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{{Navbox Lore}}
{{Navbox Lore}}
{{Navbox Skrell Lore}}
{{Infobox Species
{{Infobox Species
  |Species = Skrell
  |Species = [[Skrell]]
  |Scientific = S. Sapiens
  |Scientific = R. skrellis axioris, R. skrellis xiialtus
  |Image = Skrell410x320.png
  |Image = Skrell.png
  |System = Jargon (Nralakk)
  |System = [[Notable_Skrell_Systems_and_Locations#The_Core_System_:_Nralakk|Nralakk]]
  |World = Jargon IV (Qerrbalak)
  |World = [[Qerrbalak|Nralakk IV (Qerrbalak)]]
  |Language = Skrellian (Nral'Malic), Tau Ceti Basic
  |Language = [[Skrell#Language|Nral'Malic]], Tau Ceti Basic
  |Politic = Jargon Federation
  |Politic = [[Nralakk_Federation|Nralakk Federation]]
  }}
  }}
{{toc_right}}
== 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.
'''Skrell''' are a species of amphibious bipeds, originating from the planet of [[Qerrbalak]]. Skrell possess multiple features due to their origins from the oceans of their homeworld, possessing gills, self-hydrating pliant skin, and webbed digits. With notably longer lifespans than most of the sophonts, combined with their earlier development of organized societies, skrell are the oldest spacefaring species in the [[Orion Spur]].


Skrell are largely asexual, with most seeing reproduction as a process necessary to continue their lineage and nothing more.
Skrell society has remained in a single, unified society soon after their expansion into space, with both incarnations of the [[Nralakk Federation]] being the sole body of modern skrell civilization. The Nralakk Federation operates under a single government that plans nearly all aspects of skrell society, with it maintaining both a nationally-unified efficiency and expansive social welfare system, though many detractors claim that these are at great cost to personal and political freedoms.  
{{TOC Hidden}}
==Heads of Staff==


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


Further Factoids:[[Notable Skrell]] [[The Gliutip’lyaz University]]
== Mechanics ==
 
===Species Mechanics===
 
*Skrell speak their own exclusive language of Nral’Malic, which is used by typing ''',k''' before the rest of the spoken message.
 
*Skrell are naturally [[Psionics|psionic]].
 
*Skrell can enter the '''Srom''', or Dream, with other skrell when they sleep, allowing them to communicate through a lucid dreamscape.
 
*Xenobiological Slimes are naturally passive to skrell due to their [[Skrell#Slimes|anomalous circumstances]].
 
*Skrell can breathe underwater due to being amphibious and possessing gills.
 
*Due to their advanced vestibular system, skrell cannot be slipped.
 
*Skrell have large heads with protruding headtails, requiring all EVA helmets to be refitted to their unique headshape. These are found in EVA storage areas, and can also be done by using a suit cycler. Their headtails also make it uncomfortable to wear most headwear and hats, making them usually unwilling to wear them.
 
*Skrell have a hemocyanin-based circulatory system, meaning that their blood is based on copper instead of iron. Skrell require copper supplements to alleviate bloodloss symptoms (but can receive human blood of their type without issue currently, due to game mechanics simplifying blood types across species).
 
===Axiori Mechanics===
 
*Axiori take increased burn damage due to their skin being sensitive to high heat.
 
*Axiori take decreased oxygen and brute damage due to adaptations to variable pressures underwater.
 
*Axiori have to rehydrate more often and regularly when outside of water.
 
*Axiori sprint slower due to their larger, webbed feet.
 
*Axiori have a naturally higher pulse due to their increased circulatory needs.
 
==Relations with Megacorporations==
 
Skrell are able to work for every megacorporation within the [[Stellar Corporate Conglomerate]], and are accepted as agents into the Conglomerate’s internal affairs. Several megacorporations maintain labor agreements between themselves and the [[Nralakk Federation]], with [[Zeng-Hu Pharmaceuticals]] in particular maintaining an expansive partnership with the Federation. Other [[Nralakk_Federation#State-Owned_Enterprises|corporations]] do maintain a comparatively smaller presence within the Federation, but still allow skrell to work for them.


== Mechanics ==
==Skrell History==
''See also: [[Skrell History]]''


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


== Biology ==
== Biology ==


''Main article: [[Skrell (Biology)]]''
''See also: [[Skrell Biology]]''
 
Being amphibious, skrell are adapted to both living on the surface and underwater. Their hands and feet lack nails or claws, and have extensive webbing between each digit. Skrell lack any teeth, instead having hardened gum pads that can masticate most softer foods. Also present on their faces are a lack of defined noses, instead having nostrils on a slightly elevated part of their faces where a bony nasal structure would typically be. Skrell eyes are large and primarily black, being adapted for high acuity vision while underwater. Beside their eyes are pigmented ducts similar to tear ducts, which express when they are under severe stress. Many skrell, particularly Axiori and Xiori, have tails. These tails aid in swimming and balance, with Xiialt skrell regularly having shorter tails, or none at all.
 
Being relatively short, the average height for skrell range between '''134cm (4’5”)''' to '''165cm (5’5”)'''. Skrell lack extensive muscles usually present for facial expressions, making them appear unemotive or lacking emotions to other species. Despite this perception, skrell have a variety of methods to display their emotions, and do experience a full range of emotions. Emotional displays include motions involving the position of their heads and headtails, as well as a variety of vocalisations. This also extends to their tails, which serves a role for emotional displays if they are long enough to be visible from the front.
 
'''Headtails''' are the most notable feature of skrell, being long appendages that extend from the top and sides of their heads. These headtails typically extend to the shoulders (but do lengthen as they age), and were originally used to keep the skin around their necks damp and enclosed in order to incubate and hold eggs. These headtails contain extensive muscular structures, allowing skrell to rapidly and easily manipulate their positioning, though they lack the same articulation that would make them fully prehensile. Headtails grow throughout a skrell’s lifetime, with their length being a visual signifier for their age. With the inception of ''Spa Treatments'', most skrell alter the length of their headtails for fashion or personal taste, usually out of wishing to appear older or wiser to others. Accessories for headtails are ubiquitous for skrell fashion, being adorned with jewels, wrappings, chains, and bands. Headtails can also be tied back and restrained into tight shapes as well, which is not uncomfortable so long as the tie is not particularly tight.
 
Skrell are cold-blooded or poikilothermic, lacking the ability to maintain an internal temperature without taking action to change their temperature beyond their current environment. Despite this, skrell are adapted to having a high tolerance for different temperatures, and mainly rely on humidity in order to not dry out.
 
=== Physical Appearance ===
 
A skrell’s skin has two layers that define their moist, nearly gelatinous appearances, with the second layer of skin being less translucent and responsible for their pigmentation. This layer of skin can dry out and crack when outside of their comfortable humidity ranges, with this being prevented by moisturizing through entering pools of water, dousing themselves, or bathing. While variable between individual skrell, most space stations and vessels with appropriate climate control are equipped to allow skrell personnel to work without moisturizing for roughly four hours without drying to the point of discomfort. Wealthier skrell typically purchase genetic treatments that allow them to remain hydrated for up to a week without moisturizing.
 
Skrell skin notably contains glands that secrete mucus in order to self-moisturize, provide a layer of protection, regulate their temperature, and acts as an evasive advantage in order to escape grabs done by potential predators. Notably, skrell skin mucus is not sticky. The average level of mucus present varies between skrell, with some being extremely dry to the point of flaking, while others express to the point of nearly dripping. Skrell skin is generally described as damp, slippery, but not unpleasant to touch.
 
Natural skrell skin colour varies between subspecies, with colours ranging from deep blues, bold greens, vibrant reds, and the spectrum of colors between. Diet is also a determining factor, with brightness and shade being affected based on pigment consumed. Skrell genetic engineering has mastered the ability to accelerate natural changes in skin colour and headtail length, colloquially known as a '''Spa treatment'''. These treatments vary in length, with hue and saturation in skin colors changing over the course of a month, while changing headtail and tail length takes roughly a year. This type of physical alteration is commonly accepted in skrell society, being seen as the equivalent of dyeing one’s hair.
 
Skrell lack a particular view of beauty in the sense that there are “unattractive” appearances. Physical disorders and anomalous changes in appearance are not seen as disgusting, but worthy of study and interest.
 
=== Physical Development ===
 
Skrell physically develop throughout their adolescence at an equivalent rate of roughly three times as long as human adolescents, but physical maturity is held separate from cultural maturity. Skrell are physically fully developed around 50 years of age, though true social maturity is generally accepted around when they achieve two formal degrees from a [[Federation_Education#Depth_Colleges|college or university]], which takes most skrell until they reach between 60 to 80 years of age. The average skrell naturally lives up to 250 years on average, with modern medical technology in the Nralakk Federation allowing them to live to upwards of 300 to 350. With [[Skrell_Technology#Medicine|youth serums]], which are limited to the more valued members of Federation society, skrell can live up to nearly double their natural lifespans at 500 years old.
 
Due to the extensive genetic modification during the [[Skrell_Synthetic_Age#Late_Synthetic_Age|Synthetic Era period]] implemented on the unwilling populace, most skrell suffer from [[Skrell_Biology#X’Lu’oa|X’lu’oa]]-induced infertility, or are completely sterile. Intensive research after the Synthetic Era has been devoted to undoing the effects of the infertility crisis, to some success. Despite these efforts and extensive treatments, only a third of all skrell are capable of successfully reproducing, and their clutches are between one to three eggs in comparison to average of eight eggs per clutch pre-X’lu’oa.
 
== Skrell Culture ==
=== Federation Culture ===


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.
''See also: [[Skrell Culture|Skrell Culture]]''


Their diet mostly consists of Qerrbalak-native algae, plants and insects.  
[[File:Skrience.jpg|thumb|alt=|Two skrell researchers in the aftermath of extensive scientific debate and comparison of their work. While one skrell is visibly pleased, the other is visibly upset at being disproven and being made to revise their week’s worth of study. While competitiveness is common in the Nralakk Federation’s scientific circles, it is regarded as a healthy behavior in the workplace.]]


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


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


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


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


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


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


===Emotional===
'''Nral'Balak''' is an unofficial language consisting of emotional displays, having developed in order to compensate for the lack of facial expressions present in skrell. While containing dozens of variations and personal intent, there are commonalities in Nral’Balak. Skrell who are upset or annoyed often puff their cheeks out, which some liken to the way frogs inflate their necks. Some skrell scrunch their headtails up, chirrup repeatedly, and narrow their eyes as a way of displaying upset or a willingness to fight. This is often likened to a threat display, being similar to behaviors present in ancient skrell. Many skrell will often tilt their head heavily to one side to show visible confusion, and often adopt the human method of nodding and shaking their heads to agree or disagree.
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">
====Skrell Slang====
<div class="mw-collapsible-content">
<div><ul>
'''Titles and 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 skrell, or someone who is juvenile. This is usually used to call someone childlike or sophomoric in their behavior.
* '''Brown Dwarf''' - A disappointment, or someone who fell short of their perceived abilities. This is usually used to call someone a disappointment or failure, and is a severe insult.
* '''Protostar''' - A young, ambitious individual, who has just started their career. Most graduates are labelled this often, but it can refer to any ambitious individual.
* '''Supernova''' - An individual that has begun to lose the interest of the public. Often used in headlines for an idol as "going supernova" to refer to their declining fame. This is sometimes used to describe someone having peaked in their career, and that they are going downhill. 
* '''Voidbeckoned''' - Someone who is careless, reckless, or acting dangerously. This is used almost exclusively towards non-skrell who are seen as reckless and uneducated.
* '''Black Hole''' - A slang term for someone who is considered very stupid, in a field of low repute, or for someone perceived as worthless.  
* '''Sparks''' - A slang term for non-skrell, due to their short lifespans. The term is not considered an insult, most using it in a positive, negative, or neutral manner.
* '''Elder''' - An older skrell, typically in their twilight years.
* '''Webfoot''' - A less explicit term for someone who uses Xu’xi gas. This derives itself from the odd, waddling stance many Xu'xi Gas users adopt while high.
* '''Gasrunner''' - Someone involved in the smuggling or sale of Xu’xi Gas. This is applied as either the job itself, or in the same way someone might refer to a dealer as a “plug”.


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.
'''Extranet Emoticons and Shorthands'''


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.
With the extranet as a facet of daily life for most skrell, the online lexicon is extremely vast. These are usable in order to display expressions without resorting to using more human-like emotes.
*'''cccccc''' - A term similar to the human terms of “lol” or “lmao”, this is used as a shorthand for the series of chirps often done by skrell who are being stimulated by humor. A “chirp” is shortened to c, and the more c’s are used show stronger reactions. More rarely, some skrell adapt “lmao” into “cmto”, or “Chirping My Tail Off”.
*'''###/Netting/Netted/===''' - Used as a way of showing someone they have been caught purposefully trying to upset other users for entertainment, or to refer to someone being caught messing around. This is made in reference to fishing nets, which sometimes will catch other skrell by accident.
*'''S0_0S / |0_0| / <0_0>''' - These emoticons are used as a way to convey headtail positions in reaction to something, much like the human emoticons of “:)” or “>:(“. The S is to represent curled headtails, representing the curling of the headtails often used to convey excitement, while the vertical bar represents a more neutral response. The less than and greater then symbols, in contrast, represent the folded inwards expression that is usually reserved for being reserved, feeling insulted, or generally negative or withdrawn emotions. Sometimes shortened to simply “SS”/”||”/”<>”.


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.
'''Insults and Crude Slang'''


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.
Terms that are considered rude or otherwise impolite by skrell.


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


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


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


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


The [[Aloise University of Medical Sciences]] was a big player in prosthetics, cloning and augments.
Despite most other species only possessing vestigial forms of Zona Bovinae, they are still capable of psionic interactions. Extensive, strong use of psionics on this form of the brain center can be overwhelming and destructive on the victim’s [[Skrell_Biology#Psionic_Disorders|physical and mental health]].  


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


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


[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]
Use of telepathy to non-skrell is considered risky due to its [[Skrell_Biology#Psionic_Disorders|potential effects]], with the Nralakk Federation deeming nonconsensual telepathy a criminal offense, akin to battery or assault. Precautions and travel advisories expound on this risk to skrell traveling abroad or when working with non-skrell, with many skrell being unwilling to use telepathy on them entirely. Long-term exposure to telepathy and other direct psionic influence remains an obscure field, with skrell researchers being too empathetic to the volunteers' pain to see most experiments to their conclusion, though [[Federation_Crime_and_Resistance#Unsanctioned_Research|unsanctioned research]] remains common.


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


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


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


[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV, labelled.]]
While most Listeners force themselves to integrate and adhere to the Nlom’s influence, others resist the social ostracization, surveillance, and prejudices held against them by Receivers. These groups agitate for the acceptance of Listeners in many ways, with some adopting radical concepts that call for a purposeful disconnection from the Nlom entirely. Psionic isolationism is considered an extremist opinion within the Nralakk Federation, with most moderate Listener groups renouncing it.
The 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===
=== The Nlom ===
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.
The Zona Bovinae creates a small range around them referred to a “thought field” consisting of passive emotions and thoughts, referred to as a “psionic wake”. Referred to as the “Nlom” in Nral’Malic, skrell naturally produce a large enough field on an individual level to influence their everyday lives.


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


==History==
=== Sleeping and [[The_Srom|The Srom]] ===


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


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


===The First Skrell===
Social inhibitions fade away entirely in the Srom, making it difficult for those in it to keep secrets or stay reserved from others. Many skrell use the dreamscape in order to share ideas and collaborate, finding it much easier to think clearly without having their usual inhibitions stifling their thoughts. Self-isolation in the Srom is as simple as moving themselves away from others in the dreamscape, while completely removing themselves from it involves the use of aluminum to block their psionic signals from being transmitted entirely. Aluminum headphones, wall linings, and hats are commonly used to accomplish this.
Skrell 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.
Skrell who suffer from [[Skrell_Biology#Psionic_Disorders|sleeping disorders]] are divided between oversleepers and undersleepers. Psionic Oversleepers are those who rely on the Srom as a method of escapism, or develop a dependency to the potential of lucid dreaming to the point of disrupting their daily life and being classified as an addiction. Oversleepers are typically characterized by being seen as recluses, social pariahs, or otherwise eccentric and lazy. Psionic Undersleepers, in contrast, are skrell who have withdrawn from the Srom for multiple reasons, being regarded as having withdrawn due to holding secrets or dangerous information to the point of depriving themselves of sleep.


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


===Modernization And A Changing Era===
===Stress and Personality Changes===


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


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


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


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.
===Cohesion and Violence===


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


===The Skrellian Space Age===
During [[Skrell_Early_History#Rise_of_the_Skrell|early skrell history]], violent conflict was commonplace between different clans and between subspecies due to their differences. As skrell societies developed, violence became less culturally accepted, and conflict between opposing groups was not allowed to progress into physical altercations. Most violence during this period shifted towards small-scale, ritualised warfare throughout early-modern skrell history. After the end of the [[Skrell_Synthetic_Age#Late_Synthetic_Age|Synthetic Era]], particularly after the Glorsh-Omega period, this stance changed as the [[Skrell_Biology#X’Lu’oa|fertility crisis]] of the modern day leaves most skrell with deep fears over the extinction of their species. This is most obvious in the [[Skrell_Recent_History#Collaborator_Trials|collaborator trials]], with the most severe punishment being forced interment into cryogenic stasis instead of execution or life imprisonment.
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.
While conflict still occurs in skrell society, physical violence is considered unbecoming and beneath them. Instead, skrell have turned to nonviolent conflict through debate or social pressure between opposing groups. One method, known as a “Unity Demonstration", consists of a group of skrell arriving to socially pressure and intimidate another group to coerce them into submission. Despite this, violence still exists between skrell, typically damaging property and infrastructure as a common tactic, particularly by criminal organizations and the [[Federation_Crime_and_Resistance#The_Resistance|Lyukal]]. The threat of violence or serious injury is typically the limit for most, but many skrell can still be pushed to violence if forced to defend themselves.  


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


===The First Federation Forms===
=== Social Mannerisms ===


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


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


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


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


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.
[[File:Skrellguide.png|thumb|alt=|A government-provided informational guide depicting typical gestures used by skrell.]]


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.
=== Gender ===


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.
''See also: [[Skrell Relationships#Unions|Skrell Relationships]]''


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.
Skrell, due to lacking any form of sexual dimorphism, being simultaneous hermaphrodites, and common consensus across their multiple developed cultures, do not have a concept of gender. While gender identity remains virtually irrelevant in Federation society, skrell who interact often with other cultures that do have socially important notions of gender will sometimes adopt an identity out of simple interest or a desire to be more socially cohesive with who they are interacting with. This decision is given only as much weight as the individual skrell attributes to it, and choosing out of simple whimsy is equally as common as seriously studying and considering who they align the most with.
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===
For the purposes of procreation, skrell utilize a simple form of assigning who is siring and carrying the eggs that will become their progeny. These terms are '''F'ex'Qa''', or Egg-Layers, and '''F'ex'Tra''', or Egg-Fertilizers. These terms are impermanent, and most skrell will alternate multiple times in their relationships between their partners.


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


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


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


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


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


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


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


===The Third Incident===
Many skrell who undergo training or treatment to repress their fear responses, typically for work in dangerous fields or as an enforcer, will equally suppress their senses of humour. While these emotions are tied between each other, most skrell who lose their sense of humour will find it very difficult to regain it afterwards.
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.
'''Happiness''' is very easy to visually tell from skrell emotional displays. Skrell will use a varied mixture of headbobbing, shrills, and positioning of their headtails to convey their joy, with the curling their headtails and warbling in higher pitch being most common. Skrell struggle to contain their joy, resulting in such often spilling over into the rest of their body and repetitive motions (such as rapidly blinking or flapping their hands) as an obvious sign of happiness.  


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


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


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 sole skrell political entity within the Orion Spur. The Nralakk Federation's history traces back to its [[Skrell_Early_History#Unity_of_Skrell|original founding]] in '''878 CE''', having formed in response to independence movements across skrell space colonies. The Federation was dismantled following the rise of Glorsh-Omega, then reestablished as the '''Second Nralakk Federation''' following the reunification of the species afterwards.
The 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 the Nralakk Federation is primarily a meritocratic state, Federation society is heavily stratified based on the '''Social Compatibility Index''' system, which scores individuals based on how closely they follow the ideals and maintain the social cohesion of the nation. Low-scoring individuals experience social ostracization and restriction of their rights, while high-scoring individuals are elevated as celebrities and pillars of the society. This social stratification causes skrell pushed outside of the system to rebel against it in the form of illegal organizations and non-conformist movements, who work to dismantle the system, or towards reforming the nation entirely.


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


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


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


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


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


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


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


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


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


===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 and typically obtain multiple degrees, adherence to the server rules on jobhopping is mandatory.


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


Their relationships with the other races remain ambivalent, with the Federation having cold, yet quietly optimistic relations with the Unathi Hegemony. Publicly both governments are slowly trying to improve relations. While there have been very few instances of direct conflict, the Hegemony has continuously accused the Federation of covertly sabotaging Unathi efforts to expand their empire across known space.
The [[Nralakk Federation]] considers all skrell to be de jure citizens, regardless of origin. In reality, those born outside of the Federation do not have full citizenship, and must apply before they can receive the benefits and adhere to Federation laws. Some nations have official policies and agreements with the Nralakk Federation that allow their citizens to be deported for any reason, while others have agreements that protect Federation citizens who wish to claim asylum. Most nations will protect those who are their citizens, but '''as a rule''', if your character officially has Federation citizenship, they are at risk of being deported if the Federation orders it necessary. Characters can claim asylum within the Republic of Biesel with ease, which can be done through joining the [[Tau Ceti Foreign Legion]]. Other asylum claims need to be discussed with the relevant lore team.


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


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


Skrell behave very differently compared to other species. They are long-lived, and are prone to thinking more in the long-term than the short-term. This can manifest in many ways, and players are not expected to be constantly thinking ahead. Generally speaking, skrell characters would act in a way that sacrifices short-term benefits in favour of long-term ones. Skrell also do not show emotion in the same way that other species do, as reflected on the entries regarding their emotional displays on this page. These mannerisms can differ, and a skrell born abroad in human space would adopt more human displays and ways of expressing their emotions. When roleplaying your character's emotions, it should be done in ways that would be less obvious to non-skrell who haven’t interacted with many skrell before.
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Latest revision as of 20:30, 8 October 2025

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

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

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

Contents

Heads of Staff

Skrell can be the following heads of staff:

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

Mechanics

Species Mechanics

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

Axiori Mechanics

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

Relations with Megacorporations

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

Skrell History

See also: Skrell History

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

Biology

See also: Skrell Biology

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

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

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

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

Physical Appearance

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

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

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

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

Physical Development

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

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

Skrell Culture

Federation Culture

See also: Skrell Culture

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

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

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

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

Language

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

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

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

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

Skrell Slang

    Titles and labels

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

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

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

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

    Extranet Emoticons and Shorthands

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

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

    Insults and Crude Slang

    Terms that are considered rude or otherwise impolite by skrell.

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


    Sayings

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

Psionics

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

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

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

Telepathy

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

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

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

OOC Notes on telepathy

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

Receivers and Listeners

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

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

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

The Nlom

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

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

Sleeping and The Srom

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

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

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

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

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

Skrell Social Dynamics and Society

Stress and Personality Changes

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

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

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

Cohesion and Violence

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

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

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

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

Social Mannerisms

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

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

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

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

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

Gender

See also: Skrell Relationships

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

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

Emotional Displays

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

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

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

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

Humour

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

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

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

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

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

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

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

Politics and Factions

The Nralakk Federation

The flag of the Nralakk Federation.

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

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

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

Marauders

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

Interspecies Relations

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

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

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

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

Skrell Outside the Federation

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

Slimes

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

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

Playing Skrell

Rulings

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

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

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

Thoughts and Behaviours

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

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

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