Skrell Mythology
Skrell Lore Pages | ||
---|---|---|
Skrell | Skrell Ethnicities · Skrell Relationships · Skrell Ailments · Notable Skrell | |
Planets, Systems, Settlements | Qerrbalak · Qerr'Malic · Aliose · Aweiji · Tattuqig · Diulszi · Skrell Abroad · Notable Skrell Systems and Locations | |
Organizations, Factions, Politics | Nralakk Federation · Skrell Politics and Enforcement · Federation Crime and Resistance · C'thur in the Federation · Dionae in the Federation · Generation Fleets | |
Culture, Society, History | Skrell Culture · Skrell Cinema and Idols · Skrell Education · Skrell Cuisine · Skrell History · Skrell Beliefs · Skrell Refugees · Skrell Mythology |
Skrell Mythology
As one of the eldest civilisations in the Spur, the Skrell have gathered a collection of folk legends, myths, parables, and tall tales; regularly told throughout local bars, by latenight campfires, or in hushed whispers between children late at night, these legends entertain and delight Skrell in all levels their society.
Skrellian Mythology and Skrellian History
The distinction between Skrell mythology and historical record is small. This is especially true for ancient Skrellian history, as historians often have to rely on familial oral histories and analysis of legends just as much as archaeological findings and ancient records in order to piece together a timeline of historical events for the Skrell. The result is a history that while long, can at times be vague or even dubious in factuality; this has not been helped by the actions of Glorsh-Omega, who locked the Tzqul Archive shortly before its disappearance and forced modern academics to work with even less than before while looking into the species' past.
While the Skrell have spent centuries parsing through what they have discovered to create a basic outline of their species' history, there has also been an equal amount of time devoted to the archiving and analysis of myths as a matter of preserving and recording the cultural impact they have had on the Skrell throughout the years.
Ancient Mythology
Ancient Skrell mythology is characterized most by its themes of adventure, adversity, and intrigue, as well as its fantastical descriptions of people, places, and events that are mentioned. While the historical accuracy of stories from this era may be debatable, their influence on Skrell throughout the centuries means that they are considered culturally significant by the Federation today.
Arqo-Wohai
A collection of oral histories passed down through the generations speak of an origin point for the Skrell named "Arqo-Wohai", or "Birthplace of Life" in modern Nral'Malic. While debatable, it is the most prevailing creation myth for the Skrell species in the Federation.
While the details and the focus of these stories sometimes differ, many details are shared between them; Arqo-Wohai was allegedly an attol created when the stars themselves "breathed life into existence", followed soon by the creation of Skrell. Arqo-Wohai is often described as a paradise with magical waters, abundant life, and no struggles, which was abruptly destroyed following a calamity. While not described in detail, this calamity apparently set the attol on fire, boiling its waters and forcing the Skrell to flee their home for the deeper waters of Qerrbalak.
Life on Arqo-Wohai is characterised by the care-free lifestyle of its inhabitants, who apparently had no predators or major threats to their existence to speak of. Most stories related to Arqo-Wohai can be described as melancholic, with the tales speaking fondly of the region, with a particular focus on the loss felt when the inhabitants were forced to flee. While Skrell are never outright mentioned in these stories, the inhabitants only being named "ancestors" or "elders", it is assumed that the inhabitants of Arqo-Wohai were a the Ranaera Skrellis - the ancient ancestor to modern Skrell, or even an older common ancestor.
These oral accounts, while difficult to interpret and separate fact from fiction, are supported by evidence that points to the Weilshi Sea's atoll. Modern technology allowed for simulations that point to an asteroid collision millions of years ago being the best explanation for the Arqo-Wohai myth. While no archaeological evidence of civilisation exists on the atoll, models of the area pre-collision do support the idea that the region would have allowed a species to proliferate without struggling to survive. The finer details of the myth are debated, such as stars "breathing life" into the atoll, or whether or not early Skrell were able to establish civilisation at this point in history, but most scholars agree that the region is a likely candidate for being the origin point for the Skrell.
The Heshyu Fable
The Heshyu Fable is one of the most popular legends surrounding the creation of the Heshyu tribal confederation, and is promoted as an exemplary tale of Skrell ingenuity, while showcasing the species' competitive nature and diplomatic skill as well.
The story starts by introducing a tribal leader, whose name and tribe are often subject to change. Modern retellings of this story tend to refer to the tribal leader as Liroq, elder of the Puix-Jrq tribe. Liroq meets with their council to discuss rumors of their adversaries planning to confederate into one singular tribal union, which was considered a threat to their own sovereignty and strong position in the region. Liroq, wishing to secure their position, decides to meet with their allies and propose their own confederation in response to the news.
A meeting is called and several other tribal leaders agree to meet and discuss how they should respond to the situation, concerned for their own territory if their neighbors did decide to confederate. Liroq proposed to the others that they should form their own confederation, uniting against their shared adversaries and strengthening themselves in the process. The meeting soon falls apart as the leaders list past slights and ancient feuds, refusing to create a formal union. Eventually each leader retires to their chambers, leaving Liroq to devise a plan on how to resume the meeting.
What actions Liroq took changes depending on who tells the story, but common examples include:
- Taking advantage of a relationship between two leaders, which would be considered today as "Lu'Poxii", to convince one to agree to confederation, while gambling that the other would be taunted and feel compelled to also agree.
- Acting as an arbitrator between several leaders, helping create a complicated treatise where all parties would forgive their past hostilities.
- Winning a public philosophical debate, their rhetoric convincing both the opposing leader and many others in the audience to the confederation.
- Discovering old legal documents that obligated one leader to the Puix-Jrq tribe, effectively forcing them to confederate due to the vagueness of the wording used.
Liroq's exploits not only convinced the leaders to accept confederation, but when some of the more underhanded tactics used became public knowledge, it was decided that Liroq would be the best candidate for leading their new union; Liroq's scheming along with their multiple diplomatic and intellectual victories were seen as proof that they were the better leader out of them all. This confederation would be named Heshyu, which would later become the Heshyu Council, one of the three states that would form the Commonwealth of the Three, and eventually the First Nralakk Federation.
The Sagas of Wreshin Tup
Wreshin Tup was a fabled soldier, philosopher, and poet whose alleged exploits across Qerrbalak made them a renowned figure throughout the planet. Based on research into the topic, it is believed that Wreshin Tup was active between 1800 BCE and 800 BCE, much longer than any modern or historical Skrell could ever exist.
Records from the era describe Wreshin as a lone Skrell who frequently traveled across the planet, but give little to no details of their early life, looks, or personality. The vagueness of these records, along with other discrepancies such as their alleged lifespan, suggest that Wreshin Tup was in actuality multiple Skrell who passed on the title during the millennium.
The Sagas of Wreshin Tup refer to multiple stories that recount Wreshin's exploits on Qerrbalak, with most of these stories focusing on their adventures as they traveled across the planet. While Wreshin Tup is well-known as a care-free adventurer, there are several accounts that go into detail regarding their political exploits, charitable nature, and philosophical teachings; Wreshin was known to offer counsel to those who would accept it, both powerful leaders and regular Skrell alike, and would often offer their services to those in need.
There is one account that stands out from the others in which Wreshin found themselves leading a social movement that promoted individuality, attracting a small group of highly-skilled militants that would form the backbone of the movement. While this story is not popular today thanks to the Federation's view on individuality - which includes declaring similar groups such as Kir'gul illegal - it is believed by some that this militant group either inspired or even indirectly founded the Tupkala.
The Deathflower Journal
While more modern, the Deathflower Journal is still considered part of the Wreshin Tup anthologies, even if only because it was penned by someone going by the name.
The Deathflower Journal is a fiction series published by the Nralakk Federation, with the additional goal of providing a layman's education of the Diona species. The series is based off of a journal of the same name that was discovered shortly after contact with the Co-operative Territories of Epsilon Ursea Minoris, but is dated hundreds of years prior - and even more perplexing, thousands of years after the mantle of Wreshin Tup ceased to be used. It is assumed that the original author was a Skrell explorer, yet when pressed, no gestalts on the planet who would have been living at the time can recall ever meeting a Skrell before first contact.
The original journal contained anecdotes and recorded events regarding the Dionae on Epsilon Ursea Minoris, including their biology, culture, and society. While generally regarded as being correct, there are several details that have been deemed either biased or a misunderstanding of Dionae culture on the author's part. Despite its origins both the journal and the fictional series based on it are considered part of the Sagas of Wreshin Tup, and are popular sources of entertainment in Federation society today.
Modern Legends
The Lyukal
Under the reign of Glorsh-Omega the Skrell saw a shift from traditional mythology to a focus on current day figures, places, and events. These stories were used to inspire, comfort, and encourage Skrell during one of the darkest periods of their history. The Lyukal would become one of the main focal points during this time; while being a real organisation that fought against Glorsh wherever it could, also had a legendary quality given to it because of their work to fight back against Glorsh's rule. The Lyukal's exploits were spoken about throughout the Federation, and their actions would eventually be twisted and exaggerated as time went on, which served to further fuel the Lyukal's reputation as freedom fighters against a tyrannical regime.
The Exploits of Tiipis Yla
Tiipis Yla was the First Grand Concillor of the Second Nralakk Federation, a renowned author and diplomat, as well as the leader of the Lyukal movement during Glorsh-Omega's tyrannical reign over the Skrell.
During the rule of Glorsh Tiipis Yla became a legendary figure, and their victories against Glorsh became more and more fantastical as time went on, turning Tiipis Yla from a diplomat and writer into a fierce guerilla fighter and a bulwark against synthetic oppression. Their exploits, both true and invented, would help secure their election to Grand Councillor following the disappearance of Glorsh following the Tri-Qyu incident.
One of the most popular legends surrounding Tiipis Yla is their actions during the attack on Glorsh in the Tri-Qyu system, where the Lyukal took advantage of Glorsh's apparent distraction to attack the megafacility that had been built around all three of the system's stars. According to the legend, Tiipis personally lead the ill-fated strike team that was to dock with the facility and deliver a nuclear payload within Glorsh-Omega's central processing server, only barely managing to survive following the ensuing implosion. They would later deny ever being in the Tri-Qyu system at the time, and even privately described the legend as an insult to those that were actually there and sacrificed themselves for the mission. Despite this, the story of Tiipis couragously leading from the front is still a wildly-accepted fact by Skrell throughout the Spur, and one that the Federation is happy to promote to suit their needs.
Far Shore
During the rule of Glorsh-Omega, it was a common rumor amongst the Skrell that there was a sanctuary somewhere deep in space, where it was possible to live free of synthetic oppression. Each story was different, some described a colony that somehow evaded Glorsh-Omega's presence, or a station deep within the atmosphere of a gas giant, using it to hide itself from the synthetic tyrant. Some stories would even refer to it as a nomadic fleet that kept to the edges of known space, only entering Glorsh's territory to accept refugees at pre-designated locations.
These stories, while wildly different, all referred to this refuge as "Haven". While no evidence exists of Haven actually ever existing, it is believed that the rumors were purposefully spread by certain Skrell to boost morale during this dark period. Some even believe that Glorsh itself was responsible for these rumors, as groups of Skrell attempting to flee the Intelligence and find this refuge would often be caught and punished. It is interesting to note that during this period there were in fact Generation Ships that managed to hide from Glorsh, giving some credibility to the idea of a nomadic fleet that would accept refugees. Unfortunately, no rediscovered fleet was known to have actually done this; most fleets fled into deep space, away from civilization in order to protect themselves rather than risk detection by Glorsh.
Glorsh Legends
Modern Skrell society has seen many of their myths and legends supplanted by one real horror whose shadow continues to inspire terror in the species: Glorsh.
Modern day myths regularly use Glorsh as a hook, their audiences being captivated by the idea that Glorsh could very well still be alive and working on their eventual return. Conspiracy theories use Glorsh due to the unpredictable and enigmatic nature of Glorsh-Omega's reign, allowing them to attain at least a small amount of credibility amongst Skrell even if the theory itself is suspect. Despite the Federation's disapproval, myths surrounding the AI continue to both terrify and enthrall Skrell throughout the Spur, spread through word of mouth or in hidden corners of the extranet.
The Glorsh Reconstruction Project
One of the more popular legends regarding Glorsh is that the AI's sudden disappearance was in fact an intentional move by Glorsh to advance itself even further. Treated as a subversive and disruptive conspiracy theory by the Federation, it asserts that the implosion that resulted in the Tri-Qyu Calamity was in fact Glorsh attempting a mass-jump of its physical form into the Unknown Regions of space, where it continues its calculations without having to expend resources caring, monitoring, and policing the Skrell population under its rule.
Supporters of this theory point to unconfirmed manifests from the time period that allude to high-profile Glorsh supporters with research or technical backgrounds being moved in vicinity of Glorsh’s construction in the Tri-Qyu system. Their belief being that the AI wished to take its most loyal and useful followers along to its new staging grounds.
Glorsh Remnant Sightings
Skrell ships traveling within the wilder regions of the Traverse, or exploring the frontier between the Federation and uncharted space, have frequently returned to civilization telling tales of "ghost ships"; vessels that have no identifying markings, no transponder, unresponsive to hails and with little evidence of still being crewed. Despite all of this, these vessels allegedly spring to life when confronted, maneuvering in ways that would be considered unconventional for a manned vessel before quickly leaving the region.
One of the more prevailing theories behind these "ghost ships" is that they are in fact remnants of Glorsh-Omega's aerospace drones, still operating even after centuries of being unlinked to Glorsh-Omega. The shared details in eyewitness accounts allegedly describe Glorsh's own fleet of drones; agile, able to maneuver in ways that would normally be dangerous or impossible for organic crew, and with a cold utilitarian design with no visible markings to identify them by. While the Federation claims that the last of Glorsh-Omega's linked synthetics were systematically destroyed centuries ago, the idea that some synthetics may be standing-by in deep space has gripped Skrell since the Federation reformed post-Glorsh.
More grounded theories to explain these sightings involve the Marauders, who are known to employ unorthodox maneuvers to avoid incoming fire that would surprise those without combat experience. The Ti'Rakqi fleet known as the "Void Hunters" is known to enter uncharted space for reasons not wholly known, which is pointed to as the most likely explanation; a lack of identifying features, refusing communications, and fleeing rather than fighting are hallmarks of Ti'Rakqi fleets.
Another theory behind the sightings is stress caused by spending long periods of time in deep space. Sleep-deprivation, the fear of being stranded in space with no rescue, and xenofauna or pirate attacks are all common sources of stress for the average Skrell crewman.
Jrop’keeli
The Jrop'keeli are supposedly a secret underground organization of AI researchers that are actively seeking to recreate the same singularity that created Glorsh-Omega. Working within the shadows, they quietly install hidden AIs within key facilities throughout the Nralakk Federation in order to create an interstellar AI network.
While the Federation would normally encourage quashing conspiracy theories, the theory of the Jrop'keeli has had little effort put towards debunking it. Some believe that it is because of how fringe it is compared to others, while those who are anti-Federation believe that it's an intentional attempt to further create a wedge between Core World and Traverser Skrell; it is said that the Jrop'keeli operate mostly in the Traverse where it uses the vastness of the region to hide its work, giving Skrell from the inner systems more of a reason to mistrust those from the outer regions of the Federation.
The Jrop'keeli is typically spoken about whenever rogue scientists are found conducting AI research, the discovery being considered confirmation that the group is real and active within the Federation.