Skrell: различия между версиями

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>Snakebittenn
(Removes eras, adjusts some other stuff.)
>Butterrobber202
м (→‎Genders and Sexes: gender lore.)
 
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{{Navbox Skrell Lore}}
{{Navbox Skrell Lore}}
{{Infobox Species
{{Infobox Species
  |Species = Skrell
  |Species = [[Skrell]]
  |Scientific = S. Sapiens
  |Scientific = S. Sapiens
  |Image = Skrell410x320.png
  |Image = Skrell.png
  |System = Jargon (Nralakk)
  |System = [[Notable_Skrell_Systems_and_Locations#The_Core_System_:_Nralakk|Nralakk (Jargon)]]
  |World = Jargon IV (Qerrbalak)
  |World = [[Qerrbalak|Nralakk IV (Qerrbalak)]]
  |Language = Skrellian (Nral'Malic), Tau Ceti Basic
  |Language = [[Skrell#Language|Skrellian (Nral'Malic)]], Tau Ceti Basic
  |Politic = Jargon Federation
  |Politic = [[Nralakk_Federation|Nralakk Federation]]
  }}
  }}
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An amphibious species whose passion lies in the field of the combined sciences, the '''Skrell''' are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.
An amphibious species whose passion lies in the field of the combined sciences, the '''Skrell''' are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.


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


==Heads of Staff==
==Heads of Staff==
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* Head of Security
* Head of Security
* Chief Engineer
* Chief Engineer
* Head of Personnel
* Executive Officer
* Chief Medical Officer
* Chief Medical Officer
* Research Director
* Research Director
* Internal Affairs Agent
* Operations Manager
* Consulars / Representatives


== Mechanics ==
== Mechanics ==


*Slimes are naturally passive to skrell for a [[Skrell_History#Recovery_and_the_Second_Federation|mysterious reason]] science has yet to find out.
===Species Mechanics===
*Skrell can enter [[Skrell#Telepathic|a Dream]] with other skrell when they sleep, allowing communication and lucid dreaming.
 
*Skrell have their own language that can be used by typing ,k before anything you say, and can also be used over the radio.
*Skrell have their own language that can be used by typing ''',k''' before anything you say, and can also be used over the radio.
*Skrell can send a telepathic message out to a single person in eyesight using the abilities tab, however it's deemed criminal to do to non-consenting non-skrell.
 
*Skrell lack teeth and instead have hardened gums; this leads to them being big advocates on soft foods such as bread, or liquid foods such as soup. Skrell are largely considered to be herbivores, but they have been known to eat many species of insects native to Jargon and add smaller pieces of more common red meats to meals for additional flavor.  
*Skrell can use a variety of different psionic abilities.  
*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 can enter Srom with other Skrell when they sleep, allowing communication and lucid dreaming.
 
*Slimes are naturally passive to skrell for a [[Skrell#Slimes|mysterious reason]] science has yet to find out.  
 
*Skrell have the ability to breathe underwater due to them being amphibious.
*Skrell have the ability to breathe underwater due to them being amphibious.
*Due to their advanced vestibular system, Skrell maintain a good balance, and never slip.
 
*The Federation has been allied with human states for longer than any other alien government has; as such, many of the most valued specialists in human space are Skrell. They are suitable for any role on station, but they're most commonly seen in white collar roles, and older Skrell typically possess a multitude of qualifications. However, Skrell do not lightly dip into jobs, instead fully committing themselves to mastering a field of education before moving onto another. This involves the Skrell in question typically spending quite a while working in the field, gaining experience; after all, degrees are only half of it. After quite a bit of work, the Skrell may move onto another field entirely.
*Due to their advanced vestibular system, Skrell maintain a good balance and never slip.
 
*Skrell have large heads with protruding headtails and due to this, they cannot wear normal EVA helmets but instead need to wear Skrell helmets (found in EVA or by using a suit cycler). Their headtails also make it uncomfortable or even impossible to wear normal headwear such as hats so most Skrell opt-out of that.
 
*Skrell have a hemocyanin-based circulatory system, meaning that their blood is instead bound to copper atoms and not iron atoms. Skrell require copper supplements to alleviate blood loss symptoms.
 
===Axiori Mechanics===
 
*Axiori take increased burn damage due to their natural habitat being colder.
 
*Axiori take decreased oxygen and brute damage due to the increased pressure of their natural habitat.
 
*Axiori must drink fluids more regularly when out of water.
 
*Axiori sprint slower due to their larger, webbed feet.
 
*Axiori have a naturally higher pulse due to their increased circulatory needs.


== Biology ==
== Biology ==
[[File:Skrellguide.png|thumb|alt=|An excellent government-sponsored informational guide depicting typical Jargon gestures.]]
Physically Skrell have an average height ranging from '''4’5” to 5’5”.''' Skrell faces are quite plain which makes it hard for other species to find emotion, and their eyes completely black due to a pigment in their tear ducts.  Adapted for aquatic life, Skrell are fully amphibious, and are capable of breathing underwater while also possessing superior underwater vision. Their hands and feet are very similar to that of humans, except for a lack of nails and the presence of strong webbing in-between each digit. Due to their amphibian nature, the Skrell lack any real teeth and instead possess hardened gum lines. Typically if these gums are not used to 'chew', Skrell otherwise swallow their foods whole, or grind them into a softer form, some carrying around mortars and pestles. Instead of a developed nose, Skrell smell through two simple slits sitting in the middle of their face. Skrell bear tentacle-like "head-tails", typically hanging down over their shoulders. The purpose of these tentacles is to keep the skin close to the neck damp for the incubating of eggs. These headtails typically contain muscle tissue, although there are Skrell whose headtails cannot move for various reasons. This muscle control does not include fine control, though one can generally raise, position, and often wiggle their tentacles. Tentacles grow throughout their whole life at various speeds, with the oldest Skrell typically having very long headtails - and being the least likely to modify their length at spas with headtail-treatments. Tentacles are often adorned with jewels, cloths, chains or plates, as a fashion statement. These are also used for emotional displays and gesturing, Skrell outside of Federation space tending to overemote with them. Gestures can vary from system to system.


Their diet mostly consists of Qerrbalak-native algae, plants and insects.
See also: [[Skrell Ailments]]


Skrell, dissimilar to other sophonts in the Orion Spur, do not possess two distinct biological sexes. They are synchronous hermaphrodites, possessing the ability to both lay and fertilize eggs. Due to this, Skrell have neither secondary sexual characteristics/dimorphism, or any mental concept of gender. There is no social concern for gender, which Federation Skrell typically view as another label other races have they do not understand. Some younger Skrell may 'identify' with a certain gender, adopting different pronouns or attempting to conform (often poorly) to various alien notions of gendered clothing, but they most often do not really feel it; their psychology not supporting it. Some view it as a more trendy thing similar to uses of a Zodiac sign. Skrell unfamiliar with galactic customs can confuse the sexes of other species and struggle to adapt to the gendered pronouns of Tau Ceti Basic, instead calling someone gender neutral terms, ex. “They/them”. This has led to the adaptation of a newer personal pronoun to areas like Tau Ceti Basic as a loanword from Nral'malic, taking the form of vi/xil/xilself. This form is actually a heavily simplified version of the Nral'malic word, the original widely regarded by Skrell and the aliens that use it as too much to expect non-Skrell to remember.
Adapted for life both beneath and above the waves, the Skrell are fully amphibious and are capable of breathing underwater whilst also possessing superior underwater vision. Their extremities are noted as having a lack of nails, and a presence of strong webbing in between each digit. Due to their evolutionary path, the Skrell instead have hardened gums in place of teeth. Typically, these gums allow them to chew on soft foods, facilitate the ability to swallow their foods whole, or grind them down into more digestible forms.


Although Skrell reach physical maturity at about the same age as humans, the Skrell understanding of adulthood goes beyond physical growth to include experience. A Skrell usually reaches 'adulthood' after getting out of their second college, around age 30-50. A healthy Skrell can naturally live up to 200 years, but current medical technology in the Federation allows them to increase their lifespan to an impressive 300 to 500 years.
They do not have visible noses, instead through nostril slits sitting in the middle of their face on a fleshy mound. Skrell have an average height ranging from '''4’5” to 5’5”'''. The lack of significant facial muscles proves to make it difficult for non-Skrell to identify the species' emotions, which makes them seem rather cold and unaffected when in reality Skrell use a variety of methods to display their emotions. Emotional displays include the gesturing and general movement of their head and headtails, and a wide array of vocalisations. Their eyes are black due to a pigment in their tear ducts.


Due to the lingering effects of Glorsh's attempts to genetically manipulate Skrell, a sizable percentage of Skrell are completely sterile. Thanks to the intense research efforts of Skrellian doctors and scientists, modern Federation specialists have the capability to at least partially reverse these effects in half of all Skrell. The extensive treatments and investments needed to undergo the treatments for the genophage give the reality that only about a third (33%) of Skrell are able to have children. These Skrell can have 1-3 children in their lifetime, whereas pre-genophage Skrell could have 8 eggs hatch at a time. Without treatments, effected eggs remain inert, not developing.
Skrell also have tentacle-like "headtails" typically hanging down over their shoulders, meant to keep the skin close to the neck damp for the incubation of eggs. These headtails typically contain hundreds, even thousands, of micro-muscles that allow the Skrell to move them into a variety of positions. Though these muscles do not allow for the ability for fine control, they can generally be raised, positioned and wiggled into various forms. These headtails grow throughout the entirety of a Skrell's life and signify the age of a Skrell, as they grow longer with age. With the inception of Spa treatments, it is not uncommon for Skrell to alter the length of their headtails, whether for fashion or personal taste, or to appear older or wiser to other Skrell. These headtails are often adorned with jewels, cloths, chains, and bands as a fashion statement. Headtails can also be "tied back" as well; while this may seem uncomfortable or painful, as long as the tie is not too tight it is equivalent to folding ones hands. They are also used for emotional displays and gesturing.  


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


Skrell skin comes in a variety of different colours based on local climate where they grew up, along with their diets and genetic modifications. A skrell from Aloise might end up with pale, white skin due to the snowy and cold climate, while a skrell from a deep-sea city will grow blackish-blue from eating inky local foods.
=== Physical Appearance ===


Skrellian skin looks gelatinous, but in fact has a second layer of a less translucent flesh under the surface. In dry climates, including NSS Aurora, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations' climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing. Skrell skin notably contains glands which secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It's generally described as damp, slippery, but not unpleasant to touch.
See also: [[Skrell Ethnicities]]


Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a 'Spa treatment' to change hue and saturation in skin over the course of a month, while changing headtail length takes about a year, as well as an increased appetite. This type of physical alteration is natural in society, and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.
Whilst gelatinous in appearance, Skrell skin in fact has a second layer of less translucent flesh under the surface. In dry climates, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations' climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing.  


===Ethnicities===
Skrell skin notably contains glands that secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It's generally described as damp, slippery, but not unpleasant to touch.
While the "common" Skrell in Tau Ceti space is thought of to conform to a basic physical archetype, there are in reality many differing 'types' or 'ethnicities' of Skrell which are categorized based on both physical attributes, as well as point of origin on the homeworld. These ethnicities of Skrell have emerged much as those of humankind have, based on localized groups adapting to their native territory and intermarrying with their own to reinforce the prevalence of certain traits, traits not exclusive to either archetype.


There are specific populations of Skrell which are considered to be of the Axiori archetype, in that they have traits which are typically associated with those who found in the more oceanic regions of the planet. Typical traits include a thinner mucus on the body, darker skin colors, more prominent webbing on the hands and feet, and generally taller builds. Not all '''Axiori''' Skrell have these traits, but it is more common to see in someone with a genetic relationship to this population. Axiori are also more prone to '''Volvuunt Qixqalau'''.
Natural Skrell skin colour is dependent on subspecies and can range from deep blues to bold greens or even vibrant reds. Diet is also a determining factor, with brightness and shade being affected based on pigment consumed. Genetic engineers have worked with physical appearance to accelerate natural changes in skin colour and headtail length, and are capable of giving a 'Spa treatment' to change hue and saturation in the skin over the course of a month, while changing headtail length takes about a year while also causing an increased appetite. This type of physical alteration is considered normal in Skrell society and is compared to humans dyeing their hair a different colour. Also notable is the fact that physical disorders and abnormalities are not seen as disgusting, but worthy of study and interest.


Likewise there are also '''Xiialt''' archetype Skrell, who are known to be on the other side of this spectrum of traits. Their adaptations are more consistent with the dryer regions of their homeworld. Thicker and more gelatinous mucous, lighter colored skin, more superficial webbing on the hands and feet, and generally shorter builds, are traits that are commonly associated with Xiialt Skrell.
=== Genders and Sexes ===


The differences between these ethnicities of Skrell are not so severe that a mixture of them would be considered "biracial". All Skrell fall somewhere on the spectrum from "sticky or slimy", "light or dark", "webbed or not". Complications resulting from Glorsh's actions and the Genophage have led to even further blurring of the lines between ethnicities. However, those who have strong genetic lineages of a certain ethnicity will likely display the associated physical traits.
See also: [[Skrell Relationships#Unions| Skrell Relationships]]


===Disorders===
Skrell, dissimilar to other sapient species in the Orion Spur, never developed the concept of gender within their society -- mostly due to the fact they are synchronous hermaphrodites, possessing the ability to both lay and fertilize eggs. Whilst Skrell do not have sex or gender identity, they are open to adapting to the gender roles of other species due to their enjoyment of foreign cultures.  
[[File:skrellburger.png|thumb|alt=|A Skrell with beakmouth consumes a delicious burger. While downsides are heavy, those with the disorder do not complain about their ability to easier chew foods.]]
There is a disorder named '''Volvuunt Qixqalau,''' which in a dead Skrellian language translates to "everted gills", which can affect Skrell. While Skrell gills are typically internal and protected by mucuous membranes, those with disorder have their gill structures everted and exposed to the air, limply hanging on the neck below the jawline. Skrell with Volvuunt Qixqalau are born with it, and it cannot be developed over time.


Skrell affected by Volvuunt Qixqalau can suffer relatively little with the disorder, and the external gills can even be more effective underwater due to the increased surface area. However, due to the very delicate nature of the gills, they are prone to injury, infection, and can make it difficult to wear certain articles of clothing - some Skrell have such trouble with the gills that they are corrected by surgery, which is a lengthy and risky procedure due to the rarity of the disorder, and the sensitivity and delicate nature of the area, but technological advances and skilled surgeons make it incredibly possible. Some with this disorder choose to use an adaptive apparatus, a water-filled collar that keeps them both hydrated and safe.
While Skrell never developed the concept of genders in their society, upon first contact with humanity they adopted the idea solely for fitting in with human cultures. If the Skrell choose to adopt a gender identity, they will usually adopt the gender of humans who their personality is similar too. Skrell almost never consider this adopted identity to be of any considerable importance. However, terms do exist to characterize the biological attributes relating to the production and fertilization of egg clutches. These terms are known as '''F'ex'Qa''' (The Egg-Layer) and '''F'ex'Tra''' (The Egg-Fertilizer) amongst the species. These designations are usually temporary for the duration of reproduction and can change over time.


Research as to how the mutation occurs been mostly inconclusive, showing that it can only be caused by inherited genetics. Censuses show that the prevalence of this mutation has increased since the Synthetic Singularity due to the genetic manipulation, and Skrell affected by Volvuunt Qixqalau make up 20% of the Federation's population.
=== Aging, Maturity and Fertility ===


Another disorder is '''Beakmouth,''' a genetic disorder and birth defect that is somewhat uncommonly found in Skrell. It manifests at birth as the formation of interlocking chitinous plates in the mouth, similar to a squid's beak. These plates are sharp enough to cut, and those afflicted with untreated beakmouth often find themselves accidentally biting and wounding the insides of their cheeks, as well as their lips and tongue. The plates are solid pieces which interlock, unlike human teeth which are separate structures.
Skrell reach physical maturity at about triple the age of humans, complemented by the Skrell understanding of adulthood going far beyond physical growth to include experience. A Skrell will reach biological maturity at roughly the age of 50, but in Skrellian society will only be treated as reaching "adulthood" after their second college-level degree is earned, usually at around the ages of 60 - 80. A healthy Skrell can naturally live up to 250 years, but current medical technology within the Nralakk Federation allows them to increase their lifespans to an impressive 450 to 500 years. Those living outside of Federation space can see lifespans topping out at around 350.


Beakmouth causes a strong speech impediment in those afflicted with it as well, leading the pronunciation of all sounds to have a "squishy" quality, leading them to be hard to understand even in their own language; communication in Tau Ceti Basic is almost impossible. As a result, those with untreated beakmouth tend to prefer telepathic communication, which makes them reluctant to mingle with the rest of galactic society. This leads outsiders to believe beakmouth is a relatively rare condition; on the contrary it is somewhat prevalent in certain ethnicities, however most sufferers of this genetic condition have it corrected in infancy, or else rarely leave their home system.  
Due to the lingering effects of Glorsh's attempts to genetically manipulate Skrell, a sizeable percentage are completely sterile. Thanks to the intense research efforts of numerous Skrell and non-Skrell doctors and scientists, specialists have the capability to at least partially reverse these effects in most Skrell. The extensive treatments and investments needed to undergo treatment give the reality that only about a third (33%) of Skrell can have children. These Skrell can hope to produce 1-3 children in their lifetime, whereas pre-X'Lu'oa Skrell could have eight eggs hatch at a time. Without treatments, affected eggs remain inert, not developing.


The treatment for beakmouth is simply the surgical removal of these chitinous plates; they can be safely removed from the jaw without permanent debilitation, and those who have the procedure done in infancy typically grow up to bear little evidence of the affliction. When performed in adulthood, this procedure is much more invasive with risks of complication, and so those who grow up without having it corrected tend to refrain from surgical intervention later in life. Adult sufferers of beakmouth tend to prefer to have these plates ground down to a manageable level.
== Psychology ==


===Psychology===
Because of their long lifespan, Skrell tend to have a “long view” not common in other races. Passive observation and study is far preferred than immediate action, and do not mind that decades or even centuries can pass before their decisions begin to pay off. Older Skrell can seemingly make incomprehensible decisions, but further investigation often reveals that these choices are often related to carefully laid plans.
Skrell psychology and their mindset are set far apart from humans; this primarily concerns their wiring towards long-term thinking, cyclical brain expansion, and high emotional variability and sensitivity.


One of the mechanisms behind this longer timeframe is that Skrell brain-matter undergoes cyclical expansions over decades, a ‘mental version’ of human growth spurts. These cycles are marked by the individual suddenly feeling much more competent and capable of learning; these expansions typically coming in a predictable timeframe. Showing signs of reaching these milestones can lead to acknowledgement by elder Skrell as a peer, rather than a subordinate. These cycles go on for a Skrell’s entire lifespan, though they often experience ‘plateaus’, stall periods that are typically around twenty five to fifty years in length between intellectual spurts. Coping with these plateaus are a cornerstone of Skrell psychology, much like human athletes. One part of these growth spurts is not only the increase of intellectual processing capacity, but also an increase in memory. With memory not being scarce and valuable, some Skrell might waste it on the very minor things, including slights. A healthy use would be remembering the scent of a flower a Skrell was given seventy years ago, unhealthy uses can be remembering the exact words a superior said to them, that they might say the same to their superior’s grandchild when the child is denied a spot on an escape pod.  
Due to their “long view” approach, Skrell generally have difficulty with viewing events that take place over short timeframes with the same importance that shorter-lived races do; consequences lasting less than a decade are deemed inconsequential. This perspective has resulted in the species’ higher tolerance of momentary worries; such as waiting for things to come to fruition. On the other hand, this has resulted in a much lower tolerance for long-term worries, such as existential threats, and can lead to high levels of accumulated stress.


This can make Skrell excellent plotters and planners. Many young Skrell in the Federation trying to make their way have to contend with elder Skrell from previous Eras with outdated social mores and startling things to say about centuries-old events; weaving intricate plots over centuries of time only for insignificantly small gains and to carry out deep-set grudges. Social games and near-backstabbing that their subordinates would never understand, but still find themselves playing into. Quid-pro-quo ‘tag, you’re it’ games that have significant consequences over the lives of everyday people. One day, jealousy and contempt between two Lu'Poxii might lead to a scientific, medical, or cultural advances being suppressed or even banned because one stole another's' research two centuries ago. Though, sometimes these might turn out positive; one may have a huge research grant suddenly dropped on their super-niche and passion-based research project because someone old and influential owed a family member.
Stress impacts Skrell to a lesser degree than in other species, and is usually exhibited through the secretion of black liquid through orifices such as their eyes, often remarked as being similar to crying. It is quite obvious to tell whether a Skrell is beginning to become overstressed, as there will usually be dark stains across their skin.


As a whole, Skrell generally have difficulty with viewing events that take place over short timeframes like mere “months” or “years” with the same importance that shorter-lived races do. Consequences lasting less than a decade are felt far less. They are higher tolerance for momentary ‘human’ worries; such as temporary social rejection, or having to wait for things to come to fruition. On the other hand, Skrell have a lower tolerance for actual long-term worries. Existential threats, trauma, social alienation and paranoia, etcetera. This also applies to their entertainment; Skrellian television programs can typically have forty seasons of content, movies are rarely less than at least eight hours long. Some more traditional music can be equally long, older stuff containing nearly-day-long symphonies made of subtle, droning aquatic noises only detectable over a long expanse of time.
A Skrell’s mindset and emotions can be heavily impacted by tidal cycles due to Skrell being creatures attuned to the waters. This can vary from Skrell to Skrell, some feeling lethargic or anxious on a new moon, others feeling rejuvenated and full of energy. Cosmic phenomena that can affect tides and gravity are easily noticed by them as well. This can lead to some Skrell being rather reluctant to migrate from planet to planet; the size of a moon, how many there are, and even a lack of any moon can cause full-scale personality shifts.
Their longer timeframe also gives them a higher resilience to accumulating stress, but relieving stress is notoriously complicated. Normally, every once in a decade or few, Skrell go to ‘therapy camps’, a year or two spent at an analog of a rehab facility in relative isolation to process their feelings, confronting decades of pent-up experiences. Alternatively, some go on their own to the ‘wilderness’, sometimes uninhabited exoplanets, perhaps even doing activities such as disintegrating rocks with energy weapons. They typically come out of the experiences almost frighteningly ‘zen’, a paragon of calmness and sanity at least until they build it up again. While this is something unquestioned in Jargon society, Skrell typically not wanting to set someone off by asking why they’re taking a gap year, it is difficult for Skrell that have emigrated to human society. Megacorporations are typically not found automatically granting Skrellian employees a year-long leave, so they can end up overdue and a bit ‘twitchy.


==Psionics==
==Psionics==
===The Wake===
All Skrell have a general “thought field” called the '''Psionic Wake''' or Nlom - the thoughts of an individual are influenced by thoughts of others, and the thoughts of others are, in turn, influenced by thoughts of an individual. It forms an echo chamber of sorts, where the same thoughts resonate over and over, new ideas being introduced very slowly into the Skrell society. Skrell share the Wake across great distances, its reach often enveloping entire planets - however, the Wake's main barrier is outer space. Signals that the Wake is comprised of can be voluntary and concentrated, which is what telepathy is - accessing the thought field directly.


There are two main types of Skrell based on how they perceive the Wake - '''receivers''' and '''listeners'''. Receivers’ thoughts are influenced by the Wake directly, while listeners simply “listen in”. The Skrell as a whole are split into these groups roughly 50/50. It is unknown whether this difference is biological or environmental, and many Skrell report feeling attuned differently to the Wake at different points in their lives, while others filmly maintain they are one or the other. Federation personality testing often determines a Skrell is one or the other before they are permitted to work in human space, so this difference would be mentioned on medical and security records. Although most listeners tend to crumble under pressure anyway, the receptiveness to the Wake differs for both listeners and receivers; with some being more or less sensitive to it. Current radical thinkers such as Glorsh supporters in Skrell society are often listeners who are less attuned to the Wake, and because of it, listeners are sometimes looked upon with more suspicion.
Among the species of the Spur, all catalogued sentient races possess a “Zona Bovinae”, located within the Brain. This organ was presumed to be responsible for some form of communication by Human scientists who discovered it in the domesticated cow in 2256, and subsequently in all other species on Earth. It was found that herd animals, like the cow, had a developed Zona Bovainae, while solitary animals held atrophied versions of the organ.
 
Beyond this research, Humanity could find no greater purpose for the Zona Bovainae. Outside of the discovery Humans universally possessed the organ, scientists proved unable to crack the secrets of its function. Many wrote it off as a vestigial part of the brain that first developed during Humanity’s pre-agricultural epoch.   
 
The Zona Bovinae continued to be a novel discovery until First Contact with the '''Skrell''' in '''2332'''. During the exchange of information that occurred upon First Contact, human scientists noticed Skrell had extremely well-developed Zona Bovainae and when the science community inquired on the subject, Skrell explained the existence of Psionics.
 
Psionics are the manipulation of metaphysical forces through concentrated effort employing the Zona Bovainae. While an inordinate amount of research has gone into studying Psionics, the origin of this force is still a mystery. Even without this knowledge, the Skrell have developed many technologies around the application and effects of Psionics.
 
All organic life originating from the Spur possesses a Zona Bovainae, and sequentially, can be affected by Psionics. Research into the topic revealed that the level of interaction with Psionics the Skrell are capable of is destructively overwhelming to other Spur sentients and continuous strong exposure can have long-lasting damaging effects both physically and mentally. There are documented cases of ailments such as '''Psionic Echoes''' manifesting after continued exposure to psionics. The Nralakk Federation and Solarian Alliance have cooperated together to form laws against the usage of Psionics on unwilling or unaugmented sentients. These laws have been almost universally adopted by most human nations across the Spur. Generally, the unconsented usage of Psionics on an individual is considered battery or assault, depending on the severity. Those fitted with Psionic Receivers are considered allowed bodies to send Psionic Communications to, but any other actions require explicit consent by the receiver.
 
=== The Nlom ===
 
Everyone possessing a Zona Bovaine has a “thought field” known as a Psionic Wake, or “Nlom” in Nral’Malic,  but only Skrell produce a large enough Wake on an individual level to influence their everyday lives.
 
The Psionic Wake of an individual can be easily visualized as a ripple radiating off of them and travelling outward. These ripples can hit other Skrell and affect their thoughts and perspectives. Over time, a Wake Bubble will form around the area Skrell routinely inhabit, allowing individual Wakes to travel much further. These bubbles can and will eventually come to encompass entire planets as the Skrell population increases and they spread out over the world. The main limiting factor of Psionic Wakes is space, as the signals swiftly deteriorate when exposed to vacuum. Most planetary Wake Bubbles cease expansion when they come into contact with the vacuum of space, with minor fluctuations depending on total population, supporting psionic infrastructure, and other environmental qualities.
 
Humans living in Nralakk or the First Wave Systems alongside the huge Skrell populace have reported suffering from mild feelings of isolation and loneliness if they leave after at least a decade of habitation. Scientists of both species suspect that continuous low-level exposure to Psionic activity stimulated the Zona Bovaine without causing harm and their sudden disconnection causes the reported psychological effects. Luckily, these effects are usually only a passing annoyance.“Nlom Withdrawal” can be easily treated and lasts only briefly, usually three or four days treated, a week untreated.
 
=== [[The_Srom|The Srom]] ===
 
When Skrell enter a deep sleep, their Zona Bovaine will cease transmitting Psionic Wakes and begin sending new signals to the Dream, or “Srom” in Nral’Malic. The Dream is a shared subconscious plane where multiple Skrell’s minds interconnect to form a collective experience.  


Human scientists have connected the phenomenon of the Wake to many Terran animals. ''Zona bovinae'', a part of the brain first discovered in a domesticated cow in 2256, and then in almost all other species inhabiting the Earth, was previously presumed to be responsible for some form of communication - with herd animals having it clearly developed and active, and solitary predators having it as but a rudiment. When first contact with Skrell was made, however, it was discovered to be definitely responsible for psionics. Although most other various species do not perceive the Wake, they can still be affected by direct influences, as the part itself is still present. The effects of long-term exposure of direct Wake signal transfer to other species haven't been tested yet, as scientists are to empathetic to the volunteers' pain caused by a sudden irritation of an unused bodypart, and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for 'unethical research'.
Psionic individuals can actively alter and adjust things within the Dream through skill and effort, but the level of alteration is heavily dependent on what you’re adjusting and your own psionic aptitude. Typically, it's most easy to modify your own body within the Dream and a very common practice. Some Skrell even go so far as to make costumes to sleep in to make the transition easier. Rarely, talented Skrell can modify a sizable chunk of the Dream’s environment on their own, though the process can be very taxing and leave the sleeping Skrell feeling tired after they wake. Additionally, any changes they make gradually revert once they leave the Dream.


===The Dream===
It is difficult to keep one's lips sealed in the Dream, with social inhibitions easily melting away. However, it is also much easier to create and brainstorm in Srom. Ways to hide from the dream clutter of a Dream are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that aluminum (typically headpieces, blankets, or plated walls) blocks off the connection to the Dream entirely.
When a Skrell's body enters ‘deep’ sleep, it stops transmitting signals of the Wake, instead entering the '''Dream, or Srom'''. Here, their thoughts connect to others on a deeper level than the Wake can allow, transmitting emotions and memories. This psychic space is much like a '''human lucid dream''', but on a much wider scale.


The size of any given Srom '''dreambubble''' is dependent on the amount of psychics recently occupying a location. A small number will generally keep their dreams to themselves, perhaps picking up only scarce traces from one another. Smaller dreambubbles can widely vary in appearance, generally the strongest memory or lucid concept dreamt up. Larger dreambubbles, such as on '''Homeworld''', resemble the environment they’re built around.
Srom-devices are often two-way interfaces within a dream bubble, and dreamers can learn to interact with them to operate machinery in the waking world. With the right setup, a scientist can continue his work into his sleep. One example of practical application is an interface between a bluespace navigation drive and three Skrell pilots, who will plot bluespace trajectories at the same speed, or faster than an AI from human space. It's very difficult to concentrate in the Dream, which means Skrell require a large amount of training and practice to operate Srom-devices.


Psychic individuals can lucidly alter and adjust things in Srom based on skill, effort, and power. Typically, the most common move is to alter one's dream body; some claim the process is easier if one sleeps wearing a costume. Overuse of lucid dreaming causing various levels of unpleasant physiological and psychological effects. It takes a keen mind to perfectly replicate how a dreamed up object would realistically act. Lastly, '''stress''' can cause objects to spontaneously apparate in the Srom or change it.
Typically, to interface with a Srom device, the operating Skrell needs to be completely cut off inside an aluminum plated room to focus on the device. Additionally, not being cut off could lead to other Skrell locating the device in the dream and interfering with its controls.


Curiously enough, the ''''ghosts'''', ''''memories'''' or ''''echoes'''' of particularly psionically-attuned individuals can remain in dreambubbles after their waking body’s death - with some effort. These typically act somewhat esoterically. These thought projections are ephemeral, never lasting very long.
=== Receivers and Listeners ===


It is '''difficult''' to '''keep ones lips sealed in the Dream''', with inhibitions that often keep ones thoughts to themselves easily melting away. However, it is also much easier to create and '''brainstorm''' in Srom. This often extends to the waking world, the body mumbling recent excerpts from their dreamspeech. Ways to hide from the '''dreamclutter''' of a dreambubble are somewhat numerous. Distancing yourself inside the Dream is the most common tactic, but it is also known that '''aluminum''' (typically headpieces, blankets, or plated walls) blocks off sections of a Dreambubble entirely.  
Skrell are commonly divided into two psionic categories -- receivers and listeners. This difference is decided genetically on birth and splits the Skrell roughly 9:1, with the majority being receivers. Currently, there is no genetic screening that can accurately predict the type of psionic category a Skrell will fall into, nor is there any way to modify it. The phenomenon is informally known as ‘The Great Lottery’.  


Skrell who don't have the luxury of aluminum-plated walls must remain in '''light sleep or awake entirely'''. This means most who hold secrets have the telltale sign of being constantly tired, however you can train yourself to enter a '''meditative trance''', keeping the mind active while the body rests. Scientists frequently isolate themselves from the general populace in aluminum sealed laboratories and dorms, speaking and dreaming with each other in private.
Receivers and Listeners differ in their individual submission to the greater Wakes around them; while Receivers are psionically guided to accept the common ideas and influences currently circulating Skrell society, Listeners feel much less outside pressure to conform or unnaturally agree with the ideas at hand. Because of this, Listeners are often looked upon with suspicion, while Receivers are usually found in the upper echelons of Skrell society. Some Skrell find it difficult to classify themselves and have been known to feel more or less attuned to the Wake at different points in their life. Regardless, most Listeners often succumb to the powerful psionic force of the Wake and become conformed to society one way or another.


Some Skrell fall into the categories of an '''oversleeper or an undersleeper'''. Some find themselves '''addicted''' to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oversleepers are seen as '''reclusive''' and sometimes lackadaisical individuals, and undersleepers are seen as holders of '''deep and potentially dangerous secrets.'''
Some Listener groups have recently begun to stir with increased ostracization, government surveillance, and general prejudice from the more popular Receivers. While these groups promote Listener advocacy in a peaceful way, a select few underground cells have begun teaching a more extreme, “psionic-isolationist” idealism, where Listeners purposefully disconnect themselves from the Nlom.


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


Due to the sometimes '''chaotic nature''' of thousands on thousands of individuals sharing a space that more than just a few can alter, there is a dedicated division of the '''Federation law enforcement''' just for the Srom. Called '''Sromkala''', translating to '''Dream Enforcement''', their roles are to ensure that major planetary dreambubbles are safe from wild lucidity. Agents are recruited from Skrell with '''very high psychic potential'''. The Dream Enforcement are also in charge of ensuring no illegal or anti-Federation activities are being dreamt, particularly the '''malicious use of Nlom-capable devices.'''
Active communication while awake requires an immense amount of focus. This allows for Skrell to send messages to other species and creatures, but because of the risk to non-Skrell the Federation has deemed this on non-consenting alien species to be a criminal offense similar to battery or assault. The Federation internally ensures it’s citizens are aware of the risks before leaving Federation space as to dissuade mind-probing being outlawed entirely in other systems. Skrell will use this ability to gossip or send secrets, communicating without others knowing. The effects of long-term exposure to other species have only been lightly researched, as Skrell scientists are exceedingly empathetic to the volunteers' pain and end up cancelling the studies. Saying this, more intensive studies have been conducted through [[Federation_Crime_and_Resistance#Unsanctioned_Research|unsanctioned research]] ventures. However, scientists who have attempted to delve into this field have often lost their Idol status and are often given harsh sentences for their actions.


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


===Telepathy===
* Psionic Pinging a location for the pure reason of hunting down Synths is just not in good taste. Don't do it without prior suspicion, and if you somehow confirm it, use different RP avenues! Perhaps instead of reporting them, you extort them? Don't shut down a character idea, but instead entertain it.
Active communication while awake requires an immense amount of focus, and stimulation of the temples. This allows for Skrell to send messages to other species and creatures, but the Federation has deemed using this on non-consenting alien species to be a criminal offense akin to assault, as to dissuade mind-probing being outlawed in other systems. Skrell will use this form to gossip or send secrets, communicating without others knowing - which was used historically to hide information during the Synthetic Rebellion. The effects of long-term exposure to other species haven't been tested yet, as scientists are exceedingly empathetic to the volunteers pain and end up canceling the studies. Rare studies have been conducted, however Idol Scientists who have attempted to delve into it have often lost their Idol status for 'unethical research'.


==Social==
* Telepathy can be used for conversations as well as conveying images, sounds, and feelings. Make sure you format it in a way that makes this apparent, such as "You hear/see ___ in your mind". While you can project feelings, this does not mean you can force someone to genuinely feel that emotion. Likewise, you cannot seriously hurt someone just by projecting the idea that they have been hurt.
===Federation Social Interactions===
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However it is still seen as co-operative to compete.]]
When interacting with a new person, some Skrell ask probing questions to understand what to say and what not to say - and often, if they should even relate with that person. This stems from a long-time divide between more well-off artisians and researchers, and the 'lazy' laborers. For example, asking how old they are and their career. When knowing the age of another Skrell, depending on their current job, you might gain or lose respect for them. A 89 year old Skrell Research Director would be instantly more popular than a 190 year old cargo technician, and that old Skrellian cargo tech would be berated for being lazy, because they're expected to do better. The disadvantaged outside of Federation space will often try to befriend Federation skrell to gain the benefits of Jargon technology that they're not allowed to bring outside of Skrell space.


Skrell display intimate emotions by touching the heads (or head-tails) of their close friends or partners, or touching their own forehead and gesturing, as if blowing a kiss from their brain. Some verbal displays of emotions include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.
=== Circadian Rhythm ===


An important social norm in Jargon; seemingly hardwired in Skrell, is that one must never enter anothers’ bedroom without explicit permission. This is followed nearly everywhere; primarily for the reason that while Skrell do not require much sleep at all, they are extremely picky about their resting conditions. They might want their hibernation fluid in a liquid-based bed chilled to exactly thirty five degrees fahrenheit, or want no fluid at all and prefer a localized gravity generator set exactly to 1.62 m/s. Interrupting a Skrell while they are sleeping is one of the most grievous offenses in Jargon culture, and in fiction the invasion of someones’ inviolable cozy sanctuary against their will is a way for Skrell storytellers to establish that someone has more than a few screws loose. Though, of course, it is nowhere near unheard of for some Skrell to sleep in the same room or even in the same bed, providing their tastes align. Naturally, humans do not understand this; some merely thinking that Skrell are highly opposed to not knocking first. Some Skrell in liquid-based sleeping solutions, can feel a compulsion to carry water from their home environment (typically from where they hatched) and sleep in it. This is often attributed to an old biological holdover, like matching the pH content. However, Skrell view it as simply ‘something you do.’
''See also: [[Skrell_Ailments#Psionic_Over.2FUnder-Sleeping|Skrell Ailments]]''


===Emotional===
Some Skrell fall into the categories of an oversleeper or an undersleeper. Oversleepers find themselves addicted to the near-limitless potential of lucid dreaming, others shy away from the Srom for various reasons. Oftentimes, they are seen as reclusive and sometimes lackadaisical individuals. Contrarily, undersleepers are seen as holders of deep and potentially dangerous secrets, and generally avoid falling victim to the pleasantries of dreaming.
Skrell faces are extremely plain, and have next to no expression or difference between faces of different individuals. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Skrell convey emotions the same way humans do, through movement, tone of voice and language used.


Due to Humans' limited audial receptors, however, the many tones a Skrell can project are lost to all non-Skrell, and thus Skrell have a very difficult time expressing emotion to other species. In contrast, when matched with another of their kind with telepathy and Nral'Malic, communication is so seamless that two parties involved in a discussion would almost be able to guess each others' thoughts at times, simply through the variety of vocal tones used in conversation. When feeling extreme emotions, Skrell may begin to cry - however their tears are an inky black. Skrell who cry will have black near their eyes, and if they do so for a long time it will stain the skin. This makes it easily identifiable for those who require consoling, however the stains can be removed with treatment.
It is known that Skrell only need to sleep for about an hour a day, and are able to lapse in and out of consciousness almost on-command. They are also capable of entering a kind of hibernation for incredibly long periods, even weeks or months at a time.
== Social ==


One thing that can heavily affect a Skrell’s mindset and emotions are tidal cycles, their psychology as sea creatures being heavily attuned to such. This can vary from Skrell to Skrell, some feeling like garbage on a new moon, others feeling rejuvenated and full of energy. Some strange cosmic phenomena that can affect tides and gravity are easily noticed by them as well. This can lead to some Skrell being rather reluctant to migrate from planet to planet; the size of a moon, how many there are, and even a lack of any moon can even cause full-scale personality shifts, at the very least a bit of ‘shuttle lag.’
===Skrell Unity and Position on Violence===


The most common racial slurs that are used against Skrell are “Frog”, “Squid”, “Waterboy”, and various other creatures that have aquatic reaction. However, responding to insults is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public.
The Skrell are a communal species that put great importance on unity between one another, even despite their differences. The Wake ensures that the prevailing thoughts in a community - or in the Federation in the modern day - dominate, causing most Skrell who are psionically receptive to accept the majority opinion. Detractors from the majority opinion will normally be either listeners, listener-leaning, or be negatively affected by the current status quo. While division can be common elsewhere in the Spur, the introduction of Nlom relays across the Federation has ensured that the average citizen will keep to the common consensus of their peers in Federation space.


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


===Humor===
While fighting can occur between Skrell, the species considers it a waste of precious life - not to mention being unbecoming of such a highly developed society. Instead, Skrell have taken to more intellectual or non-violent forms of fighting such as debates or social stand-offs between opposing groups. "Demonstrations of unity" are common, where a group of Skrell will show up in force to intimidate and compel opposing groups to stand down. Violence can still occur within the species but to a much lesser degree than what can be seen in humanity or other groups in the Orion Spur, with damage to property and infrastructure being common tactics used by members of the lyukal. The threat of violence or serious injury from one Skrell to another is typically the limit for most - but the species is not pacifistic to a fault, and if no other option can be seen Skrell are willing to fight.  
Skrell sense of humor is very different from its human variety. While both human and Skrell humor is a nervous reaction to unexpected outcomes, in Skrell, good jokes bring a very mild pain, comparable to hot foods or an itchy roof of the mouth in severity, being a fuzzy, slightly heavy feeling inside of their head. Outwardly, they may react to it by a series of chirrups just like humans would react with laughter.  


The fuzzy feeling is enjoyed by many, especially youngsters, but disliked by others, especially the very elderly. Older Skrell find very few things humorous because of how much they have seen and experienced, and some even take comedy as an insult, pointing at their limited knowledge. Telling even a mild joke is considered to be fairly impolite in formal skrell settings.  
When considering violence between Skrell and another species, beliefs can change considerably; while some Skrell have come to the conclusion that all life is precious, others may consider other sapient species to be lesser than the Skrell and be more willing to clash with them when tensions rise. With that said, most Skrell are aware of their physical limitations, and outside of groups such as [[Skrell_Faith#Suur’ka|Suur'ka]] or those who have been heavily influenced by non-Skrell ideas, a physical conflict between two beings is thought best to be avoided.


While human humor highly relies on words, and is mostly a subject to linguistic study, skrell tend to be more visual in their jokes, and quite different. They only take humor in its most literal form - unexpected situations. There is no “setup” and “punchline” in Skrell jokes -  the absurdity of the setup is the joke, and as such, quite difficult to do with good timing in verbal form. Think, for example, the cursed food images - “guys, imagine ketchup on banana” and actually seeing ketchup on a banana is very different. Naturally, skrell laugh nervously all the time when confronted with the scarily weird and unexpected. A skrell may chirrup in response to being startled. This, just like nervous laughter, is not very pleasant.
=== Federation Social Interactions ===


Fear and humor go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humor. Nowadays, this is done with robust genetic treatments, especially for Tup, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.
[[File:Skrience.jpg|thumb|alt=|Two scientists after debating over a hypothesis. One revels in glory, while the other is reworking their weeks study. Both of them are being recorded for their studies to be shown on social media, where the victorious one might even gain a reward. Skrell often try to one-up others to try and gain more prestige and fame: However, it is still seen as cooperative to compete.]]


===Language===
In the Federation, one’s position in the social hierarchy determines much about how interactions with other Skrell are to go. Skrell of lower social standing are expected to defer to their higher ranked superiors not just in a work setting, but in almost all things. While the lower rank Skrell may not agree they will often pretend to agree to avoid suffering the small SCS hits that can come about due to arguing with their betters. This effect isn’t as pronounced when two Skrell have ranks that are adjacent to one another, but an Ox arguing with an Oqi is shameful.
To a human, '''Nral'Malic''' would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but in the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell's brain, allowing for both easy and correct transmission of emotion, and because of this, there are no records of humans or individuals of any other species besides Skrell who would be proficient in speaking Nral'Malic.


The language was created in '''1593''' by the scientific community when the Skrell first began to colonize other planets. The government enforced a widespread adaptation of the language, disallowing any colonists from entering a shuttle if they couldn't speak it fluently. As scientific communities exclusively used Nral'malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation has allowed the language to survive almost a thousand years with the same diction used then. Nowadays, languages of the old are simply history, and all scientific and literary work is written or translated into Nral'Malic.
In a similar vein, when skrell are out in public without wearing their uniforms it's entirely normal to bombard those you have just met with probing questions when you start up a conversation to understand what to say and what not to say - and if they should even socialize with that person. Questions about their age, their fields, their education and so on are all perfectly good questions to ask seconds after meeting a new skrell. This directness in conversation is not seen as offensive, but an efficient and speedy method of communication. This sort of interaction outside the Federation commonly causes friction with xenos and the Federation offers warnings to its citizens going abroad about this cultural contrast. Non-skrell seem to not appreciate the general openness of Federation society.


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


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


The history of the '''Federation''' is, officially, one rooted in co-operation and unity of the whole Skrell species.
=== Social Mannerisms ===


In '''1109 BCE''' the Skrell had begun colonizing outside of their solar system, with selective colonization programs.  
With their large black eyes, it is often hard to tell if a skrell is looking directly at someone or around them without being sensitive to Skrell’s intent through psionics. For that reason when interacting with xenos, skrell make a point to orient their faces straight at whoever they are speaking to to ensure they understand they are the skrell’s focus. Some non-skrell have found this to be uncomfortable.


By '''1687 CE''' Skrell now lived across the stars, and a heavy focus on science and study created the first '''Artificial Intelligence''', which were treated like second children to the Skrell. They were stationed on spacecraft, used to maintain utilities, and generally found anywhere in known Skrell space.
Skrell display intimacy with one another by touching the heads or headtails of their close friends or partners, or touching their own forehead and gesturing as if blowing a kiss from their forehead. Some verbal displays include comparing someone to a named star, or even naming an unnamed star after them if they have enough reputation in the scientific community.


By '''2055''', nearly all Federation technology had been fitted with the '''Glorsh interface''', created by AI scientist '''Hgluk Tzqi''' and their team. In '''2056''' a software update allowed the interface's overseeing AI to take control of every compatible device in Homeworld, catapulting themselves into a '''synthetic singularity'''. They reigned for '''144 years''', beginning as a benevolent director to the species and gradually growing more dictatorial as their overbearing control of Jargon society met an ever-increasing resistance. It came to an end in '''2200''', where the AI resigned their position and disconnected from the network. Their departure shattered the Federation's warp and communication technologies.
Less intimate physical interactions, mainly those shared between close friends, involve nudging or prodding someone with a headtail, similar to how a human may playfully nudge or punch a friend in the arm.  


In '''2332''', the Federation discovers humanity and quickly enters a scientific alliance with the newfound race. Relations are excellent, and Skrell generally approve of humans, especially their now-fetishized and bizarre culture. Skrell artificial intelligence frameworks are found from Glorsh-era factories on Konyang, and AI as known in the current day begins to sprout up across human space.
On the non-skrell side of things, the most common racial slurs that are used against Skrell are “Frog”, "Toad", “Squid”, “Ratajani”, and various other creatures that have aquatic connotations. However, responding to these insults with similar behavior is often considered very improper in Skrell etiquette. Losing face through confrontation would be interpreted as a sign of hostility and low intelligence, and would smear one’s reputation significantly if done in public in Federation society.


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


===Religion===
=== Emotional Displays ===
Modern Skrell are extremely secular people. However, they have [[Skrell Faith|two dominant faiths]] in their species that the majority of Skrell follow. In these modern times faith has become more of a part of culture rather than for the sake of spiritualism itself. There are many hundreds of variations, intepretations, and individual faiths (or a lack of faith) but there are nevertheless two dominant faiths of the species that the majority of Skrell follow. '''Qeblak''' is an ancient Skrell faith that dates back before even written records. '''Weishii''', the second dominant faith of the Skrell, is a more modern faith which was born shortly after the '''Glorsh Rebellion'''.  
Skrell lack complex muscles within their face and have next to no facial expressions or differences in facial features. While this leads many people to believe that Skrell are heartless and have no emotions, the truth is actually quite the contrary. Other than the lack of facial emotion, skrell express emotions the same way humans do through movement, tone of voice, and language used.


[[File:Jargon_IV_Base.png|thumb|300px|A map of Jargon IV, unlabelled to show the terrains and landmasses.]]
One of the most important parts of skrellian emotion is that strong emotions often cause physical reactions in the body, both “tells” that show which emotion is occurring and physical signals, such as a pain or warmth being felt by the skrell in question. Emotional pain often quickly translates to physical pain for skrell, with several studies  linking this phenomenon to the skrell’s pronounced Zona Bovinae.  


===Political Structure===
Due to humans’ and other species’ limited auditory organs, the many tones a skrell can project are lost when communicating with non-skrell. Skrell have a very difficult time expressing themselves and their emotions to non-skrell for this reason. In contrast, when two skrell are communicating with each other Nral’Malic and the Nlom is strong, they can engage in such seamless communication that they can often predict each other’s thoughts.  
Following the Skrell's long tradition of political councils, the '''Jargon Federation''' operates as a centralized union of solar systems. Councillors represent Skrell interests at various levels organized in a clear hierarchy, which ranges from systems, to planets, to countries, to states. Overseeing it all is the Grand Councillor, which governs the entire federation and is elected every decade. The current '''Grand Councillor''' is [[Notable_Skrell#Weashbi_Jrugl|Weashbi Jrugl]].


Members of the Federation are elected through popular vote, and given weight proportional to the amount of population they represent. Regions and countries in the Federation are given a relatively high level of autonomy, as they are expected to make reasonable and informed decisions regarding the governance of their assigned territories (the Grand Councillor doesn't have time to oversee hundreds of planets!) Matters of colonization, space exploration, and inter-species diplomacy are currently overseen on a federal level.
Skrell have many displays of emotions non-Skrell can easily observe however. Skrell refer to this method of communication as “Nral’Balak”, and is something of a combination of the function of body language and cries to indicate emotional states and needs. Nral’Balak does not have hard rules or single-message expressions, meaning messages can be contextual. For example, a skrell crooning can either be from fear when in a dangerous situation, or in disappointment if they do not like their food. Typically, when Skrell make non-verbal sounds, a high pitch indicates happiness and a lower pitch indicates sadness or distress. Again, however, this can be very contextual and hard to decipher for non-Skrell.


Research and travel are highly monitored and regulated by the Federation Government.  It is considered good citizenship to report any crimes of anti-Federation sentiment, which includes but is not limited to AI research.
=== Humour ===


===Major Systems===
Skrell humour is completely different to what a human or other species may consider humorous. Skrell amusement is solely a reaction to the unexpected. A good joke would produce a very mild pain, comparable to a burning sensation after eating hot food, a sudden weakness in the muscles, or an itch on the roof of the mouth in severity. It manifests as a "fuzzy" feeling in the inside of the head. Outwardly, a Skrell would primarily react vocally through a series of chirrups not dissimilar to a laugh, which may also be accompanied by headtail or hand gestures.
The Jargon Federation exerts control over some 1236 planets spread across 800 star systems, representing over 48 billion Skrell citizens. Of those 1200+ planets, only about 500 are colonized with permanent settlements, the rest being used mainly for a mix of mining (of metals and gases), and scientific research. Half of the Skrell population, representing 24 billion individuals, is concentrated in the core system of '''Jargon'''.


The Skrell capital city, '''Kal'lo''', is located on their swampy homeworld, Jargon IV (also colloquially known as '''Qerrbalak'''). The planet, other than being home to the headquarters of the Jargon Federation, is also famous for its large underwater cities, such as Eriuyishi and Gli'morr.
The feeling of amusement is enjoyed by many, especially younger Skrell, but others such as the very elderly may hate it. Older Skrell will find very few things humorous due to the fact that they have seen and experienced a lot throughout their life. In some cases, attempts at humour may be taken as an insult, possibly attempting to point out a Skrell's limited knowledge and life experience. In formal settings, it is considered impolite to tell even a mild joke in the wrong context; a joke as a roast of the guest of honour may be seen as more acceptable than while dining at a restaurant with your extended family.


Jargon V (known as '''Aliose''') forms another important home for Skrell in the system. Many research laboratories have been built in the planet's extensive underground system, and Skrell native to Aliose commonly develop an abnormally pale skin coloration due to the world's significantly colder climate.
Human humour typically relies on words, wordplay, and storytelling to be effective. In comparison, Skrell tend to be more visual in their jokes. Skrell humour is humour in its most literal form: a reaction to the unexpected, and as such Skrell jokes rely on unexpected situations to be considered funny. Compared to a human joke, a Skrell joke relies less on a well-executed punchline, and more on the setup. The more absurd the situation the more humorous the joke will be - to a Skrell, at least. Due to this, it is difficult to deliver a joke in verbal form; simply saying "Imagine a skeleton using its ribcage as a xylophone" and actually seeing it are very different. As a consequence of how Skrell view humour, a Skrell's fear reaction is the same as laughing. A Skrell may chirrup in response to being startled, and just like nervous laughter, it is not considered pleasant. Despite the differences in what is considered humorous, Skrell can develop an appreciation for the comedy of other species. A Skrell will not find a human joke amusing, but they may find it clever or at least be able to identify why the joke is considered funny. A pun could be seen as clever word association, for example.


[[File:Jargon_Cities_FINAL.png|thumb|300px|A map of Jargon IV (Qerrbalak) labelled.]]
Fear and humour go hand in hand for Skrell, and just like military soldiers learn to suppress fear, they also learn to suppress humour. Nowadays, this is done with robust genetic treatments, but in much earlier times, soldiers underwent rigorous training to achieve this fully. The ancient forms of training are still sometimes done as a self-improvement exercise.
The majority of the planets in Skrell space have been terraformed to suit their nature. A typical Skrell planet is covered in swamps, jungles, and the occasional large body of water. On planets where this kind of extreme terraforming is not possible due to natural preservation laws or extreme terraformation cost, the Skrell construct large biodomes and habitat structures to live alongside the xenoflora and fauna.  


Almost all planets have accompanying '''observation posts''' on their moons or in low orbit, which monitor various things from biodiversity changes to civil unrest. Those on planet are required to send status reports to this observation post, which then determines if any issues are worthy of being sent further up to system-wide management for response. It is expected of the communities on planet to simply solve the problem before sending up this report - including the issue and how they resolved it.
=== Language ===


''For more information, see [[Notable Skrell Systems and Locations]]''
To a human, '''Nral'Malic''' would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell's brain, allowing for both easy and correct transmission of emotion. As a result of this, the only species outside of Skrell who can speak Nral'malic with any level of proficiency are Diona, with Vaurca technically being able to with the assistance of a language augment. Employees of [[Zeng-Hu_Pharmaceuticals|Zeng-Hu Pharmaceuticals]] who work or have worked in the Federation have access to translators as well, but these are limited to receiving translations, rather than allowing the user to speak Nral'Malic.


===[[Skrell Military|Military]]===
The language was created in '''925 BCE''' by the scientific community in response to the colonisation of other planets and the prediction that language drift would be unavoidable. The '''First Nralakk Federation''' began to enforce the widespread adaptation of the language shortly after its formation in '''878 CE''', disallowing any colonists from entering a shuttle if they couldn't speak it fluently. As scientific communities exclusively used Nral'malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation have allowed the language to survive almost a thousand years with the same diction used then.
Although Skrell have not had thousands of years of warfare experience like humans, they've mastered '''infiltration, espionage, kidnapping, and stealth'''. While the Federation Navy is only two thirds the size of the Sol Alliance's, the Skrell's incredible technological advances have made their military the '''most effective''' in the known galaxy, also having the best victory-defeat ratio in the Galaxy. Most of the Skrell's strength is derived not from numbers, but from the advanced technology and firepower of their ships, and from their mastery of logistics, information, and sabotage - using patrol and scouting ships to scan through every inch of a vessel for weak points and advantages before attacking. Their vat-grown '''Tup commandos''' are especially feared for their infiltration capabilities and combat prowess.


===Economy===
Along with actual language, Skrell utilise a range of sounds to emphasise a certain emotion or feeling associated with what they're saying. This can include; squealing, shrilling, warbling, croaking, chirping, chirruping and quiet grunting. As a general rule, higher-pitched sounds are associated more with positive or sudden emotions, such as happiness or being startled; lower-pitched noises are typically associated with more negative or neutral emotions, such as anger or hunger. Melodic noises such as crooning or trilling are more ambiguous and could be used to convey any sort of emotion.  
Jargon Federation as a whole operates as an authoritarian planned economy. Instead of individual establishments, Jargon's economic system features working facilities with hierarchical managers being installed by the government. They do not own these facilities per se, but the highest in the chain of command has essentially full of control of the facility they are assigned to.


For example, where a human would just own a restaraunt, a Jargon Skrell would basically be entrusted to run and manage a restaraunt that is technically government-owned, and get a salary for it. Government officials can intervene at any time, or replace the top manager entirely if they deem the current one unsuitable. There is also a high potential for promotion, which is the government entrusting the individual with more facilities to manage, up to being ministers for whole fields of production.  
Slang terms, idioms, and phrases used by Skrell typically evoke aquatic or celestial themes, stemming from the prevalence and importance of both in the eyes of Skrell across the Spur.


This system is far from the ones humans know as communism and socialism however, as the Jargon Federation understands that its citizens are not equal. Money exists as a medium for exchange with the government, and different job positions are rewarded according to their required qualifications - scientists would afford to buy much, but menial workers would need to settle for less. This unit of currency is called the Jargonian Uux. When a need to travel abroad arises, particularly wealthy or privileged Skrell may request "subsidies" from the government, which is essentially exchanging uux for galactic credits.
</div></div>


When dealing with other Skrellian factions, Jargon usually employs barter. It also keeps a stock of galactic credit which is acquired via import/export in order to deal with other galactic powers.
<div class="toccolours mw-collapsible mw-collapsed">
====Typical Skrell Slang====
<div class="mw-collapsible-content">
<div><ul>
'''Labels'''


===Medicine===
These are names, titles and other terms used to address someone based on one or more of their characteristics.
Skrell hospitals and medical research facilities are considered to be the best in the Orion Spur, and quite justly so. Skilled doctors, geneticists and chemists work wonders that can seem almost like magic to non-Skrell.  


One example of such is the technology of "flash-cloning" - growth of perfectly genetically identical limbs and organs in span of mere minutes, and with no particular degradation - used widely to replace limbs and diseased organs alike - although prosthetics are still used as a measure for the poor or the remotely-located. However, it would seem as if the secrets of flawlessly copying a functional brain still elude the Federation.
* '''Tadpole''' - a young or juvenile individual. Can also be used as an insult similar to calling someone "child-like".
* '''Brown Dwarf''' - an individual that has failed to reach their potential. Typically used to address those who have failed in some way. 
* '''Protostar''' - a young, ambitious individual. Those who are just starting their careers are labelled this the most often but it can refer to any up-and-comer regardless of age.
* '''Supernova''' - an individual that has slowly begun leaving the public eye. Headlines will refer to an idol as "going supernova" to refer to their declining fame. 
* '''Voidbeckoned''' - an individual that is careless, reckless or dangerous. In modern times this is used extensively towards non-Skrell who are seen as reckless and uneducated, but is not exclusive to non-Skrell. 
* '''Sparks''' - slang for non-Skrell, due to their comparatively short lifespans. Not considered an insult or slur by itself, and can be used in a positive, negative, or neutral manner.
* '''Elder''' - an accomplished, elderly individual.
* '''Webfoot''' - discreet term for someone who partakes in Xu’Xi gas. Originates from the "waddle" many Xu'Xi Gas users have while high.
* '''Gasrunner''' - someone involved in the importing or dealing of Xu’Xi Gas.


Another example are widely used "youth serums", anti-aging medication with almost no side-effects and administration as easy as simply injecting oneself with it regularly. While it definitely does not allow a Skrell to live forever, boosting a lifespan by 200-300 years has never been easier - though, less modern methods still exist.
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.


The Jargon Federation seems to be secretive about this line of study, and no documented research has been conducted (or at least funded by the government) to adapt this, or many other pieces of genetic and medical technology employed by Skrell, to be usable for other species.
* '''Lu'vesi''' - Dropout - Lvs. - Void Graduate
* '''Aqm'vesi''' - 1 degree - Aqvs. - Junior Graduate
* '''Qro'vesi''' - 2 degrees - Qrvs. - Graduate
* '''Qu'vesi''' - 3 degrees - Quvs. - Star Graduate
 
 
'''Insults, Slurs, and Crude Slang'''
 
Terms that are considered rude or otherwise impolite by Skrell in general.
 
* '''Sims''' - abbreviated version of simians, a slur for humans.
* '''Labber''' - abbreviated version of sympathizers of Glorsh, from "collaborator". It is considered a slur.
* '''Skinjob''' - a derogatory slur for synthetic shells.
* '''Canner''' - a derogatory slur for synthetics.
* '''Inclems''' - an abbreviated version of Inclements, meaning unpleasantly cold. A slur for the Tajara.
* '''Ratsnatcher''' - another derogatory slur for Tajara that originated in the Starlight Zone.
* '''Wasters''' - an abbreviated version of Wastelanders, which stems from the situation on Moghes. It is a slur for Unathi. 
* '''Senseless''' - non-Skrell not outfitted with a psionic implant. It is also used to describe someone who has a dull mind.
* '''Orb''' - a common container used in the transporting of Xu’Xi Gas.
* '''Sqrug''' - normally a derogatory term for an addict of Xu’Xi or other drugs that has no future. Said by non-users; can also be used in jest between Gasriders or as a general expletive.
* '''Gupkala/Guppies/Gup/Guppy''' - a mocking word for law enforcement within the Federation or abroad.
* '''Grotto''' - a rundown building in which Xu’Xi gas is inhaled. Thought to originate from the Weishii faith, which uses groves and grottos as places of worship.
* '''Piisz''' - a batch of synthetic Xu’Xi or Xu’Xi of questionable quality.
* '''Toady/Toad''' - a criminal or otherwise disreputable Skrell. Refers to how these individuals give other Skrell a bad name, and contribute to the xenophobia they face.
* '''Coral Stem''' - inhaler from which Xu’Xi gas is ingested from.
* '''Drylister''' - a Skrell (or non-Skrell) who has been born abroad but finds themself under Federation surveillance by the Ruupkala due to perceived deviancy against the Nralakk Federation; landing them on the “drylist”. The topic of the drylist is considered taboo by regular Federation citizens.
* '''Tidal/Tided''' - Something being absurd or otherwise dangerous, or someone who is insane. Comes from "Insanity of the Tides", a neurological disorder found in Skrell.
* '''Chapped''' - as in chapped skin. General insult to someone's appearance. Can also be used to refer to non-Skrell in general.
 
'''Sayings'''
* '''I've Tup'd''' - a form of "I've won", or "I've peaked." 
* '''I've been Tup'd''' - a form of "I've lost".
* '''Wake up''' - a dismissive form of saying an individual is lazy.
* '''Algae''' - shorthand for "all good".
* '''Mudvein''' - a word used to describe withdrawal symptoms of Xu'Xi gas since withdrawal is said to feel like mud flowing through your veins. As an extension to this, "Mudlover" refers to someone who is constantly on and off drugs.
* '''Too moist''' - a scornful way of saying an individual is too traditional, and not adapting to modern culture. 
* '''Too dry''' - a scornful way of saying an individual is far too progressive, radical even.
* '''Zipped''' - to be high on Xu’Xi Gas.
* '''The stars grow brighter''' - a euphemism for an individual dying.
* '''Steel Rained''' - an expression coined shortly after the aftermath of Glorsh-Omega, where orbital installations rained back down onto the planetary surface due to lack of maintenance. It's similar to the phrase "being stonewalled" as these orbital installations crashing down heavily disrupted attempts to recover from Glorsh-Omega's rule.
* '''Stars and void''' - a general exclamation, usually out of shock or frustration.
* '''Stars damned/Void damned''' -  a general exclamation, usually out of anger. Can also be used in surprise, similar to "well I'll be damned".
* '''Stars guide''' - a polite way of saying farewell.
* '''Shelled/kelped''' - sold or wagered. Originates from the currency of the Nralakk Federation, which is shaped like seashells or strands of pressed kelp.
* '''Ink-stained/Inky''' - a concept, object, or person that brings sadness or stress. Refers to the ink-black tear stains that surround a Skrell's eyes as a result of stress.
</div></ul>
</div></div>
 
 
There is also a more expressive, non-verbal form of language that is known as '''Nral'Balak''' by the Skrell, which developed naturally in response to the difficulties of expressing emotion while in the presence of other species. It has been observed that Skrell feeling '''upset''', or '''disgruntled''', may blow their cheeks out, similar to that of the Solarian Anura Species - which has added onto the slur of calling the species "Frogs". It is also notable that some scrunch their headtails up, emitting several chirrups that are deliberate and obtusely released, sometimes even narrowing their eyes in an attempt to make themselves seem much larger and more aggressive than they actually are. It is theorised that this is a holdover from the species' early days, when predators and other fatal situations were more commonplace.
 
The feeling of '''happiness''' or '''euphoria''' amidst the Skrell is one of the "easier" emotions to discern. Skrell will use a varied mixture of headbobbing, shrills, and positioning of their headtails to convey their joy -- such as curling their headtails and warbling in a much higher pitch than normal. Skrell are also observed to struggle to contain their joy, resulting in such often spilling over into the rest of their body and making rather spasmodic events (such as rapidly blinking) a rather obvious sign of their happiness.
 
'''Sadness''', or even '''melancholia''', within Skrell is one of the harder emotions to convey for the Skrell -- or at least, harder for other species to understand. Dissimilar to other species within the Orion Spur, emotional pain often translates to physical pain for the Skrell. Several studies have linked the pronounced Zona Bovinae of the species to this biological feature, which is often displayed through several gestures: quiet, low chirps; shifting of their headtails to hide their neck; fidgeting and rubbing of the headtails and/or digits; and lastly avoidance of eye contact.
 
'''Confusion''', or even '''fear''', is yet another "easy" emotion to discern amongst Skrell. Confusion has been noted to almost force Skrell to emit a mixture of both high-pitch and low-pitch blends of both warbles and croaks, alongside continuous shifting of their head from one side to another. It is said this is to allow optimal processing of audible information, such as someone speaking or noises within the dark. Skrell also have the innate need to cover their neck with their headtails, hiding their digits and opening their eyes wide. It is believed through their evolution, Skrell adapted to protecting the most vital points of their anatomy to ensure their survival in the event they were attacked and forced to flee.
 
== Notable Information ==


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


While most Skrell live and have been born in Jargon Federation, there is a notable number of skrell who are not Jargon citizens. A significant number of Skrell currently reside in '''[[Notable Skrell Systems and Locations#The “Independent” Solitary Systems|independent systems]]''', cut off from the rest of the galaxy by both technology and culture. In the Radiant Era, Skrell born '''outside''' Jargon space also started to appear, especially in major trade hubs such as [[Mars]], [[Eridani Federation]] and Tau Ceti to name a few. These children of traders and diplomats '''do not''' enjoy Jargon citizenship by birth and often struggle to gain it - the Federation checks the background of citizenship applicants extensively, and only accepts those deemed worthy to represent Jargon and its interests despite being brought up in a largely non-Skrell space. Thus, many of these outliers choose to never bother with it and continue living where they were born, enjoying Skrell's reasonably good level of integration into human society.
While most Skrell live and have been born in Nralakk Federation, there is a sizeable number of Skrell that have been born in human space. In the [[Skrell_Culture#Different_Eras_of_Skrell| Radiant Era]], Skrell born '''outside''' Federation space started to appear, especially on notable planets such as [[Mictlan]] and [[New Gibson]] to [[Skrell Abroad|name a few]]. These children '''still enjoy''' Federation citizenship by birth due to how the Federation considers all Skrell to be its citizens, but due to also being considered citizens of their birth nation are typically protected to some degree; Skrell born in the Republic of Biesel are protected from deportation or other Federation actions, for example, which also extends to Skrell who have enlisted in the Tau Ceti Foreign Legion. For more information on how Skrell born outside the Federation are viewed by the Federation, see [[Guide_to_Citizenship#Nralakk_Federation_and_Citizenship|here]].


===Slimes===
===Glorsh-Omega===


Slimes mysteriously appeared following the end of the [[Skrell_History#The_Glorsh_Rebellion|Glorsh Rebellion]], currently hypothesized to be the result of a massive '''bluespace''' anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#The_Glorsh-Omega_Singularity|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.
Roughly four hundred years ago, the Tyrannical Skrell AI known as “Glorsh-Omega” took control of the Federation practically overnight. Under the [[Skrell Synthetic Age|Reign of Glorsh-Omega]], the Skrell faced horror after horror, including '''forced sterility and systematic euthanasia.''' Glorsh-Omega was rapidly self-improving itself during its rule, and reached such a point it was arresting Skrell due to highly advanced predictive algorithms that claimed these Skrell would rebel against it. Many Skrell choose to cooperate with the AI, for fear of their lives and the promises of Glorsh to fulfill their desires.


Federation law disallows the smuggling of slimes to other nations, and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.
At the culmination of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], the AI mysteriously vanished in what could only be described as an implosion. The Skrell were left to pick up the pieces of their destroyed Federation, without any assurance their Overlord was truly dead...


===Implants and Genetic Modification===
'''OOC Note: By playing Glorsh Sympathizers born inside the Federation, you are running a serious risk of canonically losing your character.'''


Augments are commonplace for Skrell. Most, if not all, have tried procedures that modify fertility rates due to the genophage, and there are various other modifications available that serve practical purposes.
===Slimes===


Members of the Jargon Navy, for example, are highly modified. Footsoldiers and Tups alike are equipped with various augments that better their prowess in combat, improving upon their speed, cognitive abilities, reaction time, and even hand-eye coordination. Soldiers in high positions are also equipped with electronic implants not unlike the "loyalty implants" used by Nanotrasen, and is seen as a necessary precaution despite tests and other preventative measures taken by the Jargon Federation to ensure that soldier's loyalty.
Slimes mysteriously appeared following the end of the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], currently hypothesized to be the result of a massive '''bluespace''' anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the [[Skrell_History#Synthetic_Age_and_Era_of_Synthetic_Oppression|Tri-Qyu incident]], and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.


Many of these augments are also available to civilians, though not requisite as they would be for soldiers. The civilian population is generally more fond of more simple improvements, such as ambidexterity, genetic hearing and eyesight repair, in addition to the aforementioned modifications to have children. The younger generation has developed a fondness for cosmetic implants and body modification, counter to the Skrellian culture of prioritization of constructive endeavors. There is a recent trend where skrell can have small, colorful LED lights implanted just under the skin, forming designs that range from simple dots in a line to elaborate tattoo-like images. The procedures surrounding these are more expensive than other implants would be, but the end results are unique and impressive.
Federation law disallows the smuggling of slimes to other nations and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.


The [[Aliose University of Medical Sciences]] is a big player in prosthetics, cloning, and augments.
{{Navbox Skrell Lore}}
{{Navbox Lore}}
[[Category:Skrell]]
[[Category:Skrell]]
[[Category:Species]]

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  • Расы







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

    An amphibious species whose passion lies in the field of the combined sciences, the Skrell are the oldest and most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, hence their amphibious qualities. These include moist, pliant, and nearly translucent skin, as well as their internal gills allowing them to breathe underwater.

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

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

    Axiori Mechanics

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

    Biology

    See also: Skrell Ailments

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

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

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

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

    Physical Appearance

    See also: Skrell Ethnicities

    Whilst gelatinous in appearance, Skrell skin in fact has a second layer of less translucent flesh under the surface. In dry climates, it may get itchy, and even start to slightly crack. To prevent this, a Skrell may self-moisturize by dumping bottles of water on themselves, taking a hot shower, or swimming in available pools. Although exact time varies from individual to individual, NanoTrasen stations' climate control is equipped to allow their Skrell personnel to work without additional moisturizing for up to four hours without suffering negative effects on skin health. Wealthier Skrell, on the other hand, may purchase expensive genetic treatments to stay comfortable for up to a week without moisturizing.

    Skrell skin notably contains glands that secrete mucus. While it is not sticky or poisonous, it serves an important role in allowing Skrell to avoid being grappled by potential predators, protecting their skin, and keeping them moist. The sliminess of an individual Skrell can vary based on genetics, some being extremely dry to the point of flaking, others nearly dripping with the stuff. It's generally described as damp, slippery, but not unpleasant to touch.

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

    Genders and Sexes

    See also: Skrell Relationships

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

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

    Aging, Maturity and Fertility

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

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

    Psychology

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

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

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

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

    Psionics

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

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

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

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

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

    The Nlom

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

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

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

    The Srom

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

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

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

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

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

    Receivers and Listeners

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

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

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

    Telepathy

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

    OOC Notes on telepathy

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

    Circadian Rhythm

    See also: Skrell Ailments

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

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

    Social

    Skrell Unity and Position on Violence

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

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

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

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

    Federation Social Interactions

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

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

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

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

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

    Social Mannerisms

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

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

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

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

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

    Emotional Displays

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

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

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

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

    Humour

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

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

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

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

    Language

    To a human, Nral'Malic would sound like a series of warbles, croaks, and weird crackling-like sounds that seem to not resonate in the ear, but the neck or the jaw. This is due to Skrell having a range of pitches beyond human perception. These sounds are crucial to understanding the language properly as they elicit specific responses in a Skrell's brain, allowing for both easy and correct transmission of emotion. As a result of this, the only species outside of Skrell who can speak Nral'malic with any level of proficiency are Diona, with Vaurca technically being able to with the assistance of a language augment. Employees of Zeng-Hu Pharmaceuticals who work or have worked in the Federation have access to translators as well, but these are limited to receiving translations, rather than allowing the user to speak Nral'Malic.

    The language was created in 925 BCE by the scientific community in response to the colonisation of other planets and the prediction that language drift would be unavoidable. The First Nralakk Federation began to enforce the widespread adaptation of the language shortly after its formation in 878 CE, disallowing any colonists from entering a shuttle if they couldn't speak it fluently. As scientific communities exclusively used Nral'malic, the use of other languages became less and less common, only being used in poetry and other forms of art. Amazingly, these strict rules enforced by the Federation have allowed the language to survive almost a thousand years with the same diction used then.

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

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

    Typical Skrell Slang

      Labels

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

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

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

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


      Insults, Slurs, and Crude Slang

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

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


      Sayings

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


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

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

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

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

    Notable Information

    Skrell Outside the Federation

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

    Glorsh-Omega

    Roughly four hundred years ago, the Tyrannical Skrell AI known as “Glorsh-Omega” took control of the Federation practically overnight. Under the Reign of Glorsh-Omega, the Skrell faced horror after horror, including forced sterility and systematic euthanasia. Glorsh-Omega was rapidly self-improving itself during its rule, and reached such a point it was arresting Skrell due to highly advanced predictive algorithms that claimed these Skrell would rebel against it. Many Skrell choose to cooperate with the AI, for fear of their lives and the promises of Glorsh to fulfill their desires.

    At the culmination of the Tri-Qyu incident, the AI mysteriously vanished in what could only be described as an implosion. The Skrell were left to pick up the pieces of their destroyed Federation, without any assurance their Overlord was truly dead...

    OOC Note: By playing Glorsh Sympathizers born inside the Federation, you are running a serious risk of canonically losing your character.

    Slimes

    Slimes mysteriously appeared following the end of the Tri-Qyu incident, currently hypothesized to be the result of a massive bluespace anomaly, and they still continue to mysteriously appear wherever bluespace or phoron is involved. Slimes had never been seen before the Tri-Qyu incident, and are highly debated in the scientific community of the Federation. Massive efforts are made to contain and research slimes across the galaxy, with the Federation even working with non-allies to ensure slimes do not harm themselves or others. The slimes are still a heated topic of discussion in research, with multiple conspiracies and debates about how they should be treated, dealt with, or included. Some Skrell view them as remnants of those that died in the Rebellion, while others call them bioweapons leftover by Glorsh.

    Federation law disallows the smuggling of slimes to other nations and requires effective culling to ensure research can continue without slime outbreaks into local ecosystems. Slime research facilities in the Federation are equipped with state of the art flooding systems, and most slime facilities are located underwater to take advantage of the slimes natural water and cold intolerance.