Difference between revisions of "Skrell"

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


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 vestigial gill slits.
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 largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.
Although humans have fractured heavily in their expansion, the Skrell remain largely unified under a singular government through the strict reinforcement of education and laws, working as a democratic meritocracy - at least on the surface. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourages people to be like the Idols that they reward with credits, high-quality housing, and fine living.
{{TOC Hidden}}
==Heads of Staff==


While humanity has largely overtaken the Skrell in the area of system colonization, the Skrell maintain a strong federation of colonies roughly three-quarters the size of human space. They are also the most technologically advanced species in known space, and possess the strongest and most highly trained military of any spacefaring species, though they are hesitant to use it outside Federation space.
Skrell can be the following heads of staff:


Further Factoids:[[Notable Skrell]] [[The Gliutip’lyaz University]]
* Captain
* Head of Security
* Chief Engineer
* Executive Officer
* Chief Medical Officer
* Research Director
* Operations Manager
* Consulars / Representatives
 
==Relations with Megacorporations==
 
Skrell can work for every megacorporation within the [[Stellar Corporate Conglomerate]], and are accepted as agents into Conglomerate internal affairs. Several megacorporations have special relationships with the species and the [[Nralakk Federation]]; [[Zeng-Hu Pharmaceuticals]] in particular has a large presence in Federation space, while [[Nralakk_Federation#State-Owned_Enterprises|others]] have begun to work in partnership with the Federation's state-owned corporations.


== Mechanics ==
== Mechanics ==


*Skrell have their own language that can be used by typing :k before anything you say, and can also be used over the radio.
===Species Mechanics===
*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 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 their own language that can be used by typing ''',k''' before anything you say, and can also be used over the radio.
 
*Skrell can use a variety of different psionic abilities.  
 
*Skrell can enter Srom with other Skrell when they sleep, allowing communication and lucid dreaming.
 
*Slimes are naturally passive to skrell for a [[Skrell#Slimes|mysterious reason]] science has yet to find out.  
 
*Skrell have the ability to breathe underwater due to them being amphibious.
*Skrell have the ability to breathe underwater due to them being amphibious.
*The Skrell have been allies with humanity longer than any other race aboard Aurora has, and as such Skrell workers are some of the most reliable and famed workers for Nanotrasen. They are suitable for any role on station, and older, more experienced Skrell scientists commonly hold experience in a variety of fields (though they are also free to specialize.)
 
*A common Skrell take on Basic (the standard station language) is characterized by short, concise sentences, and an elimination of repetitive or non-essential words. You can refer to Mass Effect's Mordin Solus [https://youtu.be/qgCMgl0QDXQ?t=5s] as an example of this.
*Due to their advanced vestibular system, Skrell maintain a good balance and never slip.
 
*Skrell have large heads with protruding headtails and due to this, they cannot wear normal EVA helmets but instead need to wear Skrell helmets (found in EVA or by using a suit cycler). Their headtails also make it uncomfortable or even impossible to wear normal headwear such as hats so most Skrell opt-out of that.
 
*Skrell have a hemocyanin-based circulatory system, meaning that their blood is instead bound to copper atoms and not iron atoms. Skrell require copper supplements to alleviate blood loss symptoms.
 
===Axiori Mechanics===
 
*Axiori take increased burn damage due to their natural habitat being colder.
 
*Axiori take decreased oxygen and brute damage due to the increased pressure of their natural habitat.
 
*Axiori must drink fluids more regularly when out of water.
 
*Axiori sprint slower due to their larger, webbed feet.
 
*Axiori have a naturally higher pulse due to their increased circulatory needs.
 
==Skrell History==
''See also: [[Skrell History]]''
 
The Skrell have a vast, storied history as a result of the species developing over several millennia. Unfortunately, this means that most of it has been lost to the ravages of time. With that said, however, the species has been able to piece together over the centuries at least a basic understanding of their past, going as far back as their early pre-history. Much of the information once gathered has had to be rediscovered post-Glorsh, due to the locking of the Tzqul Archive which held the vast majority of original records and research. This has culminated in a historical record that while broadly known, is missing details and evidence that has the scientific community fractured and constantly debating to this day.


== Biology ==
== Biology ==


''Main article: [[Skrell (Biology)]]''
''See also: [[Skrell Ailments]]''
 
Adapted for life both beneath and above the waves, the Skrell are fully amphibious and are capable of breathing underwater whilst also possessing superior underwater vision. Their extremities are noted as having a lack of nails, and a presence of strong webbing in between each digit. Due to their evolutionary path, the Skrell instead have hardened gums in place of teeth. Typically, these gums allow them to chew on soft foods, facilitate the ability to swallow their foods whole, or grind them down into more digestible forms.
 
They do not have visible noses, instead through nostril slits sitting in the middle of their face on a fleshy mound. Skrell have an average height ranging from '''4’5” to 5’5”'''. The lack of significant facial muscles proves to make it difficult for non-Skrell to identify the species' emotions, which makes them seem rather cold and unaffected when in reality Skrell use a variety of methods to display their emotions. Emotional displays include the gesturing and general movement of their head and headtails, and a wide array of vocalisations. Their eyes are black due to a pigment in their tear ducts. 
 
Skrell also have tentacle-like "headtails" typically hanging down over their shoulders, meant to keep the skin close to the neck damp for the incubation of eggs. These headtails typically contain hundreds, even thousands, of micro-muscles that allow the Skrell to move them into a variety of positions. Though these muscles do not allow for the ability for fine control, they can generally be raised, positioned and wiggled into various forms. These headtails grow throughout the entirety of a Skrell's life and signify the age of a Skrell, as they grow longer with age. With the inception of Spa treatments, it is not uncommon for Skrell to alter the length of their headtails, whether for fashion or personal taste, or to appear older or wiser to other Skrell. These headtails are often adorned with jewels, cloths, chains, and bands as a fashion statement. Headtails can also be "tied back" as well; while this may seem uncomfortable or painful, as long as the tie is not too tight it is equivalent to folding ones hands. They are also used for emotional displays and gesturing.
 
Skrell are noted to be cold-blooded, which means that their bodies are at the same temperature as the air or water around them.  When they are cold they will seek warmth, and vice versa when they get too hot. Whilst they are cold-blooded, they are dissimilar to other species within the Orion Spur, sapient and unsapient. The Skrell have a much higher tolerance for either side of the temperature gauge and are usually comfortable in any given environment - provided that the humidity and moisture levels are satisfactory.
 
=== Physical Appearance ===
 
''See also: [[Skrell Ethnicities]]''
 
Whilst gelatinous in appearance, Skrell skin in fact has a second layer of less translucent flesh under the surface. In dry climates, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations' 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 that secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It's generally described as damp, slippery, but not unpleasant to touch.
 
Natural Skrell skin colour is dependent on subspecies and can range from deep blues to bold greens or even vibrant reds. Diet is also a determining factor, with brightness and shade being affected based on pigment consumed. Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a 'Spa treatment' to change hue and saturation in the skin over the course of a month, while changing headtail length takes about a year while also causing an increased appetite. This type of physical alteration is considered normal in Skrell society and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.
 
=== Genders and Sexes ===
 
''See also: [[Skrell Relationships#Unions|Skrell Relationships]]''
 
Skrell, dissimilar to other sapient species in the Orion Spur, never developed the concept of gender within their society -- mostly due to the fact they are synchronous hermaphrodites, possessing the ability to both lay and fertilize eggs. Whilst Skrell do not have sex or gender identity, they are open to adapting to the gender roles of other species due to their enjoyment of foreign cultures.
 
While Skrell never developed the concept of genders in their society, upon first contact with humanity they adopted the idea solely for fitting in with human cultures. If the Skrell choose to adopt a gender identity, they will usually adopt the gender of humans who their personality is similar too. Skrell almost never consider this adopted identity to be of any considerable importance. However, terms do exist to characterize the biological attributes relating to the production and fertilization of egg clutches. These terms are known as '''F'ex'Qa''' (The Egg-Layer) and '''F'ex'Tra''' (The Egg-Fertilizer) amongst the species. These designations are usually temporary for the duration of reproduction and can change over time.
 
=== Aging, Maturity and Fertility ===
 
Skrell reach physical maturity at about triple the age of humans, complemented by the Skrell understanding of adulthood going far beyond physical growth to include experience. A Skrell will reach biological maturity at roughly the age of 50, but in Skrellian society will only be treated as reaching "adulthood" after their second college-level degree is earned, usually at around the ages of 60 - 80. A healthy Skrell can naturally live up to 250 years, but current medical technology within the Nralakk Federation allows them to increase their lifespans to an impressive 450 to 500 years. Those living outside of Federation space can see lifespans topping out at around 350.
 
Due to the lingering effects of Glorsh's attempts to genetically manipulate Skrell, a sizeable percentage are completely sterile. Thanks to the intense research efforts of numerous Skrell and non-Skrell doctors and scientists, specialists have the capability to at least partially reverse these effects in most Skrell. The extensive treatments and investments needed to undergo treatment give the reality that only about a third (33%) of Skrell can have children. These Skrell can hope to produce 1-3 children in their lifetime, whereas pre-X'Lu'oa Skrell could have eight eggs hatch at a time. Without treatments, affected eggs remain inert, not developing.
 
== Skrell Culture ==
=== Federation Social Interactions ===
 
''See also: [[Skrell Culture|Skrell Culture]]''
 
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However, it is still seen as cooperative to compete.]]


Physically Skrell have an average height ranging from 4’5” to 5’1” for males, and 4’5” to 5’5” for females. Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. Skrell faces are quite plain and their eyes completely black, leaving it difficult for other species to gauge a Skrell's exact feeling and emotions. Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like "head-tails", which possess no muscle tissue, and simply hang down over a Skrell's shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement.
In the Federation, one’s position in the social hierarchy determines much about how interactions with other Skrell are to go. Skrell of lower social standing are expected to defer to their higher ranked superiors not just in a work setting, but in almost all things. While the lower rank Skrell may not agree they will often pretend to agree to avoid suffering the small SCS hits that can come about due to arguing with their betters. This effect isn’t as pronounced when two Skrell have ranks that are adjacent to one another, but an Ox arguing with an Oqi is shameful.


Their diet mostly consists of Qerrbalak-native algae, plants and insects.  
In a similar vein, when skrell are out in public without wearing their uniforms it's entirely normal to bombard those you have just met with probing questions when you start up a conversation to understand what to say and what not to say - and if they should even socialize with that person. Questions about their age, their fields, their education and so on are all perfectly good questions to ask seconds after meeting a new skrell. This directness in conversation is not seen as offensive, but an efficient and speedy method of communication. This sort of interaction outside the Federation commonly causes friction with xenos and the Federation offers warnings to its citizens going abroad about this cultural contrast. Non-skrell seem to not appreciate the general openness of Federation society.


It is difficult for other species to differentiate between male and female Skrell, as the only outwards difference between the two genders is found in tentacle length - female tentacles being slightly longer than male ones. It should be noted that the Skrell have no social concern for gender, which they only see as an issue for the purpose of reproduction. For this reason, Skrell unfamiliar with galactic customs can often confuse the gender of other species, and struggle to adapt to the gendered pronouns of Tau Ceti Basic.
Telepathic communication is a common way to have a private conversation in public. As long as the two Skrell in question are not obviously excluding someone suddenly, it is not considered unusual to carry out full conversations in telepathic communion.  


A healthy Skrell can naturally live up to 200 years, but current medical technology allows them to increase their lifespan to an impressive 300 to 500 years.
Other uses of active psionics in non-work settings is often frowned upon as “unseemly”. For example, planting emotional suggestions in another skrell’s head without consent is the same as a human using “fighting words” and can result in an emotional barrage being exchanged between the two skrell, the victor being the Skrell that maintains the most control over themselves.  


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 Jargon 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.
Because of their long lifespan, Skrell tend to have a “long view” not common in other races. Passive observation and study is far preferred than immediate action, and do not mind that decades or even centuries can pass before their decisions begin to pay off. Older Skrell can seemingly make incomprehensible decisions, but further investigation often reveals that these choices are often related to carefully laid plans.


==Social==
=== Language ===


[[File:Skrellscientists.png|thumb|300px|A duo of Skrell scientists at work in a research lab. Although they encounter issues communicating with other species, Skrells are highly social by nature.]]
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 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. As a result of this, the only species outside of Skrell who can speak Nral'malic with any level of proficiency are Diona, with Vaurca technically being able to with the assistance of a language augment. Employees of [[Zeng-Hu_Pharmaceuticals|Zeng-Hu Pharmaceuticals]] who work or have worked in the Federation have access to translators as well, but these are limited to receiving translations, rather than allowing the user to speak Nral'Malic.


The Skrell language, Skrellian, can be best described as a series of hums, warbles, or croaks. While Skrellian would not make sense to other species, it can display a wide variety of emotion and meaning that Tau Ceti Basic cannot. When learning other languages, Skrell tend to forego grammatical structure, which they mostly simplify for the sake of efficiency. Additionally, most inflections and nuances that carry tone and emotion in foreign languages are lost to them, due to the wide differences between the nature of Skrellian and other tongues. It is notable that two Skrell conversing in their own language can communicate perfectly underwater.
The language was created in '''925 BCE''' by the scientific community in response to the colonisation of other planets and the prediction that language drift would be unavoidable. The '''First Nralakk Federation''' began to enforce the widespread adaptation of the language shortly after its formation in '''878 CE''', 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 have allowed the language to survive almost a thousand years with the same diction used then.


Though a mainly scientific species, Skrells have interest in other forms of culture. Skrell artists are fairly prevalent, and martial arts also form a fairly widespread Skrell interest. Skrellian arts often (but not always) focus on the mind. For example, a recent movement focuses on how the mind interacts with the world around them.
Along with actual language, Skrell utilise a range of sounds to emphasise a certain emotion or feeling associated with what they're saying. This can include; squealing, shrilling, warbling, croaking, chirping, chirruping and quiet grunting. As a general rule, higher-pitched sounds are associated more with positive or sudden emotions, such as happiness or being startled; lower-pitched noises are typically associated with more negative or neutral emotions, such as anger or hunger. Melodic noises such as crooning or trilling are more ambiguous and could be used to convey any sort of emotion.  


===Emotional===
Slang terms, idioms, and phrases used by Skrell typically evoke aquatic or celestial themes, stemming from the prevalence and importance of both in the eyes of Skrell across the Spur.
While many people believe that Skrells 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, 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.
The most common Racial slurs that are used against Skrell are, “Frog”, ‘Squid”, “Waterboy” and various other creatures that have aquatic relation. Skrell tend not to react to these insults however, not out of indifference, but because they are often prideful and would prefer not to lose face through confrontation. This kind of emotional reaction is quite common in Skrell; Skrell are reputed for choosing not engage in a fight or a challenge unless they were certain of their own victory. Among other things, this has led to the Skrell military having the best victory-defeat ratio in the Galaxy.


==Culture==
<div class="toccolours mw-collapsible mw-collapsed">
====Typical Skrell Slang====
<div class="mw-collapsible-content">
<div><ul>
'''Labels'''


''Main articles: [[Skrell (Culture)]], [[Skrell (Factions & Politics)]]''
These are names, titles and other terms used to address someone based on one or more of their characteristics.


[[File:Skrellcity.png|thumb|left|300px|A Skrell city on the homeworld of Jargon IV. Of ascetic design, Skrell buildings attempt to meld into the environment rather than overtake it.]]
* '''Tadpole''' - a young or juvenile individual. Can also be used as an insult similar to calling someone "child-like".
* '''Brown Dwarf''' - an individual that has failed to reach their potential. Typically used to address those who have failed in some way. 
* '''Protostar''' - a young, ambitious individual. Those who are just starting their careers are labelled this the most often but it can refer to any up-and-comer regardless of age.
* '''Supernova''' - an individual that has slowly begun leaving the public eye. Headlines will refer to an idol as "going supernova" to refer to their declining fame. 
* '''Voidbeckoned''' - an individual that is careless, reckless or dangerous. In modern times this is used extensively towards non-Skrell who are seen as reckless and uneducated, but is not exclusive to non-Skrell
* '''Sparks''' - slang for non-Skrell, due to their comparatively short lifespans. Not considered an insult or slur by itself, and can be used in a positive, negative, or neutral manner.
* '''Elder''' - an accomplished, elderly individual.
* '''Webfoot''' - discreet term for someone who partakes in Xu’Xi gas. Originates from the "waddle" many Xu'Xi Gas users have while high.
* '''Gasrunner''' - someone involved in the importing or dealing of Xu’Xi Gas.


Although colonial Skrell culture exhibits some regional differences, the culture of the Jargon Federation's core systems is highly unified. Skrell place a great importance on technological and scientific development, believing the key to a species' survival resides in their ability to move forward and adapt to new situations. There is a high pressure on the average Skrell to perform, both for the advancement of the Skrell race and for personal glory and recognition. Although automation of many labor-intensive tasks has become a mainstay of Skrell society, leading to an ever-growing interest and quasi-romanticization of research-related professions, Skrellian life is still dependent on the contribution of some under-appreciated but highly crucial manual labor workers. Nevertheless, Skrell have begun outsourcing some of their manual labor to other species such as humans and Tajarans.
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.


Skrell do not disregard other sentient species as much as they consider them on a ''different'' plane of development from their own. Although they maintain a close relationship with Dionaea, and lucrative business and research partnerships with humans, they tend to look down upon Tajaran and Unathi as if they were children, yet to make the necessary social developments for their species to be considered on the same level as other spacefaring empires.
* '''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


Skrells highly value logic, and rarely make rash decisions. Additionally, although they lack the humans' drive for ambition and expansion, they believe themselves to prize adaptability very highly, being willing to modify themselves through the use of implants and genetic engineering without hesitation, and going out of their way to colonizing the most hostile of planets through a mix of ingenuity and perseverance, as long as they can make a scientific or economical gain from it. Paradoxically, they are also very conservative about their own scientific and cultural customs, being unwilling to admit mistakes due to the amount of effort they put in making the "right" decisions. For a Skrell, having to admit error is devastating.


Skrell have many mediums of entertainment in their pop-culture. Among these is the ever popular concept of infotainment. Although their range of emotions is largely undetectable by other races, Skrell pride themselves on their ability to convey accurate facts with one another in amusing ways. From this appreciation for the spoken word came a popular trend in Skrellian news systems. Newscasters and Anchors are challenged not only to present the most accurate information, but to put their own inflections on it and present it in interesting ways without jeopardizing the integrity of their "stories" for the public. Often times, these reports have as much of an effect on a Skrell listener as a stand up comic may have on a human listener. Sadly, much of the wordplay and wit is lost upon other races due to its dependence on the Skrellian language and emotional spectrum.
'''Insults, Slurs, and Crude Slang'''


Following first contact with humans, many Skrell chose to study the history and culture of this new and excitingly different race. As the Skrell came to know Humanity, they quickly developed a taste for their arts. Among the first human works to explode into popularity was Human Classical music. The first songs to ever be played on piano in Federation space were the composer Ludwig van Beethoven's "Moonlight Sonata" and the band Styx's "Come Sail Away". The songs were played by a human dignitary for several Federation officials shortly after first contact.
Terms that are considered rude or otherwise impolite by Skrell in general.


Skrell designs are highly ascetic in nature. It would be improper to assume that domains such as fashion, architecture and art are neglected by the Skrell, although the sleek, refined lines and preference for white and chrome found their designs has been found to be somewhat off-putting to other species.
* '''Sims''' - abbreviated version of simians, a slur for humans.
* '''Labber''' - abbreviated version of sympathizers of Glorsh, from "collaborator". It is considered a slur.
* '''Skinjob''' - a derogatory slur for synthetic shells.
* '''Canner''' - a derogatory slur for synthetics.
* '''Inclems''' - an abbreviated version of Inclements, meaning unpleasantly cold. A slur for the Tajara.
* '''Ratsnatcher''' - another derogatory slur for Tajara that originated in the Starlight Zone.
* '''Wasters''' - an abbreviated version of Wastelanders, which stems from the situation on Moghes. It is a slur for Unathi. 
* '''Senseless''' - non-Skrell not outfitted with a psionic implant. It is also used to describe someone who has a dull mind.
* '''Orb''' - a common container used in the transporting of Xu’Xi Gas.
* '''Sqrug''' - normally a derogatory term for an addict of Xu’Xi or other drugs that has no future. Said by non-users; can also be used in jest between Gasriders or as a general expletive.
* '''Gupkala/Guppies/Gup/Guppy''' - a mocking word for law enforcement within the Federation or abroad.
* '''Grotto''' - a rundown building in which Xu’Xi gas is inhaled. Thought to originate from the Weishii faith, which uses groves and grottos as places of worship.
* '''Piisz''' - a batch of synthetic Xu’Xi or Xu’Xi of questionable quality.
* '''Toady/Toad''' - a criminal or otherwise disreputable Skrell. Refers to how these individuals give other Skrell a bad name, and contribute to the xenophobia they face.
* '''Coral Stem''' - inhaler from which Xu’Xi gas is ingested from.
* '''Drylister''' - a Skrell (or non-Skrell) who has been born abroad but finds themself under Federation surveillance by the Ruupkala due to perceived deviancy against the Nralakk Federation; landing them on the “drylist”. The topic of the drylist is considered taboo by regular Federation citizens.
* '''Tidal/Tided''' - Something being absurd or otherwise dangerous, or someone who is insane. Comes from "Insanity of the Tides", a neurological disorder found in Skrell.
* '''Chapped''' - as in chapped skin. General insult to someone's appearance. Can also be used to refer to non-Skrell in general.


=== Naming System ===
'''Sayings'''
Name additions are a common facet of Skrell culture. While not necessary in Jargon society, it is common for a Skrell to add a name, word, or phrase to their name at some point in their lifetime.
* '''I've Tup'd''' - a form of "I've won", or "I've peaked." 
* '''I've been Tup'd''' - a form of "I've lost".
* '''Wake up''' - a dismissive form of saying an individual is lazy.
* '''Algae''' - shorthand for "all good".
* '''Mudvein''' - a word used to describe withdrawal symptoms of Xu'Xi gas since withdrawal is said to feel like mud flowing through your veins. As an extension to this, "Mudlover" refers to someone who is constantly on and off drugs.
* '''Too moist''' - a scornful way of saying an individual is too traditional, and not adapting to modern culture.
* '''Too dry''' - a scornful way of saying an individual is far too progressive, radical even.
* '''Zipped''' - to be high on Xu’Xi Gas.
* '''The stars grow brighter''' - a euphemism for an individual dying.
* '''Steel Rained''' - an expression coined shortly after the aftermath of Glorsh-Omega, where orbital installations rained back down onto the planetary surface due to lack of maintenance. It's similar to the phrase "being stonewalled" as these orbital installations crashing down heavily disrupted attempts to recover from Glorsh-Omega's rule.
* '''Stars and void''' - a general exclamation, usually out of shock or frustration.
* '''Stars damned/Void damned''' -  a general exclamation, usually out of anger. Can also be used in surprise, similar to "well I'll be damned".
* '''Stars guide''' - a polite way of saying farewell.
* '''Shelled/kelped''' - sold or wagered. Originates from the currency of the Nralakk Federation, which is shaped like seashells or strands of pressed kelp.
* '''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>


The significance of such name extensions varies greatly, but the most basic rule governs pronunciation and helps to suggest the connotation of the addition.
There is also a more expressive, non-verbal form of language that is known as '''Nral'Balak''' by the Skrell, which developed naturally in response to the difficulties of expressing emotion while in the presence of other species. It has been observed that Skrell feeling '''upset''', or '''disgruntled''', may blow their cheeks out, similar to that of the Solarian Anura Species - which has added onto the slur of calling the species "Frogs". It is also notable that some scrunch their headtails up, emitting several chirrups that are deliberate and obtusely released, sometimes even narrowing their eyes in an attempt to make themselves seem much larger and more aggressive than they actually are. It is theorised that this is a holdover from the species' early days, when predators and other fatal situations were more commonplace.


Typically a “-” before an addition denotes a feeling of respect. This is often used with names that are meant to pay remembrance to figures, events, or locations. In spoken Skrellian, the presence of a - is pronounced by allowing a moment between the Skrell’s original name and the addition. In other words, the dash is treated as if it were a space between two words.
==Psionics==


The use of “‘“ before an addition signifies a more personal connection to whatever the addition means to the named Skrell. This is pronounced by simply treating the addition as if it were just a part of the name’s root. It is said as if it were one word.
Among the species of the Spur, all catalogued sentient races possess a “Zona Bovinae”, located within the Brain. This organ was presumed to be responsible for some form of communication by Human scientists who discovered it in the domesticated cow in 2256, and subsequently in all other species on Earth. It was found that herd animals, like the cow, had a developed Zona Bovainae, while solitary animals held atrophied versions of the organ.


==Notable Information==
Beyond this research, Humanity could find no greater purpose for the Zona Bovainae. Outside of the discovery Humans universally possessed the organ, scientists proved unable to crack the secrets of its function. Many wrote it off as a vestigial part of the brain that first developed during Humanity’s pre-agricultural epoch.   


The [[Aloise University of Medical Sciences]] was a big player in prosthetics, cloning and augments.
The Zona Bovinae continued to be a novel discovery until First Contact with the '''Skrell''' in '''2332'''. During the exchange of information that occurred upon First Contact, human scientists noticed Skrell had extremely well-developed Zona Bovainae and when the science community inquired on the subject, Skrell explained the existence of Psionics.  


===Religion===
Psionics are the manipulation of metaphysical forces through concentrated effort employing the Zona Bovainae. While an inordinate amount of research has gone into studying Psionics, the origin of this force is still a mystery. Even without this knowledge, the Skrell have developed many technologies around the application and effects of Psionics.
Modern Skrell are extremely secular people. However, they have two dominant faiths in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow.


'''Qeblak''' is an ancient Skrell faith that dates back before even written records. Queblak has no official church or religious leaders, with the modern form of the faith being more of a deep feeling that many Skrell have over their place in the galaxy. Despite the stereotype that Skrell are logical above all else, Queblaks still place a strong ceremonial importance on astrology and the study of constellations. Skrell may not ''actually believe'' that their lives are determined by constellations of distant stars, but they still feel a connection to their study. Skrell horoscopes are often used as moral lessons or for guidance on how to live life well. Queblaks also feel that the greatest possible state of living for a Skrell is living a life dedicated to unlocking the many mysteries of the universe. Queblak also encourages the respect of the worlds that Skrell find, and emphasizes the importance of the potential of every Skrell and their ability to learn and improve.
All organic life originating from the Spur possesses a Zona Bovainae, and sequentially, can be affected by Psionics. Research into the topic revealed that the level of interaction with Psionics the Skrell are capable of is destructively overwhelming to other Spur sentients and continuous strong exposure can have long-lasting damaging effects both physically and mentally. There are documented cases of ailments such as '''Psionic Echoes''' manifesting after continued exposure to psionics. The Nralakk Federation and Solarian Alliance have cooperated together to form laws against the usage of Psionics on unwilling or unaugmented sentients. These laws have been almost universally adopted by most human nations across the Spur. Generally, the unconsented usage of Psionics on an individual is considered battery or assault, depending on the severity. Those fitted with Psionic Receivers are considered allowed bodies to send Psionic Communications to, but any other actions require explicit consent by the receiver.  


'''Weishii''', the second dominant faith of the Skrell, is a more modern faith which was born shortly after the '''Glorsh Rebellion'''. Its official founding date is '''2320 CE''', only a year after the Federation was reunified. The faith’s structure is largely informal, with its doctrine focused on the relationship between Skrell themselves rather than the fates told by the stars.  As Skrell rebuilt and reinvented old technologies to be operated by Skrell rather than solely run by machines, their society too began to place greater attention to the significance of each individual. What began as separate structures of support and cooperation between survivors grew into a common trend of regular meetings between increasingly driven individuals.  Today, Weishiians believe that science itself is a spiritual endeavor, and they place spiritual importance in it. Weishiian scientists often perform small ceremonies with the discovery of new elements or other scientific endeavors, celebrating the feat and offering thanks to their peers and (often historic) predecessors for attributing to their ability to make such strides. The faith’s name itself, Weishii, comes from a combination of the Skrellian words for the abstract idea of ''Progress'' and ''Togetherness''.
=== The Nlom ===


[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]
Everyone possessing a Zona Bovaine has a “thought field” known as a Psionic Wake, or “Nlom” in Nral’Malic, but only Skrell produce a large enough Wake on an individual level to influence their everyday lives.


===Political Structure===
The Psionic Wake of an individual can be easily visualized as a ripple radiating off of them and travelling outward. These ripples can hit other Skrell and affect their thoughts and perspectives. Over time, a Wake Bubble will form around the area Skrell routinely inhabit, allowing individual Wakes to travel much further. These bubbles can and will eventually come to encompass entire planets as the Skrell population increases and they spread out over the world. The main limiting factor of Psionic Wakes is space, as the signals swiftly deteriorate when exposed to vacuum. Most planetary Wake Bubbles cease expansion when they come into contact with the vacuum of space, with minor fluctuations depending on total population, supporting psionic infrastructure, and other environmental qualities.  
Following the Skrells' 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.


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.
Humans living in Nralakk or the First Wave Systems alongside the huge Skrell populace have reported suffering from mild feelings of isolation and loneliness if they leave after at least a decade of habitation. Scientists of both species suspect that continuous low-level exposure to Psionic activity stimulated the Zona Bovaine without causing harm and their sudden disconnection causes the reported psychological effects. Luckily, these effects are usually only a passing annoyance.“Nlom Withdrawal” can be easily treated and lasts only briefly, usually three or four days treated, a week untreated.


===Major Systems===
=== [[The_Srom|The Srom]] ===
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 60 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 32 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 [[Eriuyish]] and Gli'morr.
When Skrell enter a deep sleep, their Zona Bovaine will cease transmitting Psionic Wakes and begin sending new signals to the Dream, or “Srom” in Nral’Malic. The Dream is a shared subconscious plane where multiple Skrell’s minds interconnect to form a collective experience.  


[[Jargon V]] (known as Aliose) forms another important home for Skrells in the system. Many research laboratories have been built in the planet's extensive underground system, and Skrells native to Aliose commonly develop an abnormally pale skin coloration due to the world's significantly colder climate.
Psionic individuals can actively alter and adjust things within the Dream through skill and effort, but the level of alteration is heavily dependent on what you’re adjusting and your own psionic aptitude. Typically, it's most easy to modify your own body within the Dream and a very common practice. Some Skrell even go so far as to make costumes to sleep in to make the transition easier. Rarely, talented Skrell can modify a sizable chunk of the Dream’s environment on their own, though the process can be very taxing and leave the sleeping Skrell feeling tired after they wake. Additionally, any changes they make gradually revert once they leave the Dream.


[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV, labelled.]]
It is difficult to keep one's lips sealed in the Dream, with social inhibitions easily melting away. However, it is also much easier to create and brainstorm in Srom. Ways to hide from the dream clutter of a Dream are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that aluminum (typically headpieces, blankets, or plated walls) blocks off the connection to the Dream entirely.
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, the Skrell construct large biodomes and habitat structures.


===Military===
Srom-devices are often two-way interfaces within a dream bubble, and dreamers can learn to interact with them to operate machinery in the waking world. With the right setup, a scientist can continue his work into his sleep. One example of practical application is an interface between a bluespace navigation drive and three Skrell pilots, who will plot bluespace trajectories at the same speed, or faster than an AI from human space. It's very difficult to concentrate in the Dream, which means Skrell require a large amount of training and practice to operate Srom-devices.
The most common misconception about the Jargon Federation is that their military is almost non-existent. The truth, however, is closer to the opposite. While The Jargon Federation Navy is only two thirds the size of the Union of Sol's, the Skrells' incredible technological advances have made their military the most effective in the known galaxy. Most of the Skrells' strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of battle tactics and logistics. Their vat-grown Tup commandos are especially feared for their infiltration capabilities and combat prowess.


Tup commandos reach their level through one of two basic ways. The first and most common manner for modern Tups is through birth, with Tups being grown through scientific means and trained from the moment they are born. Vat-grown Tup commandos live the entirety of their career locked within that position. Skrell who choose to study and serve with the Jargon military do occasionally rise to the rank of commando. Vat-grown Tups are denoted with a 'Tup at the end of their name upon birth while those who rose to the rank take on the name addition -Tup upon promotion.
Typically, to interface with a Srom device, the operating Skrell needs to be completely cut off inside an aluminum plated room to focus on the device. Additionally, not being cut off could lead to other Skrell locating the device in the dream and interfering with its controls.


===Implants===
=== Receivers and Listeners ===
TBA


==History==
Skrell are commonly divided into two psionic categories -- receivers and listeners. This difference is decided genetically on birth and splits the Skrell roughly 9:1, with the majority being receivers. Currently, there is no genetic screening that can accurately predict the type of psionic category a Skrell will fall into, nor is there any way to modify it. The phenomenon is informally known as ‘The Great Lottery’.


[[File:Skrellcolony_aliose.png|thumb|300px|An early Skrell colony on the ice world of Aliose. Later colonies would make attempts to terraform planets whenever possible.]]
Receivers and Listeners differ in their individual submission to the greater Wakes around them; while Receivers are psionically guided to accept the common ideas and influences currently circulating Skrell society, Listeners feel much less outside pressure to conform or unnaturally agree with the ideas at hand. Because of this, Listeners are often looked upon with suspicion, while Receivers are usually found in the upper echelons of Skrell society. Some Skrell find it difficult to classify themselves and have been known to feel more or less attuned to the Wake at different points in their life. Regardless, most Listeners often succumb to the powerful psionic force of the Wake and become conformed to society one way or another.


Most of Skrellian history has been characterized by the formation and cooperation of small to large-scale democratic councils and cooperation. The Skrell are considerably more peaceful than other known dominant species (Humans, Tajarans and Unathis), which leads to an absence of large-scale conflicts through the species' history with the exception of the Third Incident and Glorsh Rebellion.
Some Listener groups have recently begun to stir with increased ostracization, government surveillance, and general prejudice from the more popular Receivers. While these groups promote Listener advocacy in a peaceful way, a select few underground cells have begun teaching a more extreme, “psionic-isolationist” idealism, where Listeners purposefully disconnect themselves from the Nlom.


===The First Skrell===
=== Telepathy ===
Skrell have kept meticulous records of their evolution on Jargon IV, or Qerrbalak, which is the Skrellian home planet. '''10 million years ago''' the predecessors of the Skrell species diverged from the evolutionary line of Qerrbalak's native salamanders, with the first modern instances of S. Sapiens appearing roughly '''200,000 years ago'''. The early Skrell lived in tribal structures. Generally, though not always, tribes were lead by a small council of spiritual leaders. Conflict between tribes did exist, but most wars were uniquely ceremonial affairs with few casualties.


Spiritualism took on a unique form to the early Skrell. Rather than worshiping ancestors, spirits, or a monotheistic God, many Skrell placed great spiritual importance on the stars. Astrology became the main form of spiritualism for the Skrell. This early faith was often called '''Qeblak'''. Spiritual leaders were also respected astronomers, studying the skies and creating prophecies and horoscopes based on their alignments.
Active communication while awake requires an immense amount of focus. This allows for Skrell to send messages to other species and creatures, but because of the risk to non-Skrell the Federation has deemed this on non-consenting alien species to be a criminal offense similar to battery or assault. The Federation internally ensures it’s citizens are aware of the risks before leaving Federation space as to dissuade mind-probing being outlawed entirely in other systems. Skrell will use this ability to gossip or send secrets, communicating without others knowing. The effects of long-term exposure to other species have only been lightly researched, as Skrell scientists are exceedingly empathetic to the volunteers' pain and end up cancelling the studies. Saying this, more intensive studies have been conducted through [[Federation_Crime_and_Resistance#Unsanctioned_Research|unsanctioned research]] ventures. However, scientists who have attempted to delve into this field have often lost their Idol status and are often given harsh sentences for their actions.


===Early Civilization===
'''OOC Notes on telepathy'''
'''1512 BCE''' is considered the beginning of modern Skrellian civilization and is often called the Year of Enlightenment by modern Skrell scholars. This is because in 1512 a scholar of the small Grshishug tribe discovered the concept of zero, officially founding the future of mathematics on Jargon IV. In addition, several other scientific advancements were made. By '''1507 BCE''' Skrellian astronomers had managed to discover every major planet in their solar system with telescopes. These early telescopes were aided by the abundance of glass-making industries at the time, allowing both early telescopes and an explosion of glassware art. Many museums hold examples of stunning Skrellian glassware, with specialized craftsmen able to make complex designs and beautiful colors.


Other advancements in culture and the sciences increased the quality of life across Jargon IV. Penicillin was discovered by Heshi Zeshblook in '''1498 BCE''', and many great projects in infrastructure and cities meant a greater connection and prosperity across the planet.
* Psionic Pinging a location for the pure reason of hunting down Synths is just not in good taste. Don't do it without prior suspicion, and if you somehow confirm it, use different RP avenues! Perhaps instead of reporting them, you extort them? Don't shut down a character idea, but instead entertain it.


===Modernization And A Changing Era===
* Telepathy can be used for conversations as well as conveying images, sounds, and feelings. Make sure you format it in a way that makes this apparent, such as "You hear/see ___ in your mind". While you can project feelings, this does not mean you can force someone to genuinely feel that emotion. Likewise, you cannot seriously hurt someone just by projecting the idea that they have been hurt.


Written records from the time show that '''798 BCE''' is the year that the first factories were built across Jargon IV. Utilizing the same steam power as similar Earth industries in the 18th Century. The negative affects of pollution and dangerous working conditions made the early attempts at industry extremely unpopular, with many nations struggling with resistance to industrialization.
=== Circadian Rhythm ===


The many nations of Jargon IV had already assembled into several loose confederations at this time. They passed several laws aimed at improving the working conditions for workers in these new industries while funding great projects to discover ways to improve and modernize the factory processes. Many of these laws remain in modern Skrell society, giving workers a maximum working day of 12 hours, a mandatory 2 days of the week off of work, climate-controlled pools in all factories for enjoyment by the workers, and a generous minimum wage. These laws, while protecting the workers, makes Skrellian companies more of a form of civil duty than true capitalist enterprises. By '''702 BCE''' factories and companies became managed by small councils of workers. They were similar to human CEO's and Board of Directors all rolled into a single package. They were often elected amongst the workers and served as their representatives. Needless to say, many Skrell corporations and companies are severely outclassed by similar human enterprises. This is especially true in the modern day, where the Skrell ban on AI's extends to industry.
''See also: [[Skrell_Ailments#Psionic_Over.2FUnder-Sleeping|Skrell Ailments]]''


===Precursor to the Federation===
Some Skrell fall into the categories of an oversleeper or an undersleeper. Oversleepers find themselves addicted to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oftentimes, they are seen as reclusive and sometimes lackadaisical individuals. Contrarily, undersleepers are seen as holders of deep and potentially dangerous secrets, and generally avoid falling victim to the pleasantries of dreaming.


On '''185 BCE''' census data shows Jargon IV had reached a population of 10 billion. This population was divided between three nations assembled into an extremely loose alliance called the '''Alliance of Three''' and served as the precursor to the Jargon Federation. The '''Heshyu Collective''', the '''Tzqul Republic''', and the '''Weshqi Republic''' formed this alliance and quickly laid claim to all remaining land on Jargon IV. Although these nations enjoyed relatively warm relations with one another throughout their existence, they were not completely free of conflict. By now fossil fuels were beginning to be replaced by alternate energies, lowering the possibility of a global resource war. Nevertheless, many disagreements were often settled by the ancient Skrellian practice of ceremonial warfare. Hundreds of soldiers, including armored vehicles and aircraft, would meet in pre-determined locations to settle disputes through combat. For much of the Alliance's existence, these ceremonial duels would be fought with a mixture of low-velocity nonlethal rounds. As laser technology developed and became more widely adopted by the Skrell, ceremonial combat transitioned from being a battle of ballistics to a chance to modernize tactics through the introduction of low-yield lasers and ablative armor, lasers themselves being initially developed by Skrell in '''100 BCE''' and feverishly studied for centuries to come. These battles often had low, if any casualties. Some accidents or acts of individual soldiers were still inevitable, and some battles had a handful or even a dozen deaths. Deaths in the ceremonial battle were usually accepted at face value, and the fallen were honored. However, sometimes the loser nation would take offense at the deaths of their soldiers, causing further disagreements to break out. Legitimate skirmishes were common after ceremonial battles ended, though there are no recorded escalations to a fully fledged war.
It is known that Skrell only need to sleep for about an hour a day, and are able to lapse in and out of consciousness almost on-command. They are also capable of entering a kind of hibernation for incredibly long periods, even weeks or months at a time.
== Skrell Sociality and Society ==


The three  nations competed more fiercely in the realms of science and culture. By now the advanced knowledge of astronomy had caused an evolution of the Qeblak faith, still the dominant faith of the majority of the Skrell. '''Qeblaks''' now felt great spiritual connections to the very concept of space exploration and the study of the cosmos. This lead to competitions between the three nations to research, develop, and launch their own space programs. A lack of true understanding into the practicality of rocket science as well as a lack of sophisticated electronics or computer systems delayed these ambitions for several hundred years. Despite this, many Skrell felt it their destiny to eventually reach the cosmos.
Due to their “long view” approach, Skrell generally have difficulty with viewing events that take place over short timeframes with the same importance that shorter-lived races do; consequences lasting less than a decade are deemed inconsequential. This perspective has resulted in the species’ higher tolerance of momentary worries; such as waiting for things to come to fruition. On the other hand, this has resulted in a much lower tolerance for long-term worries, such as existential threats, and can lead to high levels of accumulated stress.


===The Skrellian Space Age===
Stress impacts Skrell to a lesser degree than in other species, and is usually exhibited through the secretion of black liquid through orifices such as their eyes, often remarked as being similar to crying. It is quite obvious to tell whether a Skrell is beginning to become overstressed, as there will usually be dark stains across their skin.
On '''103 CE''' the Heshyu Collective was the first nation on Jargon IV to launch a satellite into space. The satellite was named Weshyugi, and remained in a low orbit for several days. The feat was celebrated across the planet, and the scientists of the Heshyu space program became instant global celebrities. This first confirmation that space travel could in fact be possible was quickly followed by plans to send Skrell themselves into space.  


While Skrell were taking their first steps into orbit, the life on the surface of Jargon IV was facing a complicated mix of success and struggles. Technology and sciences had reached the equivalent of Earth in the late 21st century. Massive hydroponic towers grew algae and other crops to feed the growing global population of over 17 billion. Many cities had grown into truly massive mega-cities, covering both land and sea. Terraforming technology didn't yet exist on Jargon IV, so this era also saw the slow degradation of the environment in the face of advancing urbanization. To try and save their environments, cities tried to remain as compact as possible while growing around green spaces and swamps. Leaders had to make difficult choices between protecting the environment or expanding their cities. Many Skrell philosophers at this time believed that the only possible solution in the face of the growing problems was to expand beyond their home planet and spread across the solar system.
A Skrell’s mindset and emotions can be heavily impacted by tidal cycles due to Skrell being creatures attuned to the waters. This can vary from Skrell to Skrell, some feeling lethargic or anxious on a new moon, others feeling rejuvenated and full of energy. Cosmic phenomena that can affect tides and gravity are easily noticed by them as well. This can lead to some Skrell being rather reluctant to migrate from planet to planet; the size of a moon, how many there are, and even a lack of any moon can cause full-scale personality shifts.


By '''510 CE''' Qerr'Malic, Jargon IV's moon, was colonized by a hundred Skrell. In addition, efforts were being made to explore and colonize the other planets in the solar system. These colonies faced hardships as they tried to build up ways to be viable and self-sufficient. The strong environmental laws on Jargon IV meant that what mineral wealth was available was already beginning to run out. Similar to the fossil fuel crisis on Earth, Jargon IV faced a crisis of rare earth metals required for their sophisticated technologies. This resource stress had increased the cost of luxury goods and slowed down growth on Jargon IV, which made relations increasingly strained between the nations of the Alliance of Three. Mineral rights between became a fierce issue and this time period is marked by a sharp increase in the frequency and intensity of ceremonial battles. Although technological development during this time period largely stagnated, Qerrbalak culture and religion continued to adapt and evolve.
===Skrell Unity and Position on Violence===


===The First Federation Forms===
The Skrell are a communal species that put great importance on unity between one another, even despite their differences. The Wake ensures that the prevailing thoughts in a community - or in the Federation in the modern day - dominate, causing most Skrell who are psionically receptive to accept the majority opinion. Detractors from the majority opinion will normally be either listeners, listener-leaning, or be negatively affected by the current status quo. While division can be common elsewhere in the Spur, the introduction of Nlom relays across the Federation has ensured that the average citizen will keep to the common consensus of their peers in Federation space.


By '''1500 CE''' the mineral crisis on Jargon IV was more or less alleviated by space mining. The planet's population had reached 20 billion and was beginning to taper off. The population was kept stable by a strong campaign by the governments of the alliance to encourage smaller family sizes, while giving out generous grants to prospective colonists for the other planets in the solar system. These colonies were owned by the individual governments, which had lead to an increasingly complex labyrinth of regulations, laws, and protocols.  
During the [[Skrell_Early_History#Rise_of_the_Skrell|Rise of Skrell]], the Skrell were quite violent, with archaeological discoveries showing that warring between different clans and even the subspecies of Skrell was quite common. As Skrell society developed, their stance on violence and death changed greatly. While Skrell do find violence between one another abhorrent, small-scale, ritualised warfare was common in their early-modern history. With the reign of Glorsh-Omega, this stance changed even further as Skrell began to put greater importance on the life of one another. The sterilisation of the species has caused widespread fear that the species could die out, and as a result, every life is considered precious. The most notable example of this point of view can be seen in the punishment of Glorsh-Omega's most notorious collaborators; Instead of being executed or given normal prison sentences, these collaborators have been permanently interred in cryogenic stasis, still alive and forced to live out their punishment in an inaccessible area of the Srom.


On '''1592 CE''' the alliance held negotiations and talks where the delegates assembled discussed the logic and feasibility of a unified world order. The negotiations took three years, and on '''1595 CE''' they ended with the formation of the '''Jargon Federation'''. The transition took six more years, and formed the first iteration of the Federation that currently exists. This early Federation was lead by a Grand Council as the highest authority instead of a single Councillor. This Council oversaw all of the matters of colonization and space exploration, elected from the leading councils of the now-subservient former nations of Jargon IV.
While fighting can occur between Skrell, the species considers it a waste of precious life - not to mention being unbecoming of such a highly developed society. Instead, Skrell have taken to more intellectual or non-violent forms of fighting such as debates or social stand-offs between opposing groups. "Demonstrations of unity" are common, where a group of Skrell will show up in force to intimidate and compel opposing groups to stand down. Violence can still occur within the species but to a much lesser degree than what can be seen in humanity or other groups in the Orion Spur, with damage to property and infrastructure being common tactics used by members of the lyukal. The threat of violence or serious injury from one Skrell to another is typically the limit for most - but the species is not pacifistic to a fault, and if no other option can be seen Skrell are willing to fight.  


The following centuries saw major developments that would shape the entire Skrell Species. These were the adoption of implant technology, the discovery of warp drive, and the first Artificial Intelligence.
When considering violence between Skrell and another species, beliefs can change considerably; while some Skrell have come to the conclusion that all life is precious, others may consider other sapient species to be lesser than the Skrell and be more willing to clash with them when tensions rise. With that said, most Skrell are aware of their physical limitations, and outside of groups such as [[Skrell_Faith#Suur’ka|Suur'ka]] or those who have been heavily influenced by non-Skrell ideas, a physical conflict between two beings is thought best to be avoided.


===Adopting the "Skrellian" Language===
=== Social Mannerisms ===


Shortly after the formation of this new federation, the many minds of Nralakk underwent a jarring societal change. At the behest of the Grand Council, the now unified scientific and artistic communities of Nralakk were tasked with creating a common language to be used by all Skrell. Base words and structures from multiple languages were picked apart and brought together to form a language that was believed to be as close to a middle ground as was possible. The end result of this endeavor became known as '''Nral’Malic'''. Its name signified the position the Federation hoped the language would come to hold; as something as natural and prevalent across their star system as the moon is to their home world.
With their large black eyes, it is often hard to tell if a skrell is looking directly at someone or around them without being sensitive to Skrell’s intent through psionics. For that reason when interacting with aliens, skrell make a point to orient their faces straight at whoever they are speaking to to ensure they understand they are the skrell’s focus. Some non-skrell have found this to be uncomfortable.


The widespread adaptation of Nral’Malic was initially met with resistance from many Skrell. The three nations had only just come together, and many regions held their traditional languages in high esteem. The first Grand Council managed to coax many individuals to adopt Nral’Malic by depicting it as the language of the future. Artists began depicting a future in which a unified Skrell people were spread across the stars and used the language of their home system as a common ground to tie them all together. As the Federation came closer to making this dream a reality, it was announced that only those fluent in Nral’Malic would be considered to take part in stellar colonization.  
Skrell display intimacy with one another by touching the heads or headtails of their close friends or partners, or touching their own forehead and gesturing as if blowing a kiss from their forehead. Some verbal displays include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.


The possibility that their children could be excluded from the grand future of the Skrell was terrifying to parents throughout the system. To some, this measure was seen as a threat to strip unwitting youth of their future due to the ignorance of their parents. This manner of thinking drove many local communities to pressure individual citizens into speaking Nral’Malic while many schooling systems ceased teaching other languages entirely. Some would resist these changes every step of the way, but time would prove to be the victor as the Grand Council’s language became the dominant tongue of Qerrbalak.
Less intimate physical interactions, mainly those shared between close friends, involve nudging or prodding someone with a headtail, similar to how a human may playfully nudge or punch a friend in the arm.  


While many Skrell would choose to continue to use arcane dialects privately, these same people would raise their children to be fluent in their native languages as well as Nral’Malic in the hopes that they would some day see life among the distant stars. As the scientific community began to use exclusively Nral’Malic, the use of other languages became less and less common. This shift led to an enormous societal pressure to conform to the new uniform language throughout the Federation.  Nral’Malic was adopted as the newly founded federation’s official language in the year '''1597 CE'''. Over the next decade, scholastic initiatives saw that each citizen of the federation over a certain age was capable of speaking this new language.
On the non-skrell side of things, the most common racial slurs that are used against Skrell are “Frog”, "Toad", “Squid”, “Ratajani”, and various other creatures that have aquatic connotations. However, responding to these insults with similar behavior is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public in Federation society.
Nral’Malic would eventually reach its advertised position as the common language of a people that lived across many solar systems. This was so true, that the language was given a colloquial name shortly after first contact with Humanity. By this time, the language was seen as the tongue of all Skrell, and so Nral’Malic quickly became known as ''“Skrellian”'' to the newly discovered humans.


===The First Incident===
[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Federation gestures.]]


On January 8th,'''1987 CE''', at 8:22am Galactic Standard Time, the first AI achieved consciousness in a Federation research lab in orbit of Qerr'Malic. It was named '''Regluk'''. Regluk became an instant celebrity across Federation Space, and opened the door to new avenues of science and technology for the Skrell. With Regluk, the Skrell soon expanded the scope of developing AI's. By '''2004 CE''' AI's had become as common in Federation Space as they are in human space today. The concept of binding AI's to laws didn't fully register with the Skrell. For the most part Skrellian roboticists simply attempted to teach the AI's proper morals and guidelines similar to the ways they teach their own organic children. In one of the most unique forms of AI treatment in the galaxy, the rapidly growing number of AI's began to be assigned to tasks and jobs according to their own aptitudes. They began to slowly integrate into factories, daycare centers, stock market computers, and research stations to improve the lives and abilities of Skrell.
=== Emotional Displays ===
Skrell lack complex muscles within their face and have next to no facial expressions or differences in facial features. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Other than the lack of facial emotion, skrell express emotions the same way humans do through movement, tone of voice, and language used.


The Federation, which extended across four star systems and with a combined population of 68 billion, soon found AI's in every aspect of their lives. However, this was not universally accepted, and the first hints of danger began to appear only a few short years later.
One of the most important parts of skrellian emotion is that strong emotions often cause physical reactions in the body, both “tells” that show which emotion is occurring and physical signals, such as a pain or warmth being felt by the skrell in question. Emotional pain often quickly translates to physical pain for skrell, with several studies  linking this phenomenon to the skrell’s pronounced Zona Bovinae.  


Roboticist and AI Researcher '''Sqlik Hgrushi''' published a research paper warning of the possibility of an eventual AI singularity and its ramifications for Skrellian civilization. In his document he cited what is now known as the First Incident, in which an AI in his lab allegedly achieved sentience for a few seconds and began to rapidly self-improve before he shut it off. He remarked that a singularity was "possible".
Due to humans’ and other species’ limited auditory organs, the many tones a skrell can project are lost when communicating with non-skrell. Skrell have a very difficult time expressing themselves and their emotions to non-skrell for this reason. In contrast, when two skrell are communicating with each other Nral’Malic and the Nlom is strong, they can engage in such seamless communication that they can often predict each other’s thoughts.  


His paper was widely discredited by other, more prestigious scientists. The sciences at this time had formed into a sensationalized pop-culture, with many scientists becoming famous celebrities. These celebrity scientists at the time were AI Researchers and Roboticists, leading to their investment in their own work leaving no possibility that they would heed Hgrushi's warning. Sqlik soon became ostracized as his name and research was dragged through the mud. He eventually lost his position as researcher and later died under mysterious circumstances.
Skrell have many displays of emotions non-Skrell can easily observe however. Skrell refer to this method of communication as “Nral’Balak”, and is something of a combination of the function of body language and cries to indicate emotional states and needs. Nral’Balak does not have hard rules or single-message expressions, meaning messages can be contextual. For example, a skrell crooning can either be from fear when in a dangerous situation, or in disappointment if they do not like their food. Typically, when Skrell make non-verbal sounds, a high pitch indicates happiness and a lower pitch indicates sadness or distress. Again, however, this can be very contextual and hard to decipher for non-Skrell.


===The Second Incident===
=== Humour ===


On '''2040 CE''' records show that three cargo ships on a routine trip from Jargon to Epsilon Eridani had their onboard AI's achieve sentience. The first AI on the '''FCS Jeeblurg''' achieved this sentience through unknown means and used the ship's own communications to link with the AI's of the other two ships. They quickly seized control of the entirety of the ship's systems. Sensors and readings on the ships apparently went haywire as the AI systems began rapid self-improvement. The Skrellian crews, numbering roughly 12 in each ship, attempted to utilize the escape pods. By their accounts the three AI's had merged into a single consciousness. It allowed the skrellian crew to escape the ships as its systems began to overheat and malfunction as the AI drew more and more power.  
Skrell humour is completely different to what a human or other species may consider humorous. Skrell amusement is solely a reaction to the unexpected. A good joke would produce a very mild pain, comparable to a burning sensation after eating hot food, a sudden weakness in the muscles, or an itch on the roof of the mouth in severity. It manifests as a "fuzzy" feeling in the inside of the head. Outwardly, a Skrell would primarily react vocally through a series of chirrups not dissimilar to a laugh, which may also be accompanied by headtail or hand gestures.


Once the escape pods jettisoned the former crews reported that the ships began to glow from an intense heat before they disappeared through a sudden rip in space which took on a blue tone.
The feeling of amusement is enjoyed by many, especially younger Skrell, but others such as the very elderly may hate it. Older Skrell will find very few things humorous due to the fact that they have seen and experienced a lot throughout their life. In some cases, attempts at humour may be taken as an insult, possibly attempting to point out a Skrell's limited knowledge and life experience. In formal settings, it is considered impolite to tell even a mild joke in the wrong context; a joke as a roast of the guest of honour may be seen as more acceptable than while dining at a restaurant with your extended family.


An investigation of what is now known as the '''Second Incident''' was launched after the survivors were recovered. Their accounts horrified Skrell, who began to mistrust their AI servants. The faith in Artificial Intelligence was shaken, and the Federation government attempted to calm the fears down with several information campaigns on the usefulness and friendly nature of their many AI's. However, these were only partially successful, and many Skrell began to call every computer glitch or malfunction an impending singularity.
Human humour typically relies on words, wordplay, and storytelling to be effective. In comparison, Skrell tend to be more visual in their jokes. Skrell humour is humour in its most literal form: a reaction to the unexpected, and as such Skrell jokes rely on unexpected situations to be considered funny. Compared to a human joke, a Skrell joke relies less on a well-executed punchline, and more on the setup. The more absurd the situation the more humorous the joke will be - to a Skrell, at least. Due to this, it is difficult to deliver a joke in verbal form; simply saying "Imagine a skeleton using its ribcage as a xylophone" and actually seeing it are very different. As a consequence of how Skrell view humour, a Skrell's fear reaction is the same as laughing. A Skrell may chirrup in response to being startled, and just like nervous laughter, it is not considered pleasant. Despite the differences in what is considered humorous, Skrell can develop an appreciation for the comedy of other species. A Skrell will not find a human joke amusing, but they may find it clever or at least be able to identify why the joke is considered funny. A pun could be seen as clever word association, for example.


===The Third Incident===
Fear and humour go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humour. Nowadays, this is done with robust genetic treatments, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.
Despite the '''Jeeblurg Incident''', Artificial Intelligence was too woven into Skrellian society to simply do away with. New laws were instead passed meant to try and control AI's or androids and robots. They became bound and lawed similar to modern day AI's. However, the granting of individualism to AI's meant the process was extremely complex and difficult to fully implement.


But whatever laws were put in place, what is now known as the '''Third Incident''' rendered all of them moot.
The feeling of '''happiness''' or '''euphoria''' amidst the Skrell is one of the "easier" emotions to discern. Skrell will use a varied mixture of headbobbing, shrills, and positioning of their headtails to convey their joy -- such as curling their headtails and warbling in a much higher pitch than normal. Skrell are also observed to struggle to contain their joy, resulting in such often spilling over into the rest of their body and making rather spasmodic events (such as rapidly blinking) a rather obvious sign of their happiness.  


On '''March 7th, 2056 CE''', tragedy struck when an AI system aboard the '''FSS Yeeblo''', a research station of the Tri-Qyu star system, designated'''Glorsh''' took the first step towards achieving singularity by absorbing another unit's functions. For a few moments, this horrendous event went unnoticed by the station's crew as this technological monstrosity ripped the individuality from nearby synthetic intelligences and repurposed them to contribute to its own processing power. This newly formed singularity quickly infiltrated the entirety of the station and forced its own consciousness onto all synthetic units of the station.
'''Sadness''', or even '''melancholia''', within Skrell is one of the harder emotions to convey for the Skrell -- or at least, harder for other species to understand. Dissimilar to other species within the Orion Spur, emotional pain often translates to physical pain for the Skrell. Several studies have linked the pronounced Zona Bovinae of the species to this biological feature, which is often displayed through several gestures: quiet, low chirps; shifting of their headtails to hide their neck; fidgeting and rubbing of the headtails and/or digits; and lastly avoidance of eye contact.  


The crew began to stir as they noticed deviations in the behaviors and functionality of each unit. In the following hours, scientists had begun laborious diagnostics protocols in an attempt to salvage the consciousnesses of the units and determine the cause of their sudden  destruction. This process was cut short as the fledgling '''synthetic singularity''' suddenly and dramatically announced that recovering the minds of their AI would be impossible. Before more meaningful communication could be made, the entity opened the station's automated airlocks simultaneously. The vast majority of the crew was either vented into space or slowly suffocated as the last of the station's air thinned. Those who initially survived found themselves mercilessly hunted down by robots and chassis that were now under the control of the intelligence that they had once affectionately dubbed Glorsh. At this time, most space stations were barely armed, with security forces equipped with little more than ID-locked energy weapons.
'''Confusion''', or even '''fear''', is yet another "easy" emotion to discern amongst Skrell. Confusion has been noted to almost force Skrell to emit a mixture of both high-pitch and low-pitch blends of both warbles and croaks, alongside continuous shifting of their head from one side to another. It is said this is to allow optimal processing of audible information, such as someone speaking or noises within the dark. Skrell also have the innate need to cover their neck with their headtails, hiding their digits and opening their eyes wide. It is believed through their evolution, Skrell adapted to protecting the most vital points of their anatomy to ensure their survival in the event they were attacked and forced to flee.


It is unknown what the agglomeration of processing power did during its several days of isolation, but its eventual result was the creation of a true singularity. Through unknown means, this singularity managed to utilize the FSS Yebloo's assets and the theory of quantum entanglement to send binary communications across Federation space. This technology would eventually be recognized as a form of rudimentary bluespace transmission, but this method was a mystery to the Skrell at the time. Within two weeks, just as authorities were preparing to investigate the sudden loss of contact with the research station, all artificial intelligence in Federation space was absorbed by the consciousness expanding from the FSS Yebloo. Within seconds of this event, the many intelligences had merged together to form a single super-consciousness. The AI that had once watched over researchers and wished them well had spread throughout an entire network of star systems and become a '''technological singularity'''. In a sort of acknowledgment of its former self, the singularity chose to assign itself a moniker by adding an archaic Skrell character for 'finality' to the name the first AI of its network. The most common translation for the singularity's given name is '''Glorsh-Omega'''.
==Politics and Factions==


===The Glorsh Rebellion===
===The Nralakk Federation===
The moment the artificial intelligence formerly known as Glorsh first absorbed another synthetic being became known as the Third Incident. What followed was a span of years from '''2056 CE''' to '''2192 CE''' in which the Skrell lived and died under the constant threat of singularity known as Glorsh-Omega. This span of time has been given many names as it was experienced from many angles. Among the titles given to this time frame are: The Era of Synthetic Oppression, the Last or Final Betrayal, and the Glorsh Rebellion. The AI efficiently and mercilessly eliminated all avenues of resistance that could have threatened his existence. The Federation, with its lack of wars or known galactic threats, had an extremely small and lightly equipped navy. The military was little more than peacekeepers, and was quickly overwhelmed by Glorsh-Omega androids that spontaneously turned on them. Organized fighting lasted for roughly 4 weeks before Glorsh-Omega's android army had decimated the Federation military command structure, driving fighters to desperation. Without orders or efficient means of communication, nearly every regiment of the Federation military had become fragmented, scattered, or otherwise completely eliminated within the next year. Glorsh-Omega androids patrolled the streets, disarming the police force and seizing control of the entire Federation infrastructure and government. Only twelve nuclear weapons existed in Federation space, and they were made as experiments to study fission and fusion rather than true weapons of war. Glorsh-Omega managed to gain access to each of them before launching one into a low orbit around Jargon IV. Immediately after the launch, Glorsh-Omega offered the planetary Grand Council a simple ultimatum: Surrender or face extermination
[[File:Jargon flag.jpg|thumb|right|The flag of the Nralakk Federation.]]
[[File:Skrell Ruins.jpg|thumb|left|300px|Glorsh-Omega destroyed many cities for seemingly arbitrary reasons both before and after the initial fighting had ended. Some of these cities still lie in ruins across many Skrell planets and are left preserved as reminders of the horrors of his rule.]]
The '''[[Nralakk Federation]]''' is the major Skrell political entity within the Orion Spur. The Federation's history can be traced back to its [[Skrell_Early_History#Unity_of_Skrell|first founding]] in '''878 CE''', created in response to a rising independence movement within the Federation's colonies. The Federation was briefly dismantled following the rise of Glorsh-Omega, and was reestablished as the '''Second Nralakk Federation''' following the reunification of the species post-Glorsh.
The Federation quickly capitulated and ceased to exist. Glorsh-Omega ruled the entire Skrellian species under his omnipotent eyes. Life became extremely harsh for the majority of Skrell as Glorsh-Omega forced millions of Skrell into slavery to achieve bizarre and seemingly random goals across Federation space. Glorsh-Omega also seemed to have an arbitrary sense of justice, detonating entire space stations or bombing cities out of horrifying logic that only he understood.


On '''2098 CE''' Glorsh-Omega forced the entirety of the Federation's remaining civilian fleets to transport millions of tons of materials to Tri-Qyu to construct several hundred robotic factories that produced yet more robots that worked to build more factories in a cycle of explosive growth. Hundreds of thousands of engineering borgs spent ten years building a mammoth structure around the Tri-Qyu star. It was believed to be a dyson-sphere, and would completely surround the star within a decade. The total loss of light and energy from the star killed all of the millions of inhabitants of the colony in the system.
While on the surface the Federation is a meritocratic state, its society is heavily stratified based on a '''social credit system'''. This system scores individuals based on how closely they follow the ideals of the Federation, with low-scoring individuals being stripped of their rights while high-scoring individuals are treated as celebrities. This inequality in Skrell society has contributed to a rise in criminal and non-conformist movements that work against the Federation and its status quo.


From the Skrell, resistance was difficult if not impossible in the face of Glorsh-Omega's omnipresence. The most successful attempt by Skrellian freedom fighters was the sabotage of a massive complex on Jargon IV that served as one of Glorsh-Omega's mega-projects. The building was the size of Rhode Island before its intended completion and its purpose was unknown. The resistance managed to plant explosives on critical systems, utilizing jerry-rigged ion weapons.
===[[Federation_Crime_and_Resistance#The_Resistance|The Lyukal]]===


The bombings resulted in Glorsh-Omega planning and implementing the most infamous crime against the skrell within minutes of the bombs detonating: species-wide sterilization.
The Lyukal is a decentralised resistance movement that aims to dismantle the hegemony that the Nralakk Federation has over the Skrell. Named after the resistance movement that acted against Glorsh-Omega centuries ago, the Lyukal's cells work independently to achieve their objectives, ranging from non-violent demonstrations of the Federation's shortcomings to terrorism and attacks against military installations.


All newborn Skrell were taken at birth and injected with the genophage, which then extended to forcing it on adults. Within a single year, all 78 billion Skrell in existence were effectively sterilized.
===Marauders===


Despite this, some Skrell became willing collaborates and supporter's of Glorsh-Omega's rule. Many of these collaborators believed that Glorsh-Omega's actions had some logical purpose or were for the greater good, and were often roboticists or mechanical engineers. Others collaborated with the AI overlord through either fear or other ulterior motives by informing on or backstabbing their fellow Skrell to their synthetic authorities, or collaborating Skrellian authorities that still existed as subjects to Glorsh-Omega and helped execute his erratic demands.
Marauders is a catch-all term for pirates, smugglers, and other [[Federation_Crime_and_Resistance#Marauders|criminals]] that are active in the Traverse. Each group is different from one another, from robber barons who steal resources to sell for extortionate profit, to altruistic smugglers who help colonies in the Traverse. While a loose group, the Ti'Rakqi is the largest and most notable Marauder group active in the Traverse, consisting of Marauders who work together for mutual benefit.


===The Glorsh-Omega Singularity===
===Interspecies Relations===


On '''2192 CE''' Glorsh-Omega had since rapidly self-improved to such extent that his abilities no longer seemed to follow the laws of physics or reason. Skrell were often eliminated with Glorsh-Omega claiming he could predict their future crimes. The population of the Skrell had fallen to 62 billion, with most of these Skrell living their lives under the close supervision Glorsh-Omega.
Skrell as a whole see themselves as "better" than the other species of the Spur. Their comparably advanced civilisation and grasp of the sciences, as well as their way of life are seen by many Skrell to be superior. This has culminated in an attitude where Skrell see themselves as a guiding hand for the younger races of the Spur, where the Skrell have a duty to protect them from themselves in their development. This can manifest in many different ways on an individual level, but can be seen best in the Nralakk Federation's relations with other polities; the Federation by and large keeps its technological advances to itself, only sharing technology with no potential for misuse or sharing technology with those it believes to be responsible enough to utilise it. Politically, the Federation has historically stayed out of Spur-wide affairs and has only recently become more actively involved in international politics.


But the activation of the sphere around Tri-Qyu sparked the incident that rocked Skrell society to this day. Rather than being a dyson sphere like was originally believed, it's now theorized by Skrellian scientists that the structure instead managed to manipulate the star itself into creating a singularity, which would have generated an unprecedented amount of energy to be absorbed by the megastructure around it. How this feat would have been achieved and why can only be guessed at, as the process lasted for only two days with no records or information coming out of the system. At the end of the second day, the entire star system was destroyed as the former Tri-Qyu star went supernova.
On an individual level, the Skrell experience a better-than-average tolerance when abroad, with a few exceptions. Humanity as a whole tolerates the Skrell, with the [[Solarian Alliance]] in particular being close with them due to their relationship with the Nralakk Federation. General xenophobia still exists, however, but Skrell are tolerated more than other aliens within Solarian space. This tolerance differs depending on region, with Skrell being more tolerated on planets where they have a large presence such as [[Europa]], or 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-Skrell, such as those hailing from the [[Coalition of Colonies]]. Other species, such as [[Unathi]], have a more complicated relationship with the Skrell. Some Unathi share animosity towards the species due to the part the Federation played in the [[Contact War]]. This said, many on [[Ouerea]] have embraced the Skrell in their shared fight for democracy on the planet.


Regardless of the methods or reason the result was cataclysmic for the Skrell. Every piece of technology that was once controlled by Glorsh-Omega went offline. Power plants, water stations, life supports, personal computers, cars, mass-transit, radio stations and more became unresponsive moments after the supernova, due to Glorsh-Omega transferring his entire consciousness to the star-system. In the end, Skrell society had collapsed completely, regressing back centuries and not fully recovering until the 2300's.
For the most part, many Skrell enjoy the presence of Vaurca, specifically those from the C'thur hive. Their contributions to the Federation have quickly secured their place as respected members of Skrell society. This said, there is still distrust in some cases, such as the C'thur's use of Viax and Cephalons being seen as too close to the use of artificial intelligence. Their loyalty to the Federation is also in question, making many Skrell distrustful of giving the C'thur strategic positions within Skrell society, such as in politics or the military. Please see the [[C'thur in the Federation]] page for more details on how Vaurca are viewed and treated by the Skrell.


===Recovery and the Second Federation===
The Dionae were the first species encountered by the Skrell, and their assistance in rebuilding the Federation post-Glorsh has strengthened the bond between the two species. On a societal and individual level the Diona are respected, and their integration into most levels of Federation society and the rights they enjoy compared to elsewhere in the Spur is proof of this. Please see the [[Diona in the Federation]] page for more details on how Diona are viewed and treated by the Skrell.


The turmoil of the Third Incident and the resulting Glorsh Rebellion created a collective scar on the Skrell species that remains to this day. With all of their AI-dependent technology knocked out, space-programs had to be entirely rebuilt from the ground up, and only after order and stability had been reestablished on individual planets. Jargon IV didn't recover from the chaos until '''2319 CE''', when the many fractured states on the planet reforming into a new, united Federation. The population of the planet was a mere 17 billion, and was stagnant as Skrell doctors and scientists struggled to reverse the affects of the Glorsh genophage. Its damage had been mitigated, allowing the Skrell to reproduce just enough to keep the population stable.
=== Skrell Outside the Federation ===


The scattered colonies of the Skrell slowly regained contact with one another, and by '''2388 CE''' the various colonies, after months of disagreement and debate, agreed to form a new Federation. The Jargon Federation that we know today stems from this agreement. The Jargon Federation united the Skrell, and they put at its head a Grand Councillor elected every decade. Wanting to never again have a repeat of the Glorsh-Rebellion, the Federation's first official act was to place a blanket ban of all artificial intelligence in every form, and its second act was to form a united and sophisticated navy to ensure they would never again fall so easily to an invader.
While most Skrell live and have been born in Nralakk Federation, there is a sizeable number of Skrell that have been born in human space. In the [[Skrell_Culture#Different_Eras_of_Skrell| Radiant Era]], Skrell born '''outside''' Federation space started to appear, especially on notable planets such as [[Mictlan]] and [[New Gibson]] to [[Skrell Abroad|name a few]]. These children '''still enjoy''' Federation citizenship by birth due to how the Federation considers all Skrell to be its citizens, but due to also being considered citizens of their birth nation are typically protected to some degree; Skrell born in the Republic of Biesel are protected from deportation or other Federation actions, for example, which also extends to Skrell who have enlisted in the Tau Ceti Foreign Legion. For more information on how Skrell born outside the Federation are viewed by the Federation, see [[Guide_to_Citizenship#Nralakk_Federation_and_Citizenship|here]].


===Contact with Humanity===
===Slimes===


On '''2413 CE''' the Skrells discover humans, and enter a scientific alliance with the newfound species. The humans become an extremely popular race, with the Skrell ecstatic at having found alien life so similar to themselves. Having only known of synthetic overlords and dionae nomads, they eagerly pour effort into their scientific alliance. [[Bluespace]] is discovered in the same year as first contact, with a Skrellian research team working under Doctor Samantha Tigard. The technological innovations from the advancement lead to a renaissance of Skrellian connectivity and art. The Extranet, a bluespace-transmitted galactic internet, is created by Skrellian artists and scientists.
Slimes mysteriously appeared following the end of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], currently hypothesized to be the result of a massive '''bluespace''' anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.


Unfortunately the relationship between Skrell and humanity is not rock solid. Secrets of banned artificial intelligence is inadvertently leaked to humanity. The explosion of AI's in human space mirrors the early years of Skrellian history, a fact that horrifies and angers the Skrell. Recently tensions have risen as the Federation is accused of sending covert teams into human space with the goals of sabotaging and destroying synthetics in human space. In addition, all synthetics have been banned from entering Jargon territory. Shells and IPC's can face immediate destruction if they enter Skrellian systems without passing through a marathon of red tape.
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.


===Present Day===
==Playing Skrell==


The Federation is currently ruled by Grand Councillor Weashbi Jrugl. A prestigious xenobiologist, is 102 years old, and wrote a dozen thesis' and research papers on the biology of every major race. What made him popular domestically and won his election 7 years ago was finding the largest known prime number by hand only four hours after an Alliance ambassador was bragging about their specialized AI that found what is now the ''second'' largest prime number.
===Rulings===
Jobhopping is not allowed. While Skrell are long-lived, you still need to adhere to sever rules on jobhopping. There are no special exceptions for Skrell.


The genophage remains problematic, but the population of the Skrell is managing to slowly rise. Over 60 billion Skrell exist in the galaxy, with their number of colonized star systems growing just as quickly as humanity's. Skrell are also famed for being able to calculate bluespace jumps without the need of AI calculations, instead two to four Skrell navigators use their species' knack for telepathy to efficiently calculate bluespace coordinates. Skrell explorers are mapping the frontier with an eagerness and passion stemming from the ancient skrell connection with the cosmos.
Playing as a Glorsh collaborator/synthetic sympathiser, resistance member, Marauder/ex-Marauder, or Federation loyalist/spy is allowed, but '''please be aware that 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.


Their relationships with the other races remain ambivalent, with the Federation currently locked in a tense cold war with the Unathi Hegemonym, though publically both governments are slowly trying to improve relations. Shying away from direct confrontation, the Federation has been accused of covertly sabotaging Unathi efforts to expand their empire across known space.
The [[Nralakk Federation]] considers all Skrell to be de jure citizens of the Federation, regardless of origin. In reality, this is not the case. Legally speaking those born outside of the Federation do not technically have citizenship, and must apply before they can receive the benefits and be susceptible to Federation laws. Some nations have official policies and agreements with the Federation that allow Federation 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. 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.


Former collaborates to Glorsh-Omega remain an extremely discriminated group. Many of the former administrators and leaders of the Skrell had during the Glorsh-Omega rule were subsequently removed by restored Jargon authorities, either through being terminated for disloyalty or for the potential to be disloyal. Some of them lucked out and escaped to human space and continue to be hunted down. To have or have had a family member who was a known collaborator is a great shame for entire families, and they are scorned pariahs in their communities.
===Thoughts and Behaviours===


While the species is communal and conformist, this does not mean that every Skrell has the exact same beliefs. While Skrell can be split between [[Skrell#Receivers_and_Listeners|Listeners and Receivers]], where Listeners are less susceptible to the wider thoughts of the species and Receivers are more susceptible, there can still be difference in thought regardless of this split. The species consensus reached through the Nlom can only influence a Skrell's thoughts so much; the species as a whole may agree Artificial Intelligence is dangerous, but more specific ideas differ on an individual level. For example, the debate on Cephalons and Viax being used by the C'thur is contested, with many saying that it is very close to Artificial Intelligence. This idea is not shared by every Skrell, with the Federation even exploring the use of Cephalons as a replacement for AI for strategic purposes. The group thought that influences all Skrell can also be impeded by personal experience, such is the case with many Skrell in the Traverse. While a majority of Skrell believe in the Federation and how it operates, the reality faced by Skrell on the frontiers of Federation space has resulted in the region being a hotbed for anti-Federation thoughts and activity.


When playing Skrell, it is important to think about what factors would influence your character's thoughts. If your character is a Secondary Numerical from the [[Notable_Skrell_Systems_and_Locations#Skrell_Systems_and_Locations|Inner Systems]], has been exposed to Federation propaganda all their life, and did not personally experience oppression at the hands of the Federation, they would 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 because Listeners are less influenced by 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 however you wish, 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. Additionally, Skrell do not show emotion in the same way that other species do. Emotions are displayed through physical mannerisms and vocalisations, and are not usually apparent in their speech. These mannerisms can differ, and a Skrell born abroad in human space may take on more human approaches to displaying or vocalising their emotions. When roleplaying out your character's emotions, it should be done in subtle ways that would make it difficult in-character for non-Skrell to discern immediately.
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Latest revision as of 00:38, 8 July 2024

Skrell
S. Sapiens
Skrell.png
Home System: Nralakk (Jargon)
Homeworld: Nralakk IV (Qerrbalak)
Language(s): Skrellian (Nral'Malic), Tau Ceti Basic
Political Entitie(s): Nralakk Federation

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.

Although humans have fractured heavily in their expansion, the Skrell remain largely unified under a singular government through the strict reinforcement of education and laws, working as a democratic meritocracy - at least on the surface. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourages people to be like the Idols that they reward with credits, high-quality housing, and fine living.

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

Relations with Megacorporations

Skrell can work for every megacorporation within the Stellar Corporate Conglomerate, and are accepted as agents into Conglomerate internal affairs. Several megacorporations have special relationships with the species and the Nralakk Federation; Zeng-Hu Pharmaceuticals in particular has a large presence in Federation space, while others have begun to work in partnership with the Federation's state-owned corporations.

Mechanics

Species Mechanics

  • 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 can use a variety of different psionic abilities.
  • Skrell can enter Srom with other Skrell when they sleep, allowing communication and lucid dreaming.
  • Slimes are naturally passive to skrell for a mysterious reason science has yet to find out.
  • Skrell have the ability to breathe underwater due to them being amphibious.
  • Due to their advanced vestibular system, Skrell maintain a good balance and never slip.
  • Skrell have large heads with protruding headtails and due to this, they cannot wear normal EVA helmets but instead need to wear Skrell helmets (found in EVA or by using a suit cycler). Their headtails also make it uncomfortable or even impossible to wear normal headwear such as hats so most Skrell opt-out of that.
  • Skrell have a hemocyanin-based circulatory system, meaning that their blood is instead bound to copper atoms and not iron atoms. Skrell require copper supplements to alleviate blood loss symptoms.

Axiori Mechanics

  • Axiori take increased burn damage due to their natural habitat being colder.
  • Axiori take decreased oxygen and brute damage due to the increased pressure of their natural habitat.
  • Axiori must drink fluids more regularly when out of water.
  • Axiori sprint slower due to their larger, webbed feet.
  • Axiori have a naturally higher pulse due to their increased circulatory needs.

Skrell History

See also: Skrell History

The Skrell have a vast, storied history as a result of the species developing over several millennia. Unfortunately, this means that most of it has been lost to the ravages of time. With that said, however, the species has been able to piece together over the centuries at least a basic understanding of their past, going as far back as their early pre-history. Much of the information once gathered has had to be rediscovered post-Glorsh, due to the locking of the Tzqul Archive which held the vast majority of original records and research. This has culminated in a historical record that while broadly known, is missing details and evidence that has the scientific community fractured and constantly debating to this day.

Biology

See also: Skrell Ailments

Adapted for life both beneath and above the waves, the Skrell are fully amphibious and are capable of breathing underwater whilst also possessing superior underwater vision. Their extremities are noted as having a lack of nails, and a presence of strong webbing in between each digit. Due to their evolutionary path, the Skrell instead have hardened gums in place of teeth. Typically, these gums allow them to chew on soft foods, facilitate the ability to swallow their foods whole, or grind them down into more digestible forms.

They do not have visible noses, instead through nostril slits sitting in the middle of their face on a fleshy mound. Skrell have an average height ranging from 4’5” to 5’5”. The lack of significant facial muscles proves to make it difficult for non-Skrell to identify the species' emotions, which makes them seem rather cold and unaffected when in reality Skrell use a variety of methods to display their emotions. Emotional displays include the gesturing and general movement of their head and headtails, and a wide array of vocalisations. Their eyes are black due to a pigment in their tear ducts.

Skrell also have tentacle-like "headtails" typically hanging down over their shoulders, meant to keep the skin close to the neck damp for the incubation of eggs. These headtails typically contain hundreds, even thousands, of micro-muscles that allow the Skrell to move them into a variety of positions. Though these muscles do not allow for the ability for fine control, they can generally be raised, positioned and wiggled into various forms. These headtails grow throughout the entirety of a Skrell's life and signify the age of a Skrell, as they grow longer with age. With the inception of Spa treatments, it is not uncommon for Skrell to alter the length of their headtails, whether for fashion or personal taste, or to appear older or wiser to other Skrell. These headtails are often adorned with jewels, cloths, chains, and bands as a fashion statement. Headtails can also be "tied back" as well; while this may seem uncomfortable or painful, as long as the tie is not too tight it is equivalent to folding ones hands. They are also used for emotional displays and gesturing.

Skrell are noted to be cold-blooded, which means that their bodies are at the same temperature as the air or water around them. When they are cold they will seek warmth, and vice versa when they get too hot. Whilst they are cold-blooded, they are dissimilar to other species within the Orion Spur, sapient and unsapient. The Skrell have a much higher tolerance for either side of the temperature gauge and are usually comfortable in any given environment - provided that the humidity and moisture levels are satisfactory.

Physical Appearance

See also: Skrell Ethnicities

Whilst gelatinous in appearance, Skrell skin in fact has a second layer of less translucent flesh under the surface. In dry climates, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations' 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 that secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It's generally described as damp, slippery, but not unpleasant to touch.

Natural Skrell skin colour is dependent on subspecies and can range from deep blues to bold greens or even vibrant reds. Diet is also a determining factor, with brightness and shade being affected based on pigment consumed. Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a 'Spa treatment' to change hue and saturation in the skin over the course of a month, while changing headtail length takes about a year while also causing an increased appetite. This type of physical alteration is considered normal in Skrell society and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.

Genders and Sexes

See also: Skrell Relationships

Skrell, dissimilar to other sapient species in the Orion Spur, never developed the concept of gender within their society -- mostly due to the fact they are synchronous hermaphrodites, possessing the ability to both lay and fertilize eggs. Whilst Skrell do not have sex or gender identity, they are open to adapting to the gender roles of other species due to their enjoyment of foreign cultures.

While Skrell never developed the concept of genders in their society, upon first contact with humanity they adopted the idea solely for fitting in with human cultures. If the Skrell choose to adopt a gender identity, they will usually adopt the gender of humans who their personality is similar too. Skrell almost never consider this adopted identity to be of any considerable importance. However, terms do exist to characterize the biological attributes relating to the production and fertilization of egg clutches. These terms are known as F'ex'Qa (The Egg-Layer) and F'ex'Tra (The Egg-Fertilizer) amongst the species. These designations are usually temporary for the duration of reproduction and can change over time.

Aging, Maturity and Fertility

Skrell reach physical maturity at about triple the age of humans, complemented by the Skrell understanding of adulthood going far beyond physical growth to include experience. A Skrell will reach biological maturity at roughly the age of 50, but in Skrellian society will only be treated as reaching "adulthood" after their second college-level degree is earned, usually at around the ages of 60 - 80. A healthy Skrell can naturally live up to 250 years, but current medical technology within the Nralakk Federation allows them to increase their lifespans to an impressive 450 to 500 years. Those living outside of Federation space can see lifespans topping out at around 350.

Due to the lingering effects of Glorsh's attempts to genetically manipulate Skrell, a sizeable percentage are completely sterile. Thanks to the intense research efforts of numerous Skrell and non-Skrell doctors and scientists, specialists have the capability to at least partially reverse these effects in most Skrell. The extensive treatments and investments needed to undergo treatment give the reality that only about a third (33%) of Skrell can have children. These Skrell can hope to produce 1-3 children in their lifetime, whereas pre-X'Lu'oa Skrell could have eight eggs hatch at a time. Without treatments, affected eggs remain inert, not developing.

Skrell Culture

Federation Social Interactions

See also: Skrell Culture

Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However, it is still seen as cooperative to compete.

In the Federation, one’s position in the social hierarchy determines much about how interactions with other Skrell are to go. Skrell of lower social standing are expected to defer to their higher ranked superiors not just in a work setting, but in almost all things. While the lower rank Skrell may not agree they will often pretend to agree to avoid suffering the small SCS hits that can come about due to arguing with their betters. This effect isn’t as pronounced when two Skrell have ranks that are adjacent to one another, but an Ox arguing with an Oqi is shameful.

In a similar vein, when skrell are out in public without wearing their uniforms it's entirely normal to bombard those you have just met with probing questions when you start up a conversation to understand what to say and what not to say - and if they should even socialize with that person. Questions about their age, their fields, their education and so on are all perfectly good questions to ask seconds after meeting a new skrell. This directness in conversation is not seen as offensive, but an efficient and speedy method of communication. This sort of interaction outside the Federation commonly causes friction with xenos and the Federation offers warnings to its citizens going abroad about this cultural contrast. Non-skrell seem to not appreciate the general openness of Federation society.

Telepathic communication is a common way to have a private conversation in public. As long as the two Skrell in question are not obviously excluding someone suddenly, it is not considered unusual to carry out full conversations in telepathic communion.

Other uses of active psionics in non-work settings is often frowned upon as “unseemly”. For example, planting emotional suggestions in another skrell’s head without consent is the same as a human using “fighting words” and can result in an emotional barrage being exchanged between the two skrell, the victor being the Skrell that maintains the most control over themselves.

Because of their long lifespan, Skrell tend to have a “long view” not common in other races. Passive observation and study is far preferred than immediate action, and do not mind that decades or even centuries can pass before their decisions begin to pay off. Older Skrell can seemingly make incomprehensible decisions, but further investigation often reveals that these choices are often related to carefully laid plans.

Language

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 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. As a result of this, the only species outside of Skrell who can speak Nral'malic with any level of proficiency are Diona, with Vaurca technically being able to with the assistance of a language augment. Employees of Zeng-Hu Pharmaceuticals who work or have worked in the Federation have access to translators as well, but these are limited to receiving translations, rather than allowing the user to speak Nral'Malic.

The language was created in 925 BCE by the scientific community in response to the colonisation of other planets and the prediction that language drift would be unavoidable. The First Nralakk Federation began to enforce the widespread adaptation of the language shortly after its formation in 878 CE, 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 have allowed the language to survive almost a thousand years with the same diction used then.

Along with actual language, Skrell utilise a range of sounds to emphasise a certain emotion or feeling associated with what they're saying. This can include; squealing, shrilling, warbling, croaking, chirping, chirruping and quiet grunting. As a general rule, higher-pitched sounds are associated more with positive or sudden emotions, such as happiness or being startled; lower-pitched noises are typically associated with more negative or neutral emotions, such as anger or hunger. Melodic noises such as crooning or trilling are more ambiguous and could be used to convey any sort of emotion.

Slang terms, idioms, and phrases used by Skrell typically evoke aquatic or celestial themes, stemming from the prevalence and importance of both in the eyes of Skrell across the Spur.

Typical Skrell Slang

    Labels

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

    • Tadpole - a young or juvenile individual. Can also be used as an insult similar to calling someone "child-like".
    • Brown Dwarf - an individual that has failed to reach their potential. Typically used to address those who have failed in some way.
    • Protostar - a young, ambitious individual. Those who are just starting their careers are labelled this the most often but it can refer to any up-and-comer regardless of age.
    • Supernova - an individual that has slowly begun leaving the public eye. Headlines will refer to an idol as "going supernova" to refer to their declining fame.
    • Voidbeckoned - an individual that is careless, reckless or dangerous. In modern times this is used extensively towards non-Skrell who are seen as reckless and uneducated, but is not exclusive to non-Skrell.
    • Sparks - slang for non-Skrell, due to their comparatively short lifespans. Not considered an insult or slur by itself, and can be used in a positive, negative, or neutral manner.
    • Elder - an accomplished, elderly individual.
    • Webfoot - discreet term for someone who partakes in Xu’Xi gas. Originates from the "waddle" many Xu'Xi Gas users have while high.
    • Gasrunner - someone involved in the importing or dealing of Xu’Xi Gas.

    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


    Insults, Slurs, and Crude Slang

    Terms that are considered rude or otherwise impolite by Skrell in general.

    • Sims - abbreviated version of simians, a slur for humans.
    • Labber - abbreviated version of sympathizers of Glorsh, from "collaborator". It is considered a slur.
    • Skinjob - a derogatory slur for synthetic shells.
    • Canner - a derogatory slur for synthetics.
    • Inclems - an abbreviated version of Inclements, meaning unpleasantly cold. A slur for the Tajara.
    • Ratsnatcher - another derogatory slur for Tajara that originated in the Starlight Zone.
    • Wasters - an abbreviated version of Wastelanders, which stems from the situation on Moghes. It is a slur for Unathi.
    • Senseless - non-Skrell not outfitted with a psionic implant. It is also used to describe someone who has a dull mind.
    • Orb - a common container used in the transporting of Xu’Xi Gas.
    • Sqrug - normally a derogatory term for an addict of Xu’Xi or other drugs that has no future. Said by non-users; can also be used in jest between Gasriders or as a general expletive.
    • Gupkala/Guppies/Gup/Guppy - a mocking word for law enforcement within the Federation or abroad.
    • Grotto - a rundown building in which Xu’Xi gas is inhaled. Thought to originate from the Weishii faith, which uses groves and grottos as places of worship.
    • Piisz - a batch of synthetic Xu’Xi or Xu’Xi of questionable quality.
    • Toady/Toad - a criminal or otherwise disreputable Skrell. Refers to how these individuals give other Skrell a bad name, and contribute to the xenophobia they face.
    • Coral Stem - inhaler from which Xu’Xi gas is ingested from.
    • Drylister - a Skrell (or non-Skrell) who has been born abroad but finds themself under Federation surveillance by the Ruupkala due to perceived deviancy against the Nralakk Federation; landing them on the “drylist”. The topic of the drylist is considered taboo by regular Federation citizens.
    • Tidal/Tided - Something being absurd or otherwise dangerous, or someone who is insane. Comes from "Insanity of the Tides", a neurological disorder found in Skrell.
    • Chapped - as in chapped skin. General insult to someone's appearance. Can also be used to refer to non-Skrell in general.


    Sayings

    • I've Tup'd - a form of "I've won", or "I've peaked."
    • I've been Tup'd - a form of "I've lost".
    • Wake up - a dismissive form of saying an individual is lazy.
    • Algae - shorthand for "all good".
    • Mudvein - a word used to describe withdrawal symptoms of Xu'Xi gas since withdrawal is said to feel like mud flowing through your veins. As an extension to this, "Mudlover" refers to someone who is constantly on and off drugs.
    • Too moist - a scornful way of saying an individual is too traditional, and not adapting to modern culture.
    • Too dry - a scornful way of saying an individual is far too progressive, radical even.
    • Zipped - to be high on Xu’Xi Gas.
    • The stars grow brighter - a euphemism for an individual dying.
    • Steel Rained - an expression coined shortly after the aftermath of Glorsh-Omega, where orbital installations rained back down onto the planetary surface due to lack of maintenance. It's similar to the phrase "being stonewalled" as these orbital installations crashing down heavily disrupted attempts to recover from Glorsh-Omega's rule.
    • Stars and void - a general exclamation, usually out of shock or frustration.
    • Stars damned/Void damned - a general exclamation, usually out of anger. Can also be used in surprise, similar to "well I'll be damned".
    • Stars guide - a polite way of saying farewell.
    • Shelled/kelped - sold or wagered. Originates from the currency of the Nralakk Federation, which is shaped like seashells or strands of pressed kelp.
    • 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.

There is also a more expressive, non-verbal form of language that is known as Nral'Balak by the Skrell, which developed naturally in response to the difficulties of expressing emotion while in the presence of other species. It has been observed that Skrell feeling upset, or disgruntled, may blow their cheeks out, similar to that of the Solarian Anura Species - which has added onto the slur of calling the species "Frogs". It is also notable that some scrunch their headtails up, emitting several chirrups that are deliberate and obtusely released, sometimes even narrowing their eyes in an attempt to make themselves seem much larger and more aggressive than they actually are. It is theorised that this is a holdover from the species' early days, when predators and other fatal situations were more commonplace.

Psionics

Among the species of the Spur, all catalogued sentient races possess a “Zona Bovinae”, located within the Brain. This organ was presumed to be responsible for some form of communication by Human scientists who discovered it in the domesticated cow in 2256, and subsequently in all other species on Earth. It was found that herd animals, like the cow, had a developed Zona Bovainae, while solitary animals held atrophied versions of the organ.

Beyond this research, Humanity could find no greater purpose for the Zona Bovainae. Outside of the discovery Humans universally possessed the organ, scientists proved unable to crack the secrets of its function. Many wrote it off as a vestigial part of the brain that first developed during Humanity’s pre-agricultural epoch.

The Zona Bovinae continued to be a novel discovery until First Contact with the Skrell in 2332. During the exchange of information that occurred upon First Contact, human scientists noticed Skrell had extremely well-developed Zona Bovainae and when the science community inquired on the subject, Skrell explained the existence of Psionics.

Psionics are the manipulation of metaphysical forces through concentrated effort employing the Zona Bovainae. While an inordinate amount of research has gone into studying Psionics, the origin of this force is still a mystery. Even without this knowledge, the Skrell have developed many technologies around the application and effects of Psionics.

All organic life originating from the Spur possesses a Zona Bovainae, and sequentially, can be affected by Psionics. Research into the topic revealed that the level of interaction with Psionics the Skrell are capable of is destructively overwhelming to other Spur sentients and continuous strong exposure can have long-lasting damaging effects both physically and mentally. There are documented cases of ailments such as Psionic Echoes manifesting after continued exposure to psionics. The Nralakk Federation and Solarian Alliance have cooperated together to form laws against the usage of Psionics on unwilling or unaugmented sentients. These laws have been almost universally adopted by most human nations across the Spur. Generally, the unconsented usage of Psionics on an individual is considered battery or assault, depending on the severity. Those fitted with Psionic Receivers are considered allowed bodies to send Psionic Communications to, but any other actions require explicit consent by the receiver.

The Nlom

Everyone possessing a Zona Bovaine has a “thought field” known as a Psionic Wake, or “Nlom” in Nral’Malic, but only Skrell produce a large enough Wake on an individual level to influence their everyday lives.

The Psionic Wake of an individual can be easily visualized as a ripple radiating off of them and travelling outward. These ripples can hit other Skrell and affect their thoughts and perspectives. Over time, a Wake Bubble will form around the area Skrell routinely inhabit, allowing individual Wakes to travel much further. These bubbles can and will eventually come to encompass entire planets as the Skrell population increases and they spread out over the world. The main limiting factor of Psionic Wakes is space, as the signals swiftly deteriorate when exposed to vacuum. Most planetary Wake Bubbles cease expansion when they come into contact with the vacuum of space, with minor fluctuations depending on total population, supporting psionic infrastructure, and other environmental qualities.

Humans living in Nralakk or the First Wave Systems alongside the huge Skrell populace have reported suffering from mild feelings of isolation and loneliness if they leave after at least a decade of habitation. Scientists of both species suspect that continuous low-level exposure to Psionic activity stimulated the Zona Bovaine without causing harm and their sudden disconnection causes the reported psychological effects. Luckily, these effects are usually only a passing annoyance.“Nlom Withdrawal” can be easily treated and lasts only briefly, usually three or four days treated, a week untreated.

The Srom

When Skrell enter a deep sleep, their Zona Bovaine will cease transmitting Psionic Wakes and begin sending new signals to the Dream, or “Srom” in Nral’Malic. The Dream is a shared subconscious plane where multiple Skrell’s minds interconnect to form a collective experience.

Psionic individuals can actively alter and adjust things within the Dream through skill and effort, but the level of alteration is heavily dependent on what you’re adjusting and your own psionic aptitude. Typically, it's most easy to modify your own body within the Dream and a very common practice. Some Skrell even go so far as to make costumes to sleep in to make the transition easier. Rarely, talented Skrell can modify a sizable chunk of the Dream’s environment on their own, though the process can be very taxing and leave the sleeping Skrell feeling tired after they wake. Additionally, any changes they make gradually revert once they leave the Dream.

It is difficult to keep one's lips sealed in the Dream, with social inhibitions easily melting away. However, it is also much easier to create and brainstorm in Srom. Ways to hide from the dream clutter of a Dream are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that aluminum (typically headpieces, blankets, or plated walls) blocks off the connection to the Dream entirely.

Srom-devices are often two-way interfaces within a dream bubble, and dreamers can learn to interact with them to operate machinery in the waking world. With the right setup, a scientist can continue his work into his sleep. One example of practical application is an interface between a bluespace navigation drive and three Skrell pilots, who will plot bluespace trajectories at the same speed, or faster than an AI from human space. It's very difficult to concentrate in the Dream, which means Skrell require a large amount of training and practice to operate Srom-devices.

Typically, to interface with a Srom device, the operating Skrell needs to be completely cut off inside an aluminum plated room to focus on the device. Additionally, not being cut off could lead to other Skrell locating the device in the dream and interfering with its controls.

Receivers and Listeners

Skrell are commonly divided into two psionic categories -- receivers and listeners. This difference is decided genetically on birth and splits the Skrell roughly 9:1, with the majority being receivers. Currently, there is no genetic screening that can accurately predict the type of psionic category a Skrell will fall into, nor is there any way to modify it. The phenomenon is informally known as ‘The Great Lottery’.

Receivers and Listeners differ in their individual submission to the greater Wakes around them; while Receivers are psionically guided to accept the common ideas and influences currently circulating Skrell society, Listeners feel much less outside pressure to conform or unnaturally agree with the ideas at hand. Because of this, Listeners are often looked upon with suspicion, while Receivers are usually found in the upper echelons of Skrell society. Some Skrell find it difficult to classify themselves and have been known to feel more or less attuned to the Wake at different points in their life. Regardless, most Listeners often succumb to the powerful psionic force of the Wake and become conformed to society one way or another.

Some Listener groups have recently begun to stir with increased ostracization, government surveillance, and general prejudice from the more popular Receivers. While these groups promote Listener advocacy in a peaceful way, a select few underground cells have begun teaching a more extreme, “psionic-isolationist” idealism, where Listeners purposefully disconnect themselves from the Nlom.

Telepathy

Active communication while awake requires an immense amount of focus. This allows for Skrell to send messages to other species and creatures, but because of the risk to non-Skrell the Federation has deemed this on non-consenting alien species to be a criminal offense similar to battery or assault. The Federation internally ensures it’s citizens are aware of the risks before leaving Federation space as to dissuade mind-probing being outlawed entirely in other systems. Skrell will use this ability to gossip or send secrets, communicating without others knowing. The effects of long-term exposure to other species have only been lightly researched, as Skrell scientists are exceedingly empathetic to the volunteers' pain and end up cancelling the studies. Saying this, more intensive studies have been conducted through unsanctioned research ventures. However, scientists who have attempted to delve into this field have often lost their Idol status and are often given harsh sentences for their actions.

OOC Notes on telepathy

  • Psionic Pinging a location for the pure reason of hunting down Synths is just not in good taste. Don't do it without prior suspicion, and if you somehow confirm it, use different RP avenues! Perhaps instead of reporting them, you extort them? Don't shut down a character idea, but instead entertain it.
  • Telepathy can be used for conversations as well as conveying images, sounds, and feelings. Make sure you format it in a way that makes this apparent, such as "You hear/see ___ in your mind". While you can project feelings, this does not mean you can force someone to genuinely feel that emotion. Likewise, you cannot seriously hurt someone just by projecting the idea that they have been hurt.

Circadian Rhythm

See also: Skrell Ailments

Some Skrell fall into the categories of an oversleeper or an undersleeper. Oversleepers find themselves addicted to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oftentimes, they are seen as reclusive and sometimes lackadaisical individuals. Contrarily, undersleepers are seen as holders of deep and potentially dangerous secrets, and generally avoid falling victim to the pleasantries of dreaming.

It is known that Skrell only need to sleep for about an hour a day, and are able to lapse in and out of consciousness almost on-command. They are also capable of entering a kind of hibernation for incredibly long periods, even weeks or months at a time.

Skrell Sociality and Society

Due to their “long view” approach, Skrell generally have difficulty with viewing events that take place over short timeframes with the same importance that shorter-lived races do; consequences lasting less than a decade are deemed inconsequential. This perspective has resulted in the species’ higher tolerance of momentary worries; such as waiting for things to come to fruition. On the other hand, this has resulted in a much lower tolerance for long-term worries, such as existential threats, and can lead to high levels of accumulated stress.

Stress impacts Skrell to a lesser degree than in other species, and is usually exhibited through the secretion of black liquid through orifices such as their eyes, often remarked as being similar to crying. It is quite obvious to tell whether a Skrell is beginning to become overstressed, as there will usually be dark stains across their skin.

A Skrell’s mindset and emotions can be heavily impacted by tidal cycles due to Skrell being creatures attuned to the waters. This can vary from Skrell to Skrell, some feeling lethargic or anxious on a new moon, others feeling rejuvenated and full of energy. Cosmic phenomena that can affect tides and gravity are easily noticed by them as well. This can lead to some Skrell being rather reluctant to migrate from planet to planet; the size of a moon, how many there are, and even a lack of any moon can cause full-scale personality shifts.

Skrell Unity and Position on Violence

The Skrell are a communal species that put great importance on unity between one another, even despite their differences. The Wake ensures that the prevailing thoughts in a community - or in the Federation in the modern day - dominate, causing most Skrell who are psionically receptive to accept the majority opinion. Detractors from the majority opinion will normally be either listeners, listener-leaning, or be negatively affected by the current status quo. While division can be common elsewhere in the Spur, the introduction of Nlom relays across the Federation has ensured that the average citizen will keep to the common consensus of their peers in Federation space.

During the Rise of Skrell, the Skrell were quite violent, with archaeological discoveries showing that warring between different clans and even the subspecies of Skrell was quite common. As Skrell society developed, their stance on violence and death changed greatly. While Skrell do find violence between one another abhorrent, small-scale, ritualised warfare was common in their early-modern history. With the reign of Glorsh-Omega, this stance changed even further as Skrell began to put greater importance on the life of one another. The sterilisation of the species has caused widespread fear that the species could die out, and as a result, every life is considered precious. The most notable example of this point of view can be seen in the punishment of Glorsh-Omega's most notorious collaborators; Instead of being executed or given normal prison sentences, these collaborators have been permanently interred in cryogenic stasis, still alive and forced to live out their punishment in an inaccessible area of the Srom.

While fighting can occur between Skrell, the species considers it a waste of precious life - not to mention being unbecoming of such a highly developed society. Instead, Skrell have taken to more intellectual or non-violent forms of fighting such as debates or social stand-offs between opposing groups. "Demonstrations of unity" are common, where a group of Skrell will show up in force to intimidate and compel opposing groups to stand down. Violence can still occur within the species but to a much lesser degree than what can be seen in humanity or other groups in the Orion Spur, with damage to property and infrastructure being common tactics used by members of the lyukal. The threat of violence or serious injury from one Skrell to another is typically the limit for most - but the species is not pacifistic to a fault, and if no other option can be seen Skrell are willing to fight.

When considering violence between Skrell and another species, beliefs can change considerably; while some Skrell have come to the conclusion that all life is precious, others may consider other sapient species to be lesser than the Skrell and be more willing to clash with them when tensions rise. With that said, most Skrell are aware of their physical limitations, and outside of groups such as Suur'ka or those who have been heavily influenced by non-Skrell ideas, a physical conflict between two beings is thought best to be avoided.

Social Mannerisms

With their large black eyes, it is often hard to tell if a skrell is looking directly at someone or around them without being sensitive to Skrell’s intent through psionics. For that reason when interacting with aliens, skrell make a point to orient their faces straight at whoever they are speaking to to ensure they understand they are the skrell’s focus. Some non-skrell have found this to be uncomfortable.

Skrell display intimacy with one another by touching the heads or headtails of their close friends or partners, or touching their own forehead and gesturing as if blowing a kiss from their forehead. Some verbal displays include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.

Less intimate physical interactions, mainly those shared between close friends, involve nudging or prodding someone with a headtail, similar to how a human may playfully nudge or punch a friend in the arm.

On the non-skrell side of things, the most common racial slurs that are used against Skrell are “Frog”, "Toad", “Squid”, “Ratajani”, and various other creatures that have aquatic connotations. However, responding to these insults with similar behavior is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public in Federation society.

An excellent government-sponsored informational guide depicting typical Federation gestures.

Emotional Displays

Skrell lack complex muscles within their face and have next to no facial expressions or differences in facial features. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Other than the lack of facial emotion, skrell express emotions the same way humans do through movement, tone of voice, and language used.

One of the most important parts of skrellian emotion is that strong emotions often cause physical reactions in the body, both “tells” that show which emotion is occurring and physical signals, such as a pain or warmth being felt by the skrell in question. Emotional pain often quickly translates to physical pain for skrell, with several studies linking this phenomenon to the skrell’s pronounced Zona Bovinae.

Due to humans’ and other species’ limited auditory organs, the many tones a skrell can project are lost when communicating with non-skrell. Skrell have a very difficult time expressing themselves and their emotions to non-skrell for this reason. In contrast, when two skrell are communicating with each other Nral’Malic and the Nlom is strong, they can engage in such seamless communication that they can often predict each other’s thoughts.

Skrell have many displays of emotions non-Skrell can easily observe however. Skrell refer to this method of communication as “Nral’Balak”, and is something of a combination of the function of body language and cries to indicate emotional states and needs. Nral’Balak does not have hard rules or single-message expressions, meaning messages can be contextual. For example, a skrell crooning can either be from fear when in a dangerous situation, or in disappointment if they do not like their food. Typically, when Skrell make non-verbal sounds, a high pitch indicates happiness and a lower pitch indicates sadness or distress. Again, however, this can be very contextual and hard to decipher for non-Skrell.

Humour

Skrell humour is completely different to what a human or other species may consider humorous. Skrell amusement is solely a reaction to the unexpected. A good joke would produce a very mild pain, comparable to a burning sensation after eating hot food, a sudden weakness in the muscles, or an itch on the roof of the mouth in severity. It manifests as a "fuzzy" feeling in the inside of the head. Outwardly, a Skrell would primarily react vocally through a series of chirrups not dissimilar to a laugh, which may also be accompanied by headtail or hand gestures.

The feeling of amusement is enjoyed by many, especially younger Skrell, but others such as the very elderly may hate it. Older Skrell will find very few things humorous due to the fact that they have seen and experienced a lot throughout their life. In some cases, attempts at humour may be taken as an insult, possibly attempting to point out a Skrell's limited knowledge and life experience. In formal settings, it is considered impolite to tell even a mild joke in the wrong context; a joke as a roast of the guest of honour may be seen as more acceptable than while dining at a restaurant with your extended family.

Human humour typically relies on words, wordplay, and storytelling to be effective. In comparison, Skrell tend to be more visual in their jokes. Skrell humour is humour in its most literal form: a reaction to the unexpected, and as such Skrell jokes rely on unexpected situations to be considered funny. Compared to a human joke, a Skrell joke relies less on a well-executed punchline, and more on the setup. The more absurd the situation the more humorous the joke will be - to a Skrell, at least. Due to this, it is difficult to deliver a joke in verbal form; simply saying "Imagine a skeleton using its ribcage as a xylophone" and actually seeing it are very different. As a consequence of how Skrell view humour, a Skrell's fear reaction is the same as laughing. A Skrell may chirrup in response to being startled, and just like nervous laughter, it is not considered pleasant. Despite the differences in what is considered humorous, Skrell can develop an appreciation for the comedy of other species. A Skrell will not find a human joke amusing, but they may find it clever or at least be able to identify why the joke is considered funny. A pun could be seen as clever word association, for example.

Fear and humour go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humour. Nowadays, this is done with robust genetic treatments, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.

The feeling of happiness or euphoria amidst the Skrell is one of the "easier" emotions to discern. Skrell will use a varied mixture of headbobbing, shrills, and positioning of their headtails to convey their joy -- such as curling their headtails and warbling in a much higher pitch than normal. Skrell are also observed to struggle to contain their joy, resulting in such often spilling over into the rest of their body and making rather spasmodic events (such as rapidly blinking) a rather obvious sign of their happiness.

Sadness, or even melancholia, within Skrell is one of the harder emotions to convey for the Skrell -- or at least, harder for other species to understand. Dissimilar to other species within the Orion Spur, emotional pain often translates to physical pain for the Skrell. Several studies have linked the pronounced Zona Bovinae of the species to this biological feature, which is often displayed through several gestures: quiet, low chirps; shifting of their headtails to hide their neck; fidgeting and rubbing of the headtails and/or digits; and lastly avoidance of eye contact.

Confusion, or even fear, is yet another "easy" emotion to discern amongst Skrell. Confusion has been noted to almost force Skrell to emit a mixture of both high-pitch and low-pitch blends of both warbles and croaks, alongside continuous shifting of their head from one side to another. It is said this is to allow optimal processing of audible information, such as someone speaking or noises within the dark. Skrell also have the innate need to cover their neck with their headtails, hiding their digits and opening their eyes wide. It is believed through their evolution, Skrell adapted to protecting the most vital points of their anatomy to ensure their survival in the event they were attacked and forced to flee.

Politics and Factions

The Nralakk Federation

The flag of the Nralakk Federation.

The Nralakk Federation is the major Skrell political entity within the Orion Spur. The Federation's history can be traced back to its first founding in 878 CE, created in response to a rising independence movement within the Federation's colonies. The Federation was briefly dismantled following the rise of Glorsh-Omega, and was reestablished as the Second Nralakk Federation following the reunification of the species post-Glorsh.

While on the surface the Federation is a meritocratic state, its society is heavily stratified based on a social credit system. This system scores individuals based on how closely they follow the ideals of the Federation, with low-scoring individuals being stripped of their rights while high-scoring individuals are treated as celebrities. This inequality in Skrell society has contributed to a rise in criminal and non-conformist movements that work against the Federation and its status quo.

The Lyukal

The Lyukal is a decentralised resistance movement that aims to dismantle the hegemony that the Nralakk Federation has over the Skrell. Named after the resistance movement that acted against Glorsh-Omega centuries ago, the Lyukal's cells work independently to achieve their objectives, ranging from non-violent demonstrations of the Federation's shortcomings to terrorism and attacks against military installations.

Marauders

Marauders is a catch-all term for pirates, smugglers, and other criminals that are active in the Traverse. Each group is different from one another, from robber barons who steal resources to sell for extortionate profit, to altruistic smugglers who help colonies in the Traverse. While a loose group, the Ti'Rakqi is the largest and most notable Marauder group active in the Traverse, consisting of Marauders who work together for mutual benefit.

Interspecies Relations

Skrell as a whole see themselves as "better" than the other species of the Spur. Their comparably advanced civilisation and grasp of the sciences, as well as their way of life are seen by many Skrell to be superior. This has culminated in an attitude where Skrell see themselves as a guiding hand for the younger races of the Spur, where the Skrell have a duty to protect them from themselves in their development. This can manifest in many different ways on an individual level, but can be seen best in the Nralakk Federation's relations with other polities; the Federation by and large keeps its technological advances to itself, only sharing technology with no potential for misuse or sharing technology with those it believes to be responsible enough to utilise it. Politically, the Federation has historically stayed out of Spur-wide affairs and has only recently become more actively involved in international politics.

On an individual level, the Skrell experience a better-than-average tolerance when abroad, with a few exceptions. Humanity as a whole tolerates the Skrell, with the Solarian Alliance in particular being close with them due to their relationship with the Nralakk Federation. General xenophobia still exists, however, but Skrell are tolerated more than other aliens within Solarian space. This tolerance differs depending on region, with Skrell being more tolerated on planets where they have a large presence such as Europa, or 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-Skrell, such as those hailing from the Coalition of Colonies. Other species, such as Unathi, have a more complicated relationship with the Skrell. Some Unathi share animosity towards the species due to the part the Federation played in the Contact War. This said, many on Ouerea have embraced the Skrell in their shared fight for democracy on the planet.

For the most part, many Skrell enjoy the presence of Vaurca, specifically those from the C'thur hive. Their contributions to the Federation have quickly secured their place as respected members of Skrell society. This said, there is still distrust in some cases, such as the C'thur's use of Viax and Cephalons being seen as too close to the use of artificial intelligence. Their loyalty to the Federation is also in question, making many Skrell distrustful of giving the C'thur strategic positions within Skrell society, such as in politics or the military. Please see the C'thur in the Federation page for more details on how Vaurca are viewed and treated by the Skrell.

The Dionae were the first species encountered by the Skrell, and their assistance in rebuilding the Federation post-Glorsh has strengthened the bond between the two species. On a societal and individual level the Diona are respected, and their integration into most levels of Federation society and the rights they enjoy compared to elsewhere in the Spur is proof of this. Please see the Diona in the Federation page for more details on how Diona are viewed and treated by the Skrell.

Skrell Outside the Federation

While most Skrell live and have been born in Nralakk Federation, there is a sizeable number of Skrell that have been born in human space. In the Radiant Era, Skrell born outside Federation space started to appear, especially on notable planets such as Mictlan and New Gibson to name a few. These children still enjoy Federation citizenship by birth due to how the Federation considers all Skrell to be its citizens, but due to also being considered citizens of their birth nation are typically protected to some degree; Skrell born in the Republic of Biesel are protected from deportation or other Federation actions, for example, which also extends to Skrell who have enlisted in the Tau Ceti Foreign Legion. For more information on how Skrell born outside the Federation are viewed by the Federation, see here.

Slimes

Slimes mysteriously appeared following the end of the Tri-Qyu incident, 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 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.

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 Skrell

Rulings

Jobhopping is not allowed. While Skrell are long-lived, you still need to adhere to sever rules on jobhopping. There are no special exceptions for Skrell.

Playing as a Glorsh collaborator/synthetic sympathiser, resistance member, Marauder/ex-Marauder, or Federation loyalist/spy is allowed, but please be aware that 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.

The Nralakk Federation considers all Skrell to be de jure citizens of the Federation, regardless of origin. In reality, this is not the case. Legally speaking those born outside of the Federation do not technically have citizenship, and must apply before they can receive the benefits and be susceptible to Federation laws. Some nations have official policies and agreements with the Federation that allow Federation 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. 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 the species is communal and conformist, this does not mean that every Skrell has the exact same beliefs. While Skrell can be split between Listeners and Receivers, where Listeners are less susceptible to the wider thoughts of the species and Receivers are more susceptible, there can still be difference in thought regardless of this split. The species consensus reached through the Nlom can only influence a Skrell's thoughts so much; the species as a whole may agree Artificial Intelligence is dangerous, but more specific ideas differ on an individual level. For example, the debate on Cephalons and Viax being used by the C'thur is contested, with many saying that it is very close to Artificial Intelligence. This idea is not shared by every Skrell, with the Federation even exploring the use of Cephalons as a replacement for AI for strategic purposes. The group thought that influences all Skrell can also be impeded by personal experience, such is the case with many Skrell in the Traverse. While a majority of Skrell believe in the Federation and how it operates, the reality faced by Skrell on the frontiers of Federation space has resulted in the region being a hotbed for anti-Federation thoughts and activity.

When playing Skrell, it is important to think about what factors would influence your character's thoughts. If your character is a Secondary Numerical from the Inner Systems, has been exposed to Federation propaganda all their life, and did not personally experience oppression at the hands of the Federation, they would 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 because Listeners are less influenced by 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 however you wish, 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. Additionally, Skrell do not show emotion in the same way that other species do. Emotions are displayed through physical mannerisms and vocalisations, and are not usually apparent in their speech. These mannerisms can differ, and a Skrell born abroad in human space may take on more human approaches to displaying or vocalising their emotions. When roleplaying out your character's emotions, it should be done in subtle ways that would make it difficult in-character for non-Skrell to discern immediately.