand both what is acceptable to discuss with them, as well as if they are worth forming a correspondence with. These questions, while probing and uncomfortable to non-Federation citizens, are completely normal and are considered good conduct in forming an initial rapport in understanding the other party. Outside of the Federation, this introductory interaction is extremely alienating and discomforting with other species, with the Federation posting cultural guidelines to its citizens going abroad about this cultural contrast.

Due to their lifespans, skrell have different perception of time compared to other sophonts. Passive observation, study, and mediation is preferred over immediate action, and tend to commit to decisions that will take decades to a century in order to receive the results from. While these can appear as incomprehensible decisions, most of these are generally planned well ahead in order to pay off in the comparatively far future.

Language

Nral'malic (transliterated as “Homeworld Voice”, more accurately The Voice of the Homeworld) is a constructed language invented during the early stages of skrell space colonization, created and enforced in order to have a single language spoken across all skrell, no matter their location beyond Qerrbalak. To non-skrell, the language has the particular trait of resonating in the neck and jaw instead of the ear, due to the fact that most of the language utilizes the expanded hearing and vocal range of skrell that exit the human hearing range. These particular tones are important in declaring tone in the language, allowing for emotional cues and responses to be easily conveyed. The only species capable of speaking Nral’Malic beyond skrell are diona and vaurca, who are naturally harmonic or capable of receiving implants to expand their ranges respectively. Zeng-Hu Pharmaceuticals has both invented and patented an implant that allows the receiver to both understand Nral’malic and perceive the ranges necessary to hear the full language, though speech remains outside of its current capabilities. For those who have received a Nral’malic processor and are residents of the Nralakk Federation, the government instead provides devices that allow for a text-to-speech form of speaking Nral’malic, to be used in tandem with the implant.

Originally created in 925 BCE out of an interest in preventing language drift and the difficulties of communication, the original Nralakk Federation enforced its widespread adoption after its full rise to power in 878 CE, and barred those unwilling to adopt it from travelling off-world as a consequence. These other languages were relegated to being primarily used in private and in the arts, though this usage eventually faded with time.

Skrell also utilize a wide range of sounds to communicate particular emotional reactions to stimuli, as well as to emphasize emotional associations. These generally range from squeals, croaks, warbles, chirps, and other sounds. Higher-pitched sounds are associated with positive or sudden emotions, such as happiness or being startled, while lower-pitched noises are associated with negative or neutral emotions, such as anger or hunger. Melodic noises such as crooning or trilling are more ambiguous, often used as an emphasizer towards a previously expressed emotion.

Nral'Balak is an unofficial language consisting of emotional displays, having developed in order to compensate for the lack of facial expressions present in skrell. While containing dozens of variations and personal intent, there are commonalities in Nral’Balak. Skrell who are upset or annoyed often puff their cheeks out, which some liken to the way frogs inflate their necks. Some skrell scrunch their headtails up, chirrup repeatedly, and narrow their eyes as a way of displaying upset or a willingness to fight. This is often likened to a threat display, being similar to behaviors present in ancient skrell. Many skrell will often tilt their head heavily to one side to show visible confusion, and often adopt the human method of nodding and shaking their heads to agree or disagree.

Skrell Slang

    Titles and labels

    These are names, titles and other terms used to address someone based on one or more of their characteristics.

    • Tadpole - A young skrell, or someone who is juvenile. This is usually used to call someone childlike or sophomoric in their behavior.
    • Brown Dwarf - A disappointment, or someone who fell short of their perceived abilities. This is usually used to call someone a disappointment or failure, and is a severe insult.
    • Protostar - A young, ambitious individual, who has just started their career. Most graduates are labelled this often, but it can refer to any ambitious individual.
    • Supernova - An individual that has begun to lose the interest of the public. Often used in headlines for an idol as "going supernova" to refer to their declining fame. This is sometimes used to describe someone having peaked in their career, and that they are going downhill.
    • Voidbeckoned - Someone who is careless, reckless, or acting dangerously. This is used almost exclusively towards non-skrell who are seen as reckless and uneducated.
    • Black Hole - A slang term for someone who is considered very stupid, in a field of low repute, or for someone perceived as worthless.
    • Sparks - A slang term for non-skrell, due to their short lifespans. The term is not considered an insult, most using it in a positive, negative, or neutral manner.
    • Elder - An older skrell, typically in their twilight years.
    • Webfoot - A less explicit term for someone who uses Xu’xi gas. This derives itself from the odd, waddling stance many Xu'xi Gas users adopt while high.
    • Gasrunner - Someone involved in the smuggling or sale of Xu’xi Gas. This is applied as either the job itself, or in the same way someone might refer to a dealer as a “plug”.

    The labels below are used rather than PhD, MD, or other degree titles in Federation space. It is common to see them used by skrell abroad, either alongside or superseded by more known titles such as Doctor or Professor.

    • Lu'vesi - Dropout - Lvs. - Void Graduate
    • Aqm'vesi - 1 degree - Aqvs. - Junior Graduate
    • Qro'vesi - 2 degrees - Qrvs. - Graduate
    • Qu'vesi - 3 degrees - Quvs. - Star Graduate

    Extranet Emoticons and Shorthands

    With the extranet as a facet of daily life for most skrell, the online lexicon is extremely vast. These are usable in order to display expressions without resorting to using more human-like emotes.

    • cccccc - A term similar to the human terms of “lol” or “lmao”, this is used as a shorthand for the series of chirps often done by skrell who are being stimulated by humor. A “chirp” is shortened to c, and the more c’s are used show stronger reactions. More rarely, some skrell adapt “lmao” into “cmto”, or “Chirping My Tail Off”.
    • ###/Netting/Netted/=== - Used as a way of showing someone they have been caught purposefully trying to upset other users for entertainment, or to refer to someone being caught messing around. This is made in reference to fishing nets, which sometimes will catch other skrell by accident.
    • S0_0S / |0_0| / <0_0> - These emoticons are used as a way to convey headtail positions in reaction to something, much like the human emoticons of “:)” or “>:(“. The S is to represent curled headtails, representing the curling of the headtails often used to convey excitement, while the vertical bar represents a more neutral response. The less than and greater then symbols, in contrast, represent the folded inwards expression that is usually reserved for being reserved, feeling insulted, or generally negative or withdrawn emotions. Sometimes shortened to simply “SS”/”||”/”<>”.

    Insults and Crude Slang

    Terms that are considered rude or otherwise impolite by skrell.

    • Briny - A recent neologism created younger skrell, to refer to something as “briny” is to call something “crazy” or “bad”. The term derives itself from extremely salty water, which skrell have great difficulty and discomfort being submerged in due to the drying properties and being adapted to freshwater.
    • Choppy/Chopped - An insult that refers to someone who is in a project, activity, or habit that is considered a waste of time or worthless. Often used by more rebellious Federation citizens towards government projects.
    • Rogue Wave - A term that describes someone as acting dangerous or shady, likening them to subversive behavior. Most commonly used to describe Lyukal members, it also sometimes is used to call something disreputable or questionably obtained, or swept in by a rogue wave.
    • Labber - An abbreviated term for sympathizers of Glorsh, shortened from the phrase "collaborator". It is an incredibly severe insult, and is usually used to refer to skrell who accept or tolerate synthetics.
    • Senseless - A term used as an insult towards sophonts not outfitted with a psionic receiver, or as a more general insult towards those considered dull, or stupid.
    • Orb - A common container used to transport Xu’xi Gas.
    • Sqrug - A derogatory term for someone with a dependency on Xu’xi Gas, which has since expanded to other drugs as well. This term has seen a revival as an in-joke to rib each other between Gasriders and gas users.
    • Gupkala/Guppies/Gup/Guppy - A mocking word for law enforcement within the Federation or abroad. The term “Guppy” is also referred to by skrell who see someone or something as gullible or an easy mark.
    • Grotto - Originally used in Weishii to refer to a place of spiritual fulfillment and worship, it is also used to describe buildings where Xu’xi gas is usually used and sold in. These buildings are usually stereotyped as being run-down and abandoned.
    • Piisz - A term used to refer to synthetic Xu’xi Gas, or generally in reference to Xu’xi Gas of questionable quality.
    • Toady/Toad - An insult used to describe criminals, conmen, or generally disreputable skrell. Meant to imply that they give other skrell a bad name, particularly abroad.
    • Coral Stem/Stem/Gillpress/Lunar Gasmasks/Whistles - A term used to refer to inhalers, specifically those full of Xu’Xi gas.
    • Drylister - Refers to skrell (and very rarely, someone of another species) who has been born abroad that is suspected of being under Federation surveillance by the Ruupkala due to their actions. The drylist refers to the hypothetical list of persons-of-interests or dissenters that is rumored to be kept by the Ruupkala. The topic of the drylist is considered taboo by citizens.
    • Tidal/Tided - Something being absurd or otherwise dangerous, or someone who is insane. The term originates from Progressive Low Tide Syndrome, or “Insanity of the Tide”.
    • Chapped - Referring to chapped, or dry skin, used to insult someone's appearance. This can sometimes also be used to refer to non-skrell.


    Sayings

    • I've Tup'd - "I've won", or "I've peaked."
    • I've been Tup'd - "I've lost", or “I’ve been outdone”.
    • Wake up - To call out someone acting lazy or being unproductive.
    • Algae - Used to say "all good", “alright”, or “doing well”.
    • Mudvein - Used to describe withdrawal symptoms of Xu'Xi Gas, likened to the sensation of withdrawal feeling like having mud in their veins.
    • Mudlover - A term to refer to someone who is consistently forming new habits with drugs, or someone who struggles to quit.
    • Too moist - To accuse an individual of being too traditional or stuck in their ways, not adapting to modern culture.
    • Too dry - To accuse someone of being too accepting or progressive. Usually used to refer to a skrell with radical opinions, or being accepting of AI
    • Zipped - To be high on Xu’Xi Gas.
    • The stars grow brighter - A term to refer to an individual dying.
    • Steel-Rained - A term used to mean "being stonewalled", or simply being stuck. Derived from the multiple orbital installations that were deorbited when Glorsh-Omega’s period of reign ended.
    • Stars and void - A general exclamation of surprise or frustration.
    • Stars damned/Void damned - A general exclamation of anger, and can also be used in mild surprise, similar to the phrase "I'll be damned".
    • Oh, stars/Oh, void - A saying of gentle exasperation. Akin to “Oh, god” or “Oh, geez”.
    • Stars guide - a polite way of saying goodbye.
    • Shelled/kelped - Something sold or wagered, which originates from the currency of the Nralakk Federation being made out of modified kelp, usually stamped with images of seashells.
    • Ink-stained/Inky - A concept, object, or person that brings sadness or stress. Refers to the ink-black tear stains that surround a skrell's eyes as a result of stress.

Psionics

The Zona Bovinae is a particular region of the brain which exists in all sophonts originating from the Orion Spur, as well as nearly all living animals. Originally presumed to be a brain center for an obsolete form of communication by human scientists, the Zona Bovinae was catalogued during a dissection of a cow’s brain in 2256, which was later discovered to be present in humans and other social animals. Despite its prevalence, human researchers would ultimately consider it a vestigial region of the brain, having controlled a now obsolete action in ancient humans.

The Zona Bovinae’s purpose would only be revealed during first contact with humankind in 2332 with the skrell. Skrell have markedly more developed Zona Bovinae in their brains, which skrell linked to their ability to use psionics. Through an exotic method of neurological signaling and resonance of a still vaguely defined “metaphysical force”, skrell can focus their Zona Bovinae to communicate and interact with each other. Despite the lack of understanding on its finer abilities, skrell have since developed technology that utilizes psionics’ effects.

Despite most other species only possessing vestigial forms of Zona Bovinae, they are still capable of psionic interactions. Extensive, strong use of psionics on this form of the brain center can be overwhelming and destructive on the victim’s physical and mental health.

Telepathy

Telepathy, or active psionic communication with another party, is a common ability used by skrell in order to hold conversations with each other. While this ability requires a significant burst of focus, telepathy allows for skrell to send messages between each other, other sophonts, and most animals. Telepathic communication is a common way to have a private conversation in public. As long as both parties are not doing this to exclude someone from a conversation, it is not considered unusual to carry out full conversations in telepathic communion. Using telepathy to gossip, send secrets, or converse without others knowing is considered rude and excluding.

Outside of telepathy, most psionic interactions are regarded as socially unseemly. Emotional suggestions to other skrell without consent is of the same caliber as a human instigating conflict, and can result in an emotional barrage being exchanged between the two skrell. This sort of psionic dueling typically ends when one skrell loses their emotional composure and succumbs to the suggestions.

Use of telepathy to non-skrell is considered risky due to its potential effects, with the Nralakk Federation deeming nonconsensual telepathy a criminal offense, akin to battery or assault. Precautions and travel advisories expound on this risk to skrell traveling abroad or when working with non-skrell, with many skrell being unwilling to use telepathy on them entirely. Long-term exposure to telepathy and other direct psionic influence remains an obscure field, with skrell researchers being too empathetic to the volunteers' pain to see most experiments to their conclusion, though unsanctioned research remains common.

OOC Notes on telepathy

  • Psionic Pinging a location in order to find synthetics, particularly those who are attempting to hide their identity as a synthetic, is considered poor taste. Doing this without prior suspicion is excessively paranoid, and immediately ousting them without prior interaction is poor play. If you do find a character doing this, interacting with them before immediately attempting to oust them is heavily preferred.
  • Telepathy is versatile, and you can convey images, sounds, emotions, and sensations along with regular speech. Make sure to format your telepathic messages to make this apparent to the recipient, at minimum phrasing it to the effect of "You hear/see/feel X in your mind". While you can project emotions and sensations, this does not mean you can force someone to fully accept this implanted thought.
  • Telepathically sending pain or the sensation of an injury to a character does not mean they can actually be hurt by it, nor would it cause any lasting effects.

Receivers and Listeners

Skrell are divided into two psionic categories based on their psionic aptitude and relationship with the Nlom, being either “Receivers” or “Listeners”. This difference is decided at birth, with the majority being Receivers at a ratio of 9:1, with no methods available to predict a newborn skrell’s type, nor modify it. Being seemingly at random, some skrell refer to this as the “Great Lottery”.

Receivers and Listeners primarily differ in their natural acclimation to the Nlom, with Receivers being inherently more willing to accept the Nlom’s influences, aiding them in adhering to the current norms of the society around them. Listeners, in contrast, feel much less influence from the Nlom’s consensus-based state, though this causes Listeners to be viewed with suspicion. Bias against Listeners are present in Federation society, with Receivers being the disproportionately dominant group in the government and upper-class. Despite this binary being commonly accepted, some skrell cannot easily classify themselves within one or the other, having felt their attunement to the Nlom fluctuate across their lives.

While most Listeners force themselves to integrate and adhere to the Nlom’s influence, others resist the social ostracization, surveillance, and prejudices held against them by Receivers. These groups agitate for the acceptance of Listeners in many ways, with some adopting radical concepts that call for a purposeful disconnection from the Nlom entirely. Psionic isolationism is considered an extremist opinion within the Nralakk Federation, with most moderate Listener groups renouncing it.

The Nlom

The Zona Bovinae creates a small range around them referred to a “thought field” consisting of passive emotions and thoughts, referred to as a “psionic wake”. Referred to as the “Nlom” in Nral’Malic, skrell naturally produce a large enough field on an individual level to influence their everyday lives.

The psionic wake of an individual is a constantly passive release of their current emotional state, as well as subconscious thoughts and biases. These ripple outward from them and interact with other skrell, affecting their thoughts and perspectives. Over time, these wakes will grow into a large area of influence in the area Skrell routinely inhabit, expanding its field of influence. These bubbles eventually encompass the entire planet as the skrell population increases, limited only by the atmosphere. Most planetary wake field bubbles cease upon contact with the vacuum of space, with the exact point of termination varying depending on total population, supporting psionic infrastructure, and environmental qualities.

Sleeping and The Srom

Skrell typically sleep for roughly one hour every twenty-four hours, and are capable of lapsing both in and out of sleep on command. Skrell who enter deep sleep will have their zona bovinae cease transmitting to the psionic wake, instead sending it towards a shared, oneiric state simply called the 'Srom', or Dream. The Srom connects skrell across a kilometers-wide range, allowing them to share collective experiences together in the dreamscape.

While the Srom’s dreamscape is malleable through concentrated effort, the ability to do so depends heavily on the skill and psionic aptitude of each individual. Only particularly psionically sensitive skrell with extensive practice in shaping dreamscapes can modify entire regions of the Srom, at the cost of being left exhausted upon waking up. Most skrell instead dedicate their focus on the more accessible ability to self-modify their appearances in the Srom, with wearing costumes to transfer them into the dream being common practice. All of these modifications are temporary, fading back into the Srom’s original state over time.

Social inhibitions fade away entirely in the Srom, making it difficult for those in it to keep secrets or stay reserved from others. Many skrell use the dreamscape in order to share ideas and collaborate, finding it much easier to think clearly without having their usual inhibitions stifling their thoughts. Self-isolation in the Srom is as simple as moving themselves away from others in the dreamscape, while completely removing themselves from it involves the use of aluminum to block their psionic signals from being transmitted entirely. Aluminum headphones, wall linings, and hats are commonly used to accomplish this.

Skrell who suffer from sleeping disorders are divided between oversleepers and undersleepers. Psionic Oversleepers are those who rely on the Srom as a method of escapism, or develop a dependency to the potential of lucid dreaming to the point of disrupting their daily life and being classified as an addiction. Oversleepers are typically characterized by being seen as recluses, social pariahs, or otherwise eccentric and lazy. Psionic Undersleepers, in contrast, are skrell who have withdrawn from the Srom for multiple reasons, being regarded as having withdrawn due to holding secrets or dangerous information to the point of depriving themselves of sleep.

Srom-capable devices are interfaces attached to machinery that is accessible from within the Srom, allowing skrell connected to the dream to work even while asleep. These interfaces allow work to continue even while asleep, seeing adoption by researchers and bluespace navigators. Srom-capable bluespace drives allow for teams of skrell pilots to coordinate their navigation in order to match the dedicated AI navigators used outside of the Nralakk Federation. Learning how to interface with these devices requires extensive training, and requires the operator to be completely isolated in an aluminium-plated room to focus and restrict access to non-operators.

Skrell Social Dynamics and Society

Stress and Personality Changes

Skrell generally have difficulty with holding short-term events with the same importance that other species do due to their longer lifespans and altered perception, with most consequences that affect less than a decade being seen as generally less consequential. This differing perspective allows for skrell to have a higher tolerance of waiting periods and short-term anxieties, though the opposite is true over long-term concerns and existential dread.

Stress accumulation affects skrell at a slower rate, with high stress being exhibited through the inky liquid leaking around their eyes, being perceived as similar to crying. Skrell experiencing extreme stress will usually have patches of stained skin around their eyes and faces, having built up to the point of affecting the skin color.

A skrell’s personality and emotions are notably impacted by the tidal cycles, being both attuned to the ocean and the moon’s influence on the tides. These influences express differently between individual skrell, with the new moon causing some skrell a deep sense of anxiety and unease, while others feel revitalized and energetic from the same phase. Any phenomena that can affect tidal forces are also felt in the skrell present, which requires a period of acclimation similar to moving to a new planet. Some skrell are reluctant to migrate because of this, with the planet’s moon(s) or lack thereof causing notable personality shifts.

Cohesion and Violence

Skrell are traditionally a group-oriented species, putting importance on unity both in and between groups above the differences between them. The Nlom causes the prevailing thoughts in a community—and across the Nralakk Federation in the modern day— to be the dominant influence, causing most skrell to subconsciously adhere to the majority. Detractors are typically Listeners, as well as those negatively affected by the current status quo. While skrell enclaves outside of the Nralakk Federation experience conflict and differing opinions, the use of Nlom relays across the Federation ensures that most citizens will keep to the common consensus of their peers.

During early skrell history, violent conflict was commonplace between different clans and between subspecies due to their differences. As skrell societies developed, violence became less culturally accepted, and conflict between opposing groups was not allowed to progress into physical altercations. Most violence during this period shifted towards small-scale, ritualised warfare throughout early-modern skrell history. After the end of the Synthetic Era, particularly after the Glorsh-Omega period, this stance changed as the fertility crisis of the modern day leaves most skrell with deep fears over the extinction of their species. This is most obvious in the collaborator trials, with the most severe punishment being forced interment into cryogenic stasis instead of execution or life imprisonment.

While conflict still occurs in skrell society, physical violence is considered unbecoming and beneath them. Instead, skrell have turned to nonviolent conflict through debate or social pressure between opposing groups. One method, known as a “Unity Demonstration", consists of a group of skrell arriving to socially pressure and intimidate another group to coerce them into submission. Despite this, violence still exists between skrell, typically damaging property and infrastructure as a common tactic, particularly by criminal organizations and the Lyukal. The threat of violence or serious injury is typically the limit for most, but many skrell can still be pushed to violence if forced to defend themselves.

Violence between skrell and other species is viewed in a different light, with the same sentiment that all life is precious being shared by less skrell. Other skrell consider other species to be lesser, and are much more willing to fight them should the need come to pass. Despite this, most skrell are aware of their physical limits as a species, and outside of groups like the Suur'ka and those influenced by primarily non-skrell communities, physical conflict should be avoided.

Social Mannerisms

Most skrell do not hold eye-contact as important during conversations between each other, and don’t mind the other party facing elsewhere or focusing on a task while speaking with them. This changes among non-skrell who consider this behavior rude and lack the ability to tell what they are looking at with the lack of visible pupils, where they will instead make a point to turn their faces to look directly at whoever they are speaking to in order to display their focus on them. In contrast, skrell are very physical among their peers, and will often embrace, hug, or be otherwise physically affectionate between each other in a way that most non-skrell would consider romantically charged. Personal space is not held as particularly important, with coworkers and acquaintances readily entering close contact without much thought on the action.

Skrell display intimacy with one another primarily through physical contact, with the act of touching the heads and headtails reserved for their close friends or partners. Gestures are also commonly used, with the gesture of touching their forehead and gesturing towards another party is similar to blowing a kiss. Some verbal displays of affection include comparing or nicknaming someone to a named star, with naming an unnamed star after them being a common practice among astronomers throughout history.

Less physically intimate gestures, like those between close friends, involve nudging or prodding them with a headtail, similar to how a human can playfully nudge or gently punch a friend in the arm. Tails are usually the subject of playful rudeness between skrell, usually being pulled on or used to gently hit their friends as a form of roughhousing, though this is considered immature in public.

While skrell can face discrimination and are often the subject of speciesist insults, responding to these in turn with insults of their own is considered improper. Losing face through these confrontations would be interpreted as a sign of being overly-confrontational or a sign of poor demeanor, negatively affecting their reputation significantly if done in public.

A government-provided informational guide depicting typical gestures used by skrell.

Gender

See also: Skrell Relationships

Skrell, due to lacking any form of sexual dimorphism, being simultaneous hermaphrodites, and common consensus across their multiple developed cultures, do not have a concept of gender. While gender identity remains virtually irrelevant in Federation society, skrell who interact often with other cultures that do have socially important notions of gender will sometimes adopt an identity out of simple interest or a desire to be more socially cohesive with who they are interacting with. This decision is given only as much weight as the individual skrell attributes to it, and choosing out of simple whimsy is equally as common as seriously studying and considering who they align the most with.

For the purposes of procreation, skrell utilize a simple form of assigning who is siring and carrying the eggs that will become their progeny. These terms are F'ex'Qa, or Egg-Layers, and F'ex'Tra, or Egg-Fertilizers. These terms are impermanent, and most skrell will alternate multiple times in their relationships between their partners.

Emotional Displays

Skrell lack the necessary muscle structures within their faces to perform noticeable facial expressions, leading others to believe skrell are emotionless or stoic. This perception is in contrast with the reality of skrell being very emotional and commonly use emotional displays through body language, vocal tones, word choice, among others.

Physical reactions to strong emotions are a key part of skrell emotional displays, which acts as a “tell” for which emotion is being felt through its physical reactions, which uses sensations like pain and warmth. Emotional pain will quickly become physical pain for skrell, with a link in this phenomenon being linked to their developed zona bovinae.

Due to most other sophont species’ limited hearing range, the tonal ranges skrell use for expression are lost when communicating with non-skrell. Skrell have a very difficult time expressing themselves to non-skrell for this reason, particularly as Nral’malic utilizes these tones to explicitly dictate emotional intent and expression. In contrast, skrell who communicate with each other in their shared language alongside the Nlom casting their emotions engage in near-seamless communication between each other, almost able to predict each other’s thoughts.

To adapt to the physical language barrier between other species, the gesture and tone-based language of Nral’Balak was made in an attempt to bridge the gap. Nral’Balak utilizes a combination of body language, gestures, and vocal cues to indicate emotional states and needs. While providing a standard for conveying emotions to non-skrell, it exists primarily as a guide for skrell to adapt to conversing in their own way, meaning most messages are context-based. A skrell crooning can either be from fear when being placed in danger, or from disappointment from not enjoying a meal. Typically, non-verbal sounds have a tonal indicator, with a high pitch indicating happiness or high energy emotions, while a lower pitch indicates sadness, distress or low energy emotions. Physical gestures also require context clues, with a tilt of the head capable of meaning confusion at a statement, or as a show of interest or curiosity to something shown to them.

Humour

The concept of humour between skrell is completely different to what other species consider humourous, with a majority of amusement or comedic value for skrell being solely a reaction to the unexpected. The sensation of finding something comedic or entertaining is also felt differently, producing a mild pain akin to the tingling sensation after eating spicy food, a sudden weakness in the muscles, or an itch on the roof of the mouth in severity. Humor as a whole manifests as a “fuzzy” feeling within a skrell’s head, which can rise with the severity of entertainment to the point of causing dizziness or disorientation. Outwardly, skrell primarily react vocally through a series of chirps and chirrups not dissimilar to a laugh, typically accompanied with repetitive headtail or hand gestures.

The feeling of amusement is enjoyed by most skrell, particularly by younger skrell, while others may find it as patronizing or insulting due to it being derived from the assumption that they would not have seen the joke coming. Older skrell find very few things humorous from their long life of experiences, and will usually remain unsurprised. In formal settings, it is considered impolite to tell even a mild joke in the wrong context, with a joke as a slight towards the guest of honour being seen as more acceptable, rather than doing so while dining at a restaurant with your extended family.

While most other species’ humour relies on words, wordplay, or stories with punchlines to be effective, skrell humor relies primarily on visual humor. Skrell humour is considered very literal as a reaction to the unexpected, with most jokes relying on the unexpected to be funny. Compared to a human joke, a skrell joke relies less on a punchline, and more on the setup, with absurdity taking priority. Due to this, most skrell find verbal jokes unfunny or taken incorrectly, with describing a scenario being taken completely differently in comparison to actually viewing it. As a consequence of how skrell humour functions, skrell fear reactions are the same as laughing. A skrell may chirrup or chirp in response to being startled, much like nervous laughter, and is generally unpleasant. Despite the differences in senses of humour, skrell can develop an appreciation for the humour of other species. While not find a human joke amusing, skrell will instead find it clever or and be able to identify why the joke is considered funny. Most puns will be seen as wordplay, and usually explained back to the speaker, though this isn’t taken well.

Many skrell who undergo training or treatment to repress their fear responses, typically for work in dangerous fields or as an enforcer, will equally suppress their senses of humour. While these emotions are tied between each other, most skrell who lose their sense of humour will find it very difficult to regain it afterwards.

Happiness is very easy to visually tell from skrell emotional displays. Skrell will use a varied mixture of headbobbing, shrills, and positioning of their headtails to convey their joy, with the curling their headtails and warbling in higher pitch being most common. Skrell struggle to contain their joy, resulting in such often spilling over into the rest of their body and repetitive motions (such as rapidly blinking or flapping their hands) as an obvious sign of happiness.

Sadness is a much more difficult to identify emotion, and is one of the harder emotions to convey for skrell that other species can understand. Emotional pain quickly surpasses the threshold to cause physical pain for skrell, which can sometimes become debilitating when suffering from sufficiently overwhelming misery. Physically, sadness is displayed through quiet, low chirps shifting the headtails to hide the neck, fidgeting and rubbing of the headtails and fingers, as well as facing away from others compulsively.

Both confusion and fear are easy to spot emotions for skrell. Confusion compulsively makes skrell emit a mix of high and low pitched warbles and croaks, along with the continuous shifting of their head side to side. This behavior helps skrell process audible information from someone speaking, or when noises in the dark. Skrell will also feel the need to cover their neck with their headtails, tucking their arms inwards and widening their eyes to protect the vital organs to ensure their survival as a flight response.

Politics and Factions

The Nralakk Federation

The flag of the Nralakk Federation.

The Nralakk Federation is the sole skrell political entity within the Orion Spur. The Nralakk Federation's history traces back to its original founding in 878 CE, having formed in response to independence movements across skrell space colonies. The Federation was dismantled following the rise of Glorsh-Omega, then reestablished as the Second Nralakk Federation following the reunification of the species afterwards.

While the Nralakk Federation is primarily a meritocratic state, Federation society is heavily stratified based on the Social Compatibility Index system, which scores individuals based on how closely they follow the ideals and maintain the social cohesion of the nation. Low-scoring individuals experience social ostracization and restriction of their rights, while high-scoring individuals are elevated as celebrities and pillars of the society. This social stratification causes skrell pushed outside of the system to rebel against it in the form of illegal organizations and non-conformist movements, who work to dismantle the system, or towards reforming the nation entirely.

The Lyukal is a decentralised resistance movement that aims to dismantle the dominance the Nralakk Federation has over the species. Named after the resistance movement that acted against Glorsh-Omega originally, Lyukal cells work independently to achieve their objectives, ranging from non-violent demonstrations, to acts of terror and attacks against military installations.

Marauders

The Marauders are a broad term for pirates, smugglers, and other criminals who operate within the Traverse. Despite sharing a term, each group typically operates independently from each other, from pirate groups that plunder resources to extort higher prices from their original recipients, to collectivized groups that intend to aid colonies in the Traverse to lessen their dependence on the federal core. While a loose group, the Ti'Rakqi is the largest and most notable Marauder group active in the Traverse, consisting of multiple fleets of Marauders that work in tandem for mutual benefit.

Interspecies Relations

Skrell generally hold themselves above the other sophonts of the Orion Spur, being technologically advanced and self-titling themselves as being enlightened and scientific. Skrell society self-considers itself to be refined and above the trappings of violence and ignorance that other societies suffer from, culminating in many skrell seeing themselves as caretakers, wards, and mentors for the younger, lesser species. This manifests in many different ways on an individual level, but is readily apparent in the Nralakk Federation's international relations and foreign policy. The Federation has maintained its position as a technological giant, and is unwilling to release many of the technological advancements to other nations. Any research shared is done through releasing technology that they perceive has no potential for misuse, and only to those deemed responsible enough to receive it. Politically, the Federation has historically maintained its isolationist position until recently, and is still in the beginning phase of involving itself in Spur-wide politics.

On an individual level, skrell experience a wider general acceptance from other species tolerance when abroad, with a few exceptions. Humanity as a whole tolerates skrell, with the Solarian Alliance in particular maintaining close ties due to their relationship with the Nralakk Federation. General xenophobia persists, but skrell are tolerated more than other species within Solarian space, differing only by region. Skrell are more tolerated on planets where they have a large presence such as Europa, Silversun, Venus, and within the richer areas of Solarian space. The Nralakk Federation's relationship with the Solarian Alliance means that many who are anti-Solarian may also be anti-Federation and anti-skrell, such as the Coalition of Colonies. Other species, like unathi, have a tense relationship with skrell due to their involvement in first contact with humankind. Some unathi maintain a level of animosity towards skrell due to the events of the Contact War, though Ouerea have embraced skrell in their shared fight for democracy on the planet.

Vaurca, specifically those from the C'thur hive, are generally well-accepted by skrell. Their contributions to the Nralakk Federation have quickly secured their place as respected members of Federation society. However, Hive C'thur's use of Viax and Cephalons are considered too close to the use of artificial intelligence among some skrell, with the hive’s loyalty to the Federation also called into question after C'thur was granted strategic positions within the nation’s political and military spheres.

Diona were the first species encountered and integrated by the Nralakk Federation, with their assistance in rebuilding the nation post-Synthetic Era cementing the bond between the two species. Dionae are respected on both a societal and individual level, being integrated into most levels of Federation society, and the rights they have received in comparison to the rest of the Spur remains proof of their position.

Skrell Outside the Federation

A vast majority of skrell live and are primarily born in Nralakk Federation, with those skrell living outside of the nation being a small, but notable, minority. In the Radiant Era, skrell born outside of Federation space were noted on human worlds with significant skrell presence, notably Mictlan, New Gibson, and other planets. These children still enjoy Federation citizenship by birthright as skrell, as the Federation considers all skrell as citizens, while also preserving their citizenship within the nation of their birth. Skrell born in the Republic of Biesel are protected from deportation or other legal actions by the Nralakk Federation, which also extends to skrell who have enlisted in the Tau Ceti Foreign Legion.

Slimes

Slimes appeared in the aftermath of the Tri-Qyu incident, of which they are living anomalies in the aftermath of what is hypothesized to be a bluespace anomaly. These slimes will manifest wherever large amounts of bluespace transit and bluespace interactions occur. These lifeforms remain a topic of controversy and debate in the scientific community of the Nralakk Federation, with massive efforts are made to contain and research slimes across the Orion Spur. The Federation extends this effort towards non-allies to ensure slimes cause no harm, though the Federation’s presence alongside slimes are the source of many conspiracy theories. Moral quandaries around the treatment, specifications, and ethical handling of slimes continue to this day, with some skrell viewing them as remnants of those that died in the rebellion, while others call them bioweapons leftover by Glorsh-Omega.

The Nralakk Federation outlaws the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slimes escaping beyond laboratory environments. Slime research facilities in the Federation are equipped with state of the art control systems to ensure slimes do not escape containment, and most slime facilities are located underwater to take advantage of the slimes’ natural water and cold intolerance.

Playing Skrell

Rulings

Jobhopping is not allowed. While skrell are long-lived and typically obtain multiple degrees, adherence to the server rules on jobhopping is mandatory.

Playing as a Glorsh collaborator/synthetic sympathiser, resistance member, Marauder/ex-Marauder, or Federation loyalist/spy is allowed, but these backstories can result in your character being caught and made unplayable. Consulars are allowed to report non-conformist and dissident activity of Federation citizens to the lore team, but players are not allowed to lie or gather this information OOCly. Character removal is a serious event, and attempting to misuse this progress is a violation of server rules.

The Nralakk Federation considers all skrell to be de jure citizens, regardless of origin. In reality, those born outside of the Federation do not have full citizenship, and must apply before they can receive the benefits and adhere to Federation laws. Some nations have official policies and agreements with the Nralakk Federation that allow their citizens to be deported for any reason, while others have agreements that protect Federation citizens who wish to claim asylum. Most nations will protect those who are their citizens, but as a rule, if your character officially has Federation citizenship, they are at risk of being deported if the Federation orders it necessary. Characters can claim asylum within the Republic of Biesel with ease, which can be done through joining the Tau Ceti Foreign Legion. Other asylum claims need to be discussed with the relevant lore team.

Thoughts and Behaviours

While skrell as a whole are generally communal and embrace conformity, this does not mean that all skrell hold the same beliefs. While skrell can be split between Listeners and Receivers, where Listeners are less susceptible to the Nlom’s consensus and Receivers are more susceptible, this does not completely override the individual character’s personalities and experiences. The consensus reached through the Nlom can only influence a skrell's thoughts to an extent. For example, while a majority of skrell agree that artificial intelligence is dangerous, more specific views of its use differ on an individual level. The debate on Cephalons and Viax being used by the C'thur is contested, with a majority believing that they are too close to artificial intelligence, but it is not the singular opinion of the entire species. In the Traverse, where the consensus from the Nlom is fed through the federal core worlds through Nlom Relays, these have begun to fall into disrepair in light of the Phoron Scarcity, and before that point faced more contested opinions with many skrell in the Traverse. Skrell on the frontier live in the reality of their circumstances of neglect from the Nralakk Federation, and thus hold more skeptical or outright anti-Federation sentiments.

When playing a skrell character, the factors of their life do influence their thoughts. If your character is a Secondary Numerical from the Inner Systems, they have been exposed to the Nralakk Federation’s care, propaganda, and Nlom consensus their entire life, and would not personally experience oppression at the hands of the nation. This character would then be more inclined to agree with the group consensus reached through the Nlom, regardless of their Listener or Receiver status. When faced with evidence that the Federation's actions are wrong, however, Listeners may be quicker to change their attitude than Receivers due to their relationship with the Nlom.

Skrell behave very differently compared to other species. They are long-lived, and are prone to thinking more in the long-term than the short-term. This can manifest in many ways, and players are not expected to be constantly thinking ahead. Generally speaking, skrell characters would act in a way that sacrifices short-term benefits in favour of long-term ones. Skrell also do not show emotion in the same way that other species do, as reflected on the entries regarding their emotional displays on this page. These mannerisms can differ, and a skrell born abroad in human space would adopt more human displays and ways of expressing their emotions. When roleplaying your character's emotions, it should be done in ways that would be less obvious to non-skrell who haven’t interacted with many skrell before.