Difference between revisions of "Skrell"

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{{toc_right}}<onlyinclude>The [[Skrell]] (pronounced as it is) are a species of amphibious humanoids, distinctive for their green-blue gelatinous appearance and head tentacles. Skrell come from the world of [[Jargon 4]], or as they call it, Qerrbalak, a planet with a humid atmosphere, featuring plenty of swamps and jungles. Currently more technologically advanced than humanity, they emphasise the study of the mind above all else.</onlyinclude>
{{toc_right}}<onlyinclude>The [[Skrell]] (pronounced as it is) are a species of amphibious humanoids, distinctive for their green-blue gelatinous appearance and the tendrils on their head. Skrell come from the world of [[Jargon 4]], known as Qerrbalak in the Skrell native language, a planet with a humid atmosphere, featuring plenty of swamps and jungles. Currently more technologically advanced than humanity, they emphasise the study of the mind above all else.</onlyinclude>


'''Additional Information:''' [[Jargon 4]]
'''Additional Information:''' [[Jargon 4]]


== Mechanics ==
== Mechanics ==
* Skrell have their own language which can be used in game by typing '''say ":k'''
* Skrell language is known as Skrellian, which can be used in game by typing '''say ":k'''


* Headwear can be uncomfortable, but their head tails do not prevent them from wearing most equipment on their head. However, they are not able to wear non-Skrell hardsuit helmets.
* Due to their tendrils, a large amount of headgear designed for humans or other species causes stress on their head tails and can be uncomfortable to wear. Hardsuit helmets not designed to facilitate skrell physiology however are impossible to wear.


* Skrell are similar to humans in most ways, and have little physical disadvantages or advantages compared to them.
* Skrell are similar to humans in most ways, and have little physical disadvantages or advantages compared to them.


* Skrell are able to breathe underwater. However, this is not usually used in space.
* Skrell are able to breathe underwater.


== Overview ==
==Physiology==
=== Naming ===
Skrell names either consist of chosen human names or rough translations, due to their language being something humans cannot vocalize.
The translations appear to vary widly when converted to english, so there is a wide variety of names possible.


=== Biology ===
=== Biology and Appearance===
Skrell appear gelatinous, but are opaque, with moist pliant skin covered in a layer of slime. Skin is generally a green-blue colour, also described as aqua. Where a nose would be on a human are slits.
Standing at about 1.7 meters with females being slightly taller, Skrell appear as opaque, gelatinous humanoids with moist, pliant skin covered in a layer slime due to a constant secretion of moisture and acts as a respiratory membrane. Their flesh is generally a green-blue color, though they are capable of other hues. They possess large, black eyes with nictitating membranes for eyelids and are capable of potent vision underwater, which suits their amphibious nature and excellent swimming skills. Their noses are nothing more than slight bumps on their faces with two vertical slits next to each other. While capable of breathing air, these nostrils are more akin to gills, heavily folded within a complex respiratory system that filters dissolved oxygen from water, allowing them to breathe in their natural aquatic environments. Their amphibian brain is highly evolved and bears some similarities with a salamander's.


Their eyes are completely black making judging emotion by the eyes alone very difficult. They are able to see better underwater, and slightly better in darkness. Their hands and feet are similar to humans, with five fingers and toes, however, they are slightly webbed.
One of the primary physical aspects of a skrell are their three head-tresses, sometimes referred to as head tails. These are long, translucent tendrils that extend from their scalp and are of varying lengths, with female tails tending to be longer, though this is not always the case. They possess no musculature and as such are not capable of any independent movement, serving various biological purposes for the skrell.


The main distinction of the Skrell are their three large head tails. They are are limp tails, not tentacles, meaning they cannot control them. Essentially, they act like hair that is fleshy. They serve two purposes, one of which is exclusive to females.  
One of the oldest and more traditional uses for these tails is to facilitate reproduction. Skrell do not possess exterior sex organs and fertilization is instead performed by the male on eggs that the female has secreted from her body beforehand. These eggs must be stored in a safe, moist environment, of which the areas underneath each tendril as they meet the head a ripe area to protect the unborn young and to provide a proper environment until hatching. As skrell society and technology evolved, some skrell tend to use artificial means to store their fertilized eggs, which range from specially made habitation contraptions to a simple pail of water.
Another use of these tails is typically used to attract a willing partner. Practiced by both sexes, this tendency has evolved to decorating a skrell's tendrils with various paints, jewelry, and cloth made of a non-absorbent material native to Jargon 4.


The first is that the spaces in between each tail is used as an area to store egg sacs, due to the fact it is dark and moist in that area. Wise females often find another area to store their eggs during mating season, due to the fact that if a tadpole were to hatch, they would fall from the tails and land on the floor, leaving the tadpole unable to move unless in water. It is advised by NT for a Skrell crew member to either obtain a bucket of water or to acquire the use of an unused Hydroponics tray, as the toilets are unsanitary.
=== Growth ===
A skrell clutch usually contains about 50 eggs and when fertilized, hatches after a period of three months into larvae similar to a tadpole and are no more than a centimeter long upon hatching. These larvae inhabit a completely aquatic environment and feed on vegetation in the environment, their motor skills unable to function outside of water. Of the 50 larvae hatched, natural causes typically reduce the number to about 5. These causes typically consist in the form of genetic defects, immune deficiencies, and other factors. In the more rural parts of Jargon 4, predators are still a factor. While during this cycle, a larva is not officially considered to be a child due to the high mortality rate after hatching, however the deliberate killing of them is considered a grave offense and is one of the highest crimes within skrell society. This larval period lasts eight months, in which the larvae will grow and develop legs as well as the cognitive functions equivalent to a human toddler. It is this point in which a skrell is considered to be a sentient being in the eyes of the law and as such enjoy its protection.


The second use is one that is used by both males and females, in that they are used to impress, often through various paints and jewellery applied to the tails. These tails are usually the same colour as the skin, and are translucent.
A skrell child stands at about 50 centimeters and will continue to grow until adulthood. Most children will retain the tail of their larval stage for several months after the development of legs until it will naturally fall off. Skrell children develop skills and basic cognition similarly to a human, though higher standards of education in skrell society typically has the equivalent of a fourth grader learning calculus as basic curriculum.


Their brains are similar to frog or salamander brains evolved to the same level as human brains, and are compatible with most Nanotrasen technology.
=== Diet ===
 
Skrell are herbivores, and as such their nutritional diet consists of vegetation, with a preference typically leaning towards various native fungi. While a skrell is capable of consuming meat, they recieve little to no nutritional benefit, and can lead to gastrointestinal problems. Regularly eating meat over a long period of time can pose serious health risks. Most skrell additionally have difficulty processing alchohol and as such beverages consisting of such can have adverse affects, the most common being inebriation far sooner then expected, which has given them a reputation as being a species that is "Unable to hold their liquor."
Average height of Skrell range from 5'10" to 6'0" for males and 6'0" to 6'2" for females.
 
=== Birth and Reproduction ===
Skell have no external reproductive organs and fertilisation is done by males on eggs.
 
After fertilisation, a single Skrell usually gives birth to around 50 tadpoles at one time. Due to their weak immune systems, only five usually make it to maturity.
 
While these tadpoles are not officially considered children, most Skrell find the idea of killing them deliberately offensive.
 
=== Gender Differences ===
It is extremely difficult for most non-Skrell to tell the gender of a Skrell from appearance alone, as body shape and general appearance does not change between them. Female Skrell usually talk in a higher register, though this is not a fool-proof way of telling.
 
The most noticeable difference is that a females head tails are longer than a males, though the difference can be difficult to tell for non-Skrell crew.


To Skrell, gender has no real meaning, except for the process of reproduction.
==== Lifespan ====
Normal life expectancy for most Skrell is 100 human years. However, through technological enhancement, some may live upwards of 135 years old. A skrell who reaches the age of 20 is considered an adult. A Skrell year is measured at roughly 1.5 human years.


=== Lifespan ===
==Society and Culture==
Normal life expectancy for most Skrell is 100 human years. Through technological enchancements, some may live till about 135 years old. 20 years old is considered an adult. A Skrellian year is 1.5 human years.
The skrell are a socially advanced people with a varied and colorful culture. Jargon 4's vast swamps facilitated many independent communities to form without much contact with each other, as such, practices and norms can vary widely from region to region. Gender equality is also a commonly accepted and unspoken norm to the point that most skrell have been confused by the tendency of humans or other species to even reference one's gender, especially in business. To a skrell, gender only matters in reproduction, and both sexes are equally capable of achievement. This is further facilitated that male and female skrell are physically similar, and are difficult to tell apart. Most relationships in Skrell society compared to other species is described as open. A female will usually have multiple close male friends of which to help facilitate a large number of fertilized eggs.


Skrell have a long history involving the arts in addition to their scientific pursuits. Skrell literature and paintings are typically very cerebral and focus on the mind. Recent movements even emphasize the mind's influence of that around it. Skrell martial arts are also not unheard of and are typically focused on disabling and self-defense. Skrell society is also very involved in the interstellar community, and frequently works with aliens not only for scientific collaboration, but to observe alien species and immerse in their culture, which has likely contributed to many interesting skrell trends along the years.
=== Language ===
=== Language ===
The Skrell language can be best described as a series of hums, warbles, or croaks, while they would not make sense to other species it can display a wide variety of emotion and meaning that English cannot.
The Skrell language can be best described as a series of hums, warbles, or croaks that linguists have difficulty deciphering. Much of this difficulty is attributed to the range of emotion and tense a skrell is able to convey compared to most human languages. Due to the dissimilar aspects of the two languages, the vocal structure of a skrell is intrinsically different than that of a human, and as such, when learning a language such as human English, they typically adopt the accent of their tutor.
 
With other languages such as English, Skrell take on the accent of the person who taught them the language.
 
Skrell have trouble expressing emotion through simple words and body language when speaking in English, but are capable of expressing emotion better then a human would if they were to sing or play an instrument due to their use of tone when speaking their native language. However, how different emotions are expressed between different species often differ.


Racial Slurs towards Skrell include 'Frog', 'Salamander', 'Squid head', and various other amphibious creatures. Skrell are typically not very offended by such remarks.
Skrell have trouble expressing emotion through simple words and body language when speaking a human language such as English due to its limitations, but are naturally more capable than a human in the arts if they were to sing or play an instrument due to their use of tone when speaking their native language. However, how different emotions are expressed between different species often differ.


=== Diet ===
Derogatory terms used to refer to Skrell have included 'Frog', 'Salamander', 'Squid head', and various other amphibious creatures. Skrell are typically not very offended by such remarks and consider them to be the musings of a less developed people.
The preferred food of the Skrell is fungi, although they are capable of eating any plantlike substance they come across, where as meat does not agree with their bodies. Due to this, hallucinogenics derived from such plants have a lesser effect on Skrell.


They are vegetarians, and like most, they can eat meat, but with some consequences afterwards. They do not gain anything from eating meat.


Skrell do not handle alcohol well. At best they get drunk very quickly, and at worst they get very very sick.


=== Relations ===
=== Relations ===
Generally Skrell are accepting of other species, although they do tend to treat [[Tajaran]] and [[Unathi]] as though they are children due to their lack of advanced technology. Most Skrell are agnostic or atheist, preferring to put science before religion, despite this they still accept the faiths of those around them, especially if they are of another species.
Generally Skrell are accepting of other species, although they do tend to treat [[Tajaran]] and [[Unathi]] as though they are children due to their comparatively inferior technology. Most Skrell are agnostic or atheist, preferring to put science before religion, despite this, they still accept the faiths of those around them, especially if they are of another species.


Open relationships are common and accepted in Skrell culture, often with multiple sexual partners with the intent to create children.
==== Relations With NanoTrasen ====
 
For both wealth and to facilitate good will, skrell have worked for many human corporations and trading technology with their governments as part of a series of peace treaties.
=== Job Preferences ===
Due to their scientific nature and study of the brain, Skrell are more likely to adopt Medical or Science jobs. However, they are perfectly capable of filling all job roles, including command roles, but are less likely to.
 
== Background ==
The Skrell are a race of amphibious humanoids that are focused culturally in the sciences, attempting science in the name of self improvement in lue of science for money or war.
 
=== Culture ===
Though a mainly scientific species, Skrell have interest in other forms of culture. Artists are fairly prevelant, as well unique fighting styles from the more physical. Skrellian arts often(but not always) focus on the mind. A recent movement focuses on how the mind interacts with the world around them.


=== Home Planet ===
=== Home Planet ===
{{Main|Jargon 4}}
{{Main|Jargon 4}}


Skrell come from the world of Jargon 4, or as they call it, Qerrbalak, a planet with a humid atmosphere, featuring plenty of swamps and jungles. The world is filled with Skrellian cities which often sit on stilts.
Skrell come from the world of [[Jargon 4]], known to the them as Qerrbalak. It is a planet with a humid atmosphere and has vast swaths of jungle and swamps along the planet's surface. The skrell homeworld is filled with cities that have been considered architectural feats, as entire districts can be stilted over kilometers of marshland.


=== History ===
=== History ===
Skrell do not have any outstanding history, they have their wars and their large events that have happened over time but nothing that is overly life-changing. Despite their strive to better themselves with science the meaning of this is often skewed from one Skrell to another, which has led to more recent wars in which one nation disagrees with another on the ways to use science. Within the last ten years there has not been any major conflicts that have arisen within the Skrell nations and a good number of Skrell scientists and doctors have gone to work for human companies and governments, some working alongside them while others use their time as scientists amongst humans to not only research new technologies, but to also observe human culture and biology.
Skrell history possesses large amount of conflict until about six hundred years before present day. However, technological progression soon followed a space race after contact with an alien lifeform. The Skrell later unified their efforts, and eventually, their governments as they began to interact with the interstellar community. Sometime after meeting the humans as they began to enterprise along the cosmos, Skrell scientists and doctors have left to human governments and work in their fields while many others have taken human colleagues in their fields with the intention of observing this new, interesting species.
 
Despite their current state of technology, they have historically made slower progress in innovations in a span of time versus humans. By Earth year CE 1950, Skrell were at the technological level they are today while humans have made similar advancements in nearly 50 years. The reasoning for this is that Skrell scientists have their products go through extensive testing and observations. It's in addition to this, due to a large amount of skrell population has pursued fields such as neurology and psychology, as observing interstellar planes have made the focus of skrell society a focus of the mind. They also spend much of their efforts observing the minds and goings on of the other sentient aliens as well.


Despite their current state of technology, they move slowly in terms of science, being at the state they are currently in since around the earth year 1950, only making slight advances(humans made the same amount of advancement in 50 years). The reasoning for this is that Skrell scientists have their products go through extensive testing and observations, not to mention that a large portion of their scientists decided that once they got the ability to travel from star system to star system that it was time to focus on the mind and so they started to move their studies into the fields of neurology and psychology. When the Skrell finally met humans in space, they started to study the human mind as well, along with other species that traveled with humans, which in turn gave the Skrell much more to work on.
==== Events ====


=== Research and Technology ===
=====Necromancy Incident=====
In 2556 there was a rise in Skrellian scientists taking an interest in using technology to turn the dead into labour very much akin to cyborgs, but without the need to build a whole new metal body. The obsession had a final goal which was described as being a full revival of the dead host, memories and all, without the use of cloning but instead jump starting the organs within the body so that they become functional again. While all the other organs had been shown to be redeemable, the brain proved to be a challenge to the scientists.
In 2556 there was a prominent group of Skrell scientists who took an interest in using various technological innovations to turn the dead into labor similar to a cyborg, but without the construction of a metal body. The goal was to attain a full biological revival of the host with their entire physiology and mental aptitude intact, literally bringing them from the dead without cloning. Tests proved to be moderately successful as organs were able to be reinvigorated to functionality with the exception of the brain.


Within Skrell society the practice is thought to be immoral, so most scientists who practice this form of technological necromancy, have often kept it to themselves and others with similar views. The Skrellian media has dubbed them, in rough translation, "Soul Thieves". The hosts turn out to be mindless creatures, unlike those normally produced by cloning or cyborgification.
Today, these practices, collectively called Technological Necromancy by critics is considered immoral by majorities in skrell societies while many others ban it altogether. Due to this, most scientists who study these practices keep their opinions to themselves and others who share their views. The product of these continued experiments resulted in turn out to be creatures that have reverted to the more bestial nature of their mentality, being called mindless.


=== Military ===
=== Military ===
Skrell have a very Tau-esque military with various castes within it. Each has it's own function and together are a very powerful military. However, they are more fond of doing things in a tactical manner which lessens losses on both sides if possible. They have capable warships and military fract.
Skrell military forces typically have multiple tiers with a caste system. Each group has their own specific function in relation to each other which makes for a swift and responsive military force. Due to their more humanitarian nature, their tactics usually involve enemy surrender in as few casualties as possible for both them and the enemy. They have a completely modern force and are known for their famed warships and hardened infrastructure.


=== Relations With NanoTrasen ===
Through a series of peace treaties the Skrell have become close friends with the human race, sharing their technology with human governments. As part of these treaties, Skrell have been slowly moving out of their own corporations and started working for human corporations, both for the money(even Skrell have to feed their families) and in an attempt of good will.


{{Species}}
{{Species}}


[[Category:Fluff]][[Category:Species]]
[[Category:Fluff]][[Category:Species]]

Revision as of 02:43, 7 June 2014

The Skrell (pronounced as it is) are a species of amphibious humanoids, distinctive for their green-blue gelatinous appearance and the tendrils on their head. Skrell come from the world of Jargon 4, known as Qerrbalak in the Skrell native language, a planet with a humid atmosphere, featuring plenty of swamps and jungles. Currently more technologically advanced than humanity, they emphasise the study of the mind above all else.

Additional Information: Jargon 4

Mechanics

  • Skrell language is known as Skrellian, which can be used in game by typing say ":k
  • Due to their tendrils, a large amount of headgear designed for humans or other species causes stress on their head tails and can be uncomfortable to wear. Hardsuit helmets not designed to facilitate skrell physiology however are impossible to wear.
  • Skrell are similar to humans in most ways, and have little physical disadvantages or advantages compared to them.
  • Skrell are able to breathe underwater.

Physiology

Biology and Appearance

Standing at about 1.7 meters with females being slightly taller, Skrell appear as opaque, gelatinous humanoids with moist, pliant skin covered in a layer slime due to a constant secretion of moisture and acts as a respiratory membrane. Their flesh is generally a green-blue color, though they are capable of other hues. They possess large, black eyes with nictitating membranes for eyelids and are capable of potent vision underwater, which suits their amphibious nature and excellent swimming skills. Their noses are nothing more than slight bumps on their faces with two vertical slits next to each other. While capable of breathing air, these nostrils are more akin to gills, heavily folded within a complex respiratory system that filters dissolved oxygen from water, allowing them to breathe in their natural aquatic environments. Their amphibian brain is highly evolved and bears some similarities with a salamander's.

One of the primary physical aspects of a skrell are their three head-tresses, sometimes referred to as head tails. These are long, translucent tendrils that extend from their scalp and are of varying lengths, with female tails tending to be longer, though this is not always the case. They possess no musculature and as such are not capable of any independent movement, serving various biological purposes for the skrell.

One of the oldest and more traditional uses for these tails is to facilitate reproduction. Skrell do not possess exterior sex organs and fertilization is instead performed by the male on eggs that the female has secreted from her body beforehand. These eggs must be stored in a safe, moist environment, of which the areas underneath each tendril as they meet the head a ripe area to protect the unborn young and to provide a proper environment until hatching. As skrell society and technology evolved, some skrell tend to use artificial means to store their fertilized eggs, which range from specially made habitation contraptions to a simple pail of water. Another use of these tails is typically used to attract a willing partner. Practiced by both sexes, this tendency has evolved to decorating a skrell's tendrils with various paints, jewelry, and cloth made of a non-absorbent material native to Jargon 4.

Growth

A skrell clutch usually contains about 50 eggs and when fertilized, hatches after a period of three months into larvae similar to a tadpole and are no more than a centimeter long upon hatching. These larvae inhabit a completely aquatic environment and feed on vegetation in the environment, their motor skills unable to function outside of water. Of the 50 larvae hatched, natural causes typically reduce the number to about 5. These causes typically consist in the form of genetic defects, immune deficiencies, and other factors. In the more rural parts of Jargon 4, predators are still a factor. While during this cycle, a larva is not officially considered to be a child due to the high mortality rate after hatching, however the deliberate killing of them is considered a grave offense and is one of the highest crimes within skrell society. This larval period lasts eight months, in which the larvae will grow and develop legs as well as the cognitive functions equivalent to a human toddler. It is this point in which a skrell is considered to be a sentient being in the eyes of the law and as such enjoy its protection.

A skrell child stands at about 50 centimeters and will continue to grow until adulthood. Most children will retain the tail of their larval stage for several months after the development of legs until it will naturally fall off. Skrell children develop skills and basic cognition similarly to a human, though higher standards of education in skrell society typically has the equivalent of a fourth grader learning calculus as basic curriculum.

Diet

Skrell are herbivores, and as such their nutritional diet consists of vegetation, with a preference typically leaning towards various native fungi. While a skrell is capable of consuming meat, they recieve little to no nutritional benefit, and can lead to gastrointestinal problems. Regularly eating meat over a long period of time can pose serious health risks. Most skrell additionally have difficulty processing alchohol and as such beverages consisting of such can have adverse affects, the most common being inebriation far sooner then expected, which has given them a reputation as being a species that is "Unable to hold their liquor."

Lifespan

Normal life expectancy for most Skrell is 100 human years. However, through technological enhancement, some may live upwards of 135 years old. A skrell who reaches the age of 20 is considered an adult. A Skrell year is measured at roughly 1.5 human years.

Society and Culture

The skrell are a socially advanced people with a varied and colorful culture. Jargon 4's vast swamps facilitated many independent communities to form without much contact with each other, as such, practices and norms can vary widely from region to region. Gender equality is also a commonly accepted and unspoken norm to the point that most skrell have been confused by the tendency of humans or other species to even reference one's gender, especially in business. To a skrell, gender only matters in reproduction, and both sexes are equally capable of achievement. This is further facilitated that male and female skrell are physically similar, and are difficult to tell apart. Most relationships in Skrell society compared to other species is described as open. A female will usually have multiple close male friends of which to help facilitate a large number of fertilized eggs.

Skrell have a long history involving the arts in addition to their scientific pursuits. Skrell literature and paintings are typically very cerebral and focus on the mind. Recent movements even emphasize the mind's influence of that around it. Skrell martial arts are also not unheard of and are typically focused on disabling and self-defense. Skrell society is also very involved in the interstellar community, and frequently works with aliens not only for scientific collaboration, but to observe alien species and immerse in their culture, which has likely contributed to many interesting skrell trends along the years.

Language

The Skrell language can be best described as a series of hums, warbles, or croaks that linguists have difficulty deciphering. Much of this difficulty is attributed to the range of emotion and tense a skrell is able to convey compared to most human languages. Due to the dissimilar aspects of the two languages, the vocal structure of a skrell is intrinsically different than that of a human, and as such, when learning a language such as human English, they typically adopt the accent of their tutor.

Skrell have trouble expressing emotion through simple words and body language when speaking a human language such as English due to its limitations, but are naturally more capable than a human in the arts if they were to sing or play an instrument due to their use of tone when speaking their native language. However, how different emotions are expressed between different species often differ.

Derogatory terms used to refer to Skrell have included 'Frog', 'Salamander', 'Squid head', and various other amphibious creatures. Skrell are typically not very offended by such remarks and consider them to be the musings of a less developed people.


Relations

Generally Skrell are accepting of other species, although they do tend to treat Tajaran and Unathi as though they are children due to their comparatively inferior technology. Most Skrell are agnostic or atheist, preferring to put science before religion, despite this, they still accept the faiths of those around them, especially if they are of another species.

Relations With NanoTrasen

For both wealth and to facilitate good will, skrell have worked for many human corporations and trading technology with their governments as part of a series of peace treaties.

Home Planet

The main article for this section is Jargon 4

Skrell come from the world of Jargon 4, known to the them as Qerrbalak. It is a planet with a humid atmosphere and has vast swaths of jungle and swamps along the planet's surface. The skrell homeworld is filled with cities that have been considered architectural feats, as entire districts can be stilted over kilometers of marshland.

History

Skrell history possesses large amount of conflict until about six hundred years before present day. However, technological progression soon followed a space race after contact with an alien lifeform. The Skrell later unified their efforts, and eventually, their governments as they began to interact with the interstellar community. Sometime after meeting the humans as they began to enterprise along the cosmos, Skrell scientists and doctors have left to human governments and work in their fields while many others have taken human colleagues in their fields with the intention of observing this new, interesting species.

Despite their current state of technology, they have historically made slower progress in innovations in a span of time versus humans. By Earth year CE 1950, Skrell were at the technological level they are today while humans have made similar advancements in nearly 50 years. The reasoning for this is that Skrell scientists have their products go through extensive testing and observations. It's in addition to this, due to a large amount of skrell population has pursued fields such as neurology and psychology, as observing interstellar planes have made the focus of skrell society a focus of the mind. They also spend much of their efforts observing the minds and goings on of the other sentient aliens as well.

Events

Necromancy Incident

In 2556 there was a prominent group of Skrell scientists who took an interest in using various technological innovations to turn the dead into labor similar to a cyborg, but without the construction of a metal body. The goal was to attain a full biological revival of the host with their entire physiology and mental aptitude intact, literally bringing them from the dead without cloning. Tests proved to be moderately successful as organs were able to be reinvigorated to functionality with the exception of the brain.

Today, these practices, collectively called Technological Necromancy by critics is considered immoral by majorities in skrell societies while many others ban it altogether. Due to this, most scientists who study these practices keep their opinions to themselves and others who share their views. The product of these continued experiments resulted in turn out to be creatures that have reverted to the more bestial nature of their mentality, being called mindless.

Military

Skrell military forces typically have multiple tiers with a caste system. Each group has their own specific function in relation to each other which makes for a swift and responsive military force. Due to their more humanitarian nature, their tactics usually involve enemy surrender in as few casualties as possible for both them and the enemy. They have a completely modern force and are known for their famed warships and hardened infrastructure.


Species on Paradise Station