Creature:Skallin

"I know not where they come from, but they once where bore from the same labs and creators as us, sometime ago. But now? Now they are twisted by the Masters they so serve and lust for bloodshed and war. They may have once stood with us, but now they are nothing more then marauders and savages to the last."

- Unknown Mendel chieftain.

Skallin are an ancient and violent race, servants to the Darklings, and among their chief servants, warriors and fighters. Created long ago, the Skallin where somewhat of a prototype for the s, sharing many of the same features, including a lust for battle, close Clan-kinsmenship, and a strong believe in the ancestors and the gods existing all around them. However, unlike the Mendel, they have given themselves totally to the Darklings, and work constantly to win their favor.

Skallin are massive in form, standing above the Mendel, blessed with muscle and power over all other races in the Mirus, aside from the Skordi, Dragowar, Drakodominatus, and Dominatus. Skallin are driven to conquer and pillage in the name of their dark gods, and all they do, is in reverence to them. Although brutal and aggressive, they have forged a society that honors and welcomes strength and power, and so long as one gains their strength through the honorable way, will continue to be looked up to in their society, and emulated. Failure, however, is not tolerated, and many Skallin can become exiles for the smallest of errors.

Skallin, while most have long been corrupted past the point of return by the Darklings they so worship, can be found in many societies. Many Skallin, despite being mistrusted, are traders and merchants in many societies, living low profile lives to avoid unwanted attention. Likewise, some Skallin grow sick of their lifestyle, and many have fled to the Mendel, their rivals/trade partners, integrating into their Clans and society, and fighting alongside them.

Creation
Skallin where one of the many thousands of races created by the long ago. In those ancient times, the Skallin where to fulfill the role the Mendel now hold, that is, to protect and fight for Mirus no matter the foe and to put down any threats to galactic stability. However, the Skallin proved tempermental and even more unstable then the Mendel. More passionate, and prone to acting with violence much faster, the Skallin where left behind on their icy homeworld of Skallia, so that they would pose no threat to any galactic societies in the future.

The Skallin, however, caught the attention of the Darklings early on, after their retreat into this realm. Finding their passions and lust for battle intriguing, the Darklings watched the Skallin from a far. While they had many servants already, the Darklings found the Skallin would be the most useful. Their brutality and passionate nature would forge them into effective servants of the Brotherhood. As such, while the Skallin advanced their society slowly and brutally, the Darklings began to prepare them for service, including leaving behind Multus Esse and Darkling technology, including relics the Darklings could use to slowly gain control of them.

Still, the Skallin proved stubborn at first, holding onto their culture with great resolve and stubbornness. Ultimately, however, their violent nature, unlike that of the Mendel, could not be contoured out, and instead, gained more and more power over them. Where's the Mendel had recasted themselves as knights and protectors, leaders and guardians, the Skallin became savage warriors, committed only to bloodshed and murder. Once they gained the ability to construct space craft, they colonized a number of systems on the very edge of the western sphere of the galaxy, and chose to raid and pillage other worlds. For them, it was not about expanding them empire, but keeping their rivals in check, and gaining resources to further their advancement.

The Darklings helped in this cause, creating servants, and corrupting certain members to watch these other races, and whispering in the ears of many Skallin kings and rulers of what their neighbors where doing and what weapons their rivals where creating. As such, each time the Darklings whispered these malign secrets in their ears, the Skallin would march to war, unwittingly becoming more and more corrupted they went. Mutations became more common, and Darklings, originally seen as some mysterious force guiding their actions, slowly began to be seen as the gods the Skallin worshipped.

Their travels, however, brought them into contact with the Ugandalorians. The Skallin, long regarded as savage by all who meet them, where taken a back by the brutality and bravery the Mendel themselves displayed, fighting back against the Skallin with brutality to match their attackers. While the Skallin could always be counted on to raid and pillage Mendel settlements, certain respect was always given. Sites important to the Mendel Gods and their ancestors where always respected, and likewise, the Mendel would honor a Skallin warrior who fought bravely. Likewise, the Skallin also became adapt traders and merchants, more then capable of gaining what they needed with cunning and intelligence over close-fisted anger and brutality.

No matter what, the Skallin would be bound to the Darklings ever since the fateful day when their ancestors paid reverence to the Shadowy relics and monoliths left on their world. As such, one day, Terikalinra, adopting the appearance of a great deity from the mountains, appeared to their ancestors on Skallii Magna, and, upon seeing him and hearing his voice boom like thunder, all bowed to him. From that day forth, the Skallin became chosen servants of the Darklings, the most common members in their warbands, and gathering in great numbers when their gods demanded it.

Despite their dedication, not all Skallin accepted these shadowy beasts as their gods. Many chose instead to leave behind the brutality and growing evil in their kin, and settled with the Mendel, becoming members of their societies and Clans, and joining them in battles with their twisted, dark kin. These Skallin, while traitors, where afforded great respect by their old kindred, as the Mendel where a group worthy of having Skallin in their ranks.

Since their fall, the Skallin appear wherever the Darklings need them, either as frontline berserkers, or as raiders and scouts for Warbands. While not as powerful as Olympians, nor as plentiful as cultists, Skallin still remain the favored race of the Darklings, and will continue to fight for their Dark masters till the end of days.

Culture
Brutal, uncompromising and steadfast, Skallin are, like the Mendel, a people who prefer basic living and surviving on the will of their souls and power in their limbs over the high culture of weaker races. In their minds, nature provides everything a Warrior could need, and as such, seek to make themselves strong in body and mind, not unlike the Mendel. Theirs, however, is a more brutal culture, punishing failure and mistakes much more grievously, and believing in the strong rule the weak through whatever means needed. They are warriors above all, and, to them, the greatest honor in society is to become a powerful warrior, revered by all, and become a legend among their tribes.

Every tribe is ruled by a Tribal King who rules with absolute power, and is backed by a series of minor rulers and shamans to advise and help guide his efforts. Still, he remains in power for life, and only loses his position if challenged or killed by either his subordinate, or an outsider in the midst of battle. When a king fails in his battles or campaigns, others rise up to challenge him, as their society frowns on failure. As such, no king is allowed to redeem himself, usually, unless he can fight off his challenges, or go on a mighty quest to prove his worth again.

Skallin, despite their barbaric nature, are effective soldiers simply because they believe in discipline as well as strength. From discipline comes victory, and from victory comes the favor of the gods. As such, every Skallin follows his superior, with no thoughts of betrayal unless his superior shows weakness or fails in something. This allows their raids to keep organized and do everything quickly before getting out. Barbarity slows down their raids, and makes failure all the more likely.

The Skallin answer to one Great King, called the Chieftain Most High, who yields the Black Sword of the Chosen, giving him authority over all the Great Tribes and Clans of the Skallin. It he who rallies them to war against the unbelievers, and he who marches with the favor of all Darklings.

Names, as stated below, are important to the Skallin. They are born only with their Clan name, and identify themselves with dog tags and ID numbers, or even nick names. In their culture, those who die without receiving a name, are cursed to be forgotten by their race in the Great Ballads told of warriors of the tribe. Those that gain a name seek more and more, so that they will be have more honor, and, the most important place in Skallin society, and the afterlife. As such, this hugner to be remembered and to not die forgotten drives them to constantly fight, and rush into battle, putting themselves on the line for a chance at glory.

Names
When they are born, Skallin receive no names, taking only their Clan name, a last name, and joining a regiment for raiding and fighting. These warriors will use their ID badges and dog tags as a name instead, until they prove themselves worthy on the field of battle. Once done, they are brought before their superiors, and ritually chose their name. These named warriors, after the raid, may go home to their families and Clans, and celebrate with them over the achievement in their society. Every Skallin warrior seeks a name, for if they die on the field, and have yet to get a name, they will not be remembered, and simply be another failed warrior. As such, as Skallin achieve more and more, they receive more and more names, with some leaders having up to 50 names for every achievement they garner.

Those that achieve greatness on the field, are commonly named after a fallen grandfather or uncle of some sort, but they never take a living member's name, as it is seen as disrespectful to take a still living family members' name. Likewise, Although they name weapons, beasts of war and relics after their gods, they never name themselves after them, as it is also seen as disrespecting the divinity of the Darklings by comparing them to a mortal, or comparing oneself to the gods.

Names are extremely important, not only so they will be remembered in ages to come, but also in that every letter has a special meaning to them. As such, even small things, such as putting the "Z" before an "A" instead of a "W" will have a special meaning for them. Likewise, they often have trouble pronouncing or speaking alien names in Skallin tongue, as these names commonly amount to gibberish and nonsense in their minds. As such, when acting as merchants, they commonly refuse to exchange names, believing such will ruin business between parties.

Religion
Skallin, naturally, worship and adore the Darklings, who have subtly been manipulating their culture for ages. This results in a skewed version of Mendel mythology and religion cycles, with Darklings being the center of worship for the Skallin, and Zaraturai seen as a venomous evil doer. While some tribes worship some Darklings more then others, all of the Gods are honored one way or another. Tibrix, or Torkhana, is called the Father of Blood and Lord of Warfare, and is honored in times of warfare and battle, while Bloran, or Blothrax, The Plague Bringer, is honored so as to keep his gifts away from the Skallin, and instead ask him to send his "favor" upon the foe.

Despite this respect towards the Dark gods, the Skallin revere their ancestors highly. In their culture, ancestors are beseeched for wisdom and courage, and great shrines dot their home and colony worlds to every tribes' ancestors and past rulers and warriors. These mighty stones contain runes that dictate the fallen ones' name and achievements, similar to a grave marker, as well as what God he or she followed in life. While strange, Skallin honor their ancestors first before the gods. While usually this would result in hefty punishment from the Darklings, who usually demand total obedience, the Skallin's brutality and hard work means they receive some leniency from their dark masters.

Among the Skallin that inhabit Mendel holdings, they simply honor their ancestors. They have abandoned their ancestor's gods, but cannot bring themselves to fully believe in Zaraturai or Hoorangiir, and instead chose to simply revere their ancestors, feeling it best so no believes conflict with one another.

Sons of Eye
The name for the priests and wisemen in Skallin society, Sons and Daughters of the Eye revers to their ability to see into the future, referencing a gift by Terkala, The main Dark God and referred to fearfully, and respectfully, by his subjects as The Eye, for his supposed ability to see into the future and the gift of future sight to his most loyal of followers. The Sons of the Eye act as shamans and leaders in Skallin tribal society, speaking the will of their gods and acting to curry favor, even if they usually act like madmen and zealots. In order to gain their Far-Vision, they must make blood sacrifices, the younger and strong the soul in question, the better their vision. As such, they usually pick their stock from slaves and lower class civilians, and these non-warriors live in constant fear. Slavery itself is not feared, for the Skallin are wise and just rulers, and will ultimately reward the best workers with citizenship. The biggest fear, however, are the Followers of the Eye, who manically search for slave stock to sacrifice and butcher for future visions of glory and honor, however small.

The Children of the Eye, when not acting like maniacal children out for blood, act tribal council leaders and advisers to their kings and warchiefs, similar to the Draiiud from Mendel society. However, where's the Mendel try to balance between the religious and secular, so as to get the best of both, the Skallin rarely find this balance, with either side sometimes having too much power over another, and getting in one another's way. Ultimately, despite some close calls and political infighting, they can come together when the situation demands it, but many Skallin fear that their fighting amongst themselves may weaken the race sooner or later.

Biology
Skallin are extremely powerful, the tallest of their members being around 15 feet tall, while most ranged around 12. This size, combined with their brutality and strength, makes them fearsome foes. Many of them are incredibly muscled, even more so then the brutally powerful Mendel. Even Kodalorians have trouble fighting such brutes muscle to muscle. Combined with their harsh living and training, and Skallin march into battle able to tear apart lesser races with their bare hands, sometimes literally.

Skallin are some of the strongest beings in Mirus, outmatched by a thin margin by the Skordi, who they would never admit are their betters in anyway, and outmatched by the Dragowar, and the Dominatus/Drakodominatus. While they care little for the Dominatus, they give some respect to the Dragowar, due to similar cultures, and service to the Dark Gods. Like the Mendel and Dragowar, they have a built in desire to kill, but, unlike with their Mendel kindred, they did not conquer this inbuilt savagery, resulting in a species that is very brutal towards aliens, or Guee'vada in their tongue, with some exceptions.

Skallin are large, brutish reptilian-mammal beasts, much like the Mendel, though range more towards the reptilian side then mammalian side, unlike the Mendel. They are covered in red or green scales, but commonly adorned in black as night armor, meaning many do not know what they look like. Underneath their helmets, their faces are covered in scars, and they have great fangs jutting from their maws, as well as small, beady red eyes, a mane of dirty, long black hair.

Skallin differ based on what class they where born to, with the regular soldiers being around 12 feet tall, and, deceptively, appearing rather thin, while the Berserker class are larger, beefier, and stand around 15 feet tall. Those blessed by the Darklings, their Tribe leaders, can grow to 20 feet tall, and gain wings and other feature common with their gods. These Skallin are incredibly rare, but the most powerful and intelligent.

Military
For the Skallin, service in the military is as much a religious matter as it is a matter of war and protecting Skallin interests. To them, one gains the favor of the gods and ancestors through honest battle, and can move up the position in his tribe by fighting and killing. As such, young warriors are left with no choice but to partake in warfare and battle, least they be left behind, or, at least, forced to toil fields with the slaves, and possibly become a sacrifice for cackling priests looking to curry easy favor with the Darklings.

Skallin, when they join the military, go out to hunt a set of wild beasts the Skallin found in their raids, parasitic beasts with claws that can hew iron, teeth that can mash bone, and blood that burns through everything. Once they make the kill, the Skallin bring back their trophy, and it's chitous surface is reforged into armor for the initiate. This armor will cover their bodies for the rest of their life, and, once they gain enough favor with their gods, can even grow to interconnect with their bodies and become encased in armor permanently.

Skallin typically fight with weapons designed for damage output. Their guns and blasters are designed with this in mind, meaning, that, although they can absolutely tear through enemies in seconds, they lack the rapid fire capabilities of other races, or the ammunition. While this lack in fire rate or ammo might seem contradictory or put them at a disadvantage, the fact the Skallin wear such thick armor resolves this issue, allowing them to shrug off most injuries in battle, and keep going.

Skallin rarely unite outside of battle, each tribe seeming to hate one another and compete for the attention of their gods. But when either the Chosen King or the Warmaster of the Brotherhood calls Darkling forces together, the Skallin will march under his banner, marching side by side with Dark Olympians, Rakar and Cultists alike, eager to burn down all that oppose them and butcher any who they can get their hands on.

Ground Forces
As stated above, Skallin march into battle, bedecked in the best armors they can forge and make for their warriors, forged from the Night Walkers, parasitic aliens Skallin hunt for sport. As such, as stated above, Skallin march into battle with the best armor they can forge, shrugging off the worst injuries as they lumber forward. They may not be the strongest or fastest race in Mirus, but they can certainly take more punishment then the others that have the misfortune of fighting them.

Skallin, while a force of raiders and pillagers, are also well disciplined and driven by a set order and hierarchy. This makes their raids all the more brutal, for they are not savage pirates or the like, driven by their own base desires, but rather, are dedicated and disciplined soldiers, marching into battle as disciplined as the greatest empire, dividing into teams to hunt down enemies and find the greatest challenges a foe can offer. Which, considering they often rely on surprise lightning raids, making it difficult for foes to challenge them.

Like Mendel, they prefer Melee combat over ranged, seeing it as the greatest form of battle, and the best way to prove oneself. Swords are rare, but axes and brutal maces quite common. When they find a foe, who has a melee weapon drawn, has run out of ammo, or is trying to run, they will immediately chase him down and force him to fight, even giving him his own weapon so that the resulting battle will be fair and glorious. After all, there is no honor in killing a foe who can't or won't fight back.

After they have gotten their weapons, technology, slaves and other spoils, they will head back to their ships, but not before leaving tainted artifacts behind specifically designed to corrupt anyone who remains on planet, and those that come back, so as to create as much discord on the world as possible.

Levy Warriors= Levy Warriors are poorly trained and poorly equipped militias, mostly made up of troops that came from poorer colonies and clans envassaled to a high ranking Lord. These worlds and groups supply warriors to his raiding parties, but overall, are not very effective compared to most other Skallin. While they have excellent morale, always eager to fight and die on the field of battle, the Levies are lightly armed and armored, and that often means they do very little other then offer lots of numbers and a lot of concentrated fire power.
 * Ranks
 * Weapons - Blaster Rifles.
 * Defenses - Armor.

Levy Warriors commonly bring the primitive and rudimentary blaster and hunting rifles they carried with them on their colony worlds, at best, able to kill a beast, but hardly useful against other soldiers, other then poorly equipped and surprised militia troops. Levy Warriors, as such, organize in large bands to gun down other enemies, and maximize their attack power.

Levy Warriors dress in primitive, rudimentary armor, able to ignore most wounds, but making them very vulnerable compared to other forces the Skallin use in battle. As such, they usually fall in battle rather easily to more prepared and professional troops. Like with their weapons, the armor can with stand poorly equipped PDF forces, but professional soldiers will find them easy targets.

Levy Warriors are well aware of their poor weapons, poor armor, and poor skills, but this does little to damage their morale. Levy Warriors will fight, because the chance to gain glory and power in their society, as well as the attention of their gods, keeps them from fleeing. The one who flees and runs gains no glory, while those that stay and fight can potentially kill enough to impress their superior, and the attention of their gods.

Marauders= Marauders are the standard warriors of the hunting parties used by Skallin strike teams. These Skallin are full members of a tribe or Clan, and as such, are not only fierce, but respected by their kindred despite their youth. Unlike Levies, they are well equipped, and already may be legendary hunters in their tribe, before they joined the armed forces. These warriors will flock to a tribal leader or warlord's Meeting Hall or King's Hold in order to get his favor and fight under his banner.
 * Weapons - Assault Rifles.
 * Defenses - Armor, Energy shields.

Marauders receive assault rifles, blaster rifles with a high degree of fire power, but little ammo. This allows them to send out bursts of highly concentrated, anti-infantry fire at a target, and tear them to pieces before they can respond. Once they use up their clips, the squad will take cover and hide out, reload, and go out to search for targets once more. They repeat this process with other squads until the battle is finished and the enemy is dead.

Marauders come to the field in the standard Night Walker armor they forged as youngsters once they reached the proper age to fight. The Armor is black, and designed to show their cover their eyes with a red HUD, giving them a demonic visage. The shoulders are covered in spikes, and the helmet piece extends out toward the back. Laced in the natural armor of the Night Walkers' hide, is metal to increase it's resilience.

Marauders are eager and willing to fight whenever the opportunity arises. They are even more aggressive then Levies, as they are not only fully trained, to an extent, but have a higher chance of surviving and gaining favor from the Gods. Marauders see themselves as higher then the other races. The other races are soft-bellied weaklings, while the Marauders have survived harsh blizzards and horrendous conditions no other race could survive. They survive and prosper in an environment where nature, or their own brethren, could turn on them. They have seen the worst of their kin can offer, they have seen wonders on their homeworld, and have faced the worst beasts in the wilds of the world.

True Warriors= True Warriors are Skallin who have dedicated themselves fully to the Dark Gods. Their armor has grown to encompass more of their bodies and become weapons dedicated to their gods. They, hence forth, will never have a need for any other then warfare and what entails it. True Warriors remain silent in the rest of their lives, for nothing can rouse their interests or curiosity outside of battle and warfare. True Warriors disappear before and after battles, seemingly turning up when a fight is about to begin or a raid is planned so they can partake.
 * Weapons - Repeater Guns, Phosphor Guns, Sword.
 * Defenses - Heavy Armor, Energy shields.

True Warriors lumber into battle with heavy Repeater Guns, able to lay down barrages of heavy fire power to tear through most enemies in battle. These guns are essentially miniguns scaled down to be held like rifles so a Warrior can grasp them and lay down suppressive fire at his targets. Given the power of these weapons, it allows True Warriors to kill foes in seconds, but it's size, ammo, and their own armor makes them very slow. Another, smaller but no less deadly weapon they carry are Phosphor Guns, which fired heated phosphor at targets similar to plasma. The phosphor will burn and eat up armor and flesh alike in seconds upon contact, and light up a target so others can hit it. As a one shot with a phosphor round does not suffer long, for he soon becomes a target for other Skallin.

True Warriors wear mighty plated heavy armor, covering more of their bodies, and mounting large, spiked pauldrons upon their shoulders, as well as a spiked war-mask around their face. This armor makes them more durable then other Marauders, but also means they are slower and more lumbering. While this may make them more of a target, True Warriors are also far more durable, and can take tons of punishment in battle.

True Warriors are highly praised in their society for the favor they have with the gods and their skill at war. But their position leaves them morose and silent quite often. Little can rouse their interests anymore, and they feel little interests in the affairs of mortals and civilian life. But once battle is joined, or when a challenge is called upon them, they become whole once more, their excitement, anger and personality coming back to full once they join their battle. The better True Warriors who can still retain some semblance of their intelligence and act as advisors of their lords and Kings. These beings will go onto to be Chosen and Lords themselves, if they can retain what remains of their personality.

Keel= The Keel are a large gathering of cut-throats, murders, pirates, thieves and other assorted scum, atleast to the enemies of the Skallin! To the Skallin themselves, they are keen raiders and fast attackers, good at striking enemies and plundering their enemies before enemy forces can be brought out to fight. They are thieves first, fighters second, but can still give a good account of themselves in battle against their foes. Still, they are best used by Skallin commanders as hit and run troops, not to hold a line.
 * Weapons - Plasma Guns.
 * Defenses - Heavy Armor.

Keel carry heavy Plasma guns into battle, which fire molten bolts of energy at a target to melt through their bodies and armor alike. While this is the only weapon they carry, it is the only one they ever need, their Plasma weapons being quite good at finishing off any target in their path, giving them a violent and gory death to match.

Keel wear heavy armor they have pierced together from their raids and fight with other races. While colored and designed in such a way to try and give them a uniform look, they still appear rather haphazard to an outside viewer, and especially when compared to other Skallin Warriors. Still, this armor offers a lot of protection from any foe that may try and harm them.

Keel are made up of pirates and nomads of Skallin society, descendants of the great Pirate clans that once lived on their worlds' bleak oceans and made life intolerable for the other Skallin. When space was reached, and unity was found under the Darklings, Keel tribes joined, but only so they could bring their expertise in raiding and pillaging to the other Skallin, sometimes under threat of death. As such, Keel, unlike other Skallin, do not fight for the favor of the Darklings like most others, but rather, seek glory and honor for themselves, which results in much thievery and stealing once a battle is won.

Keel are, despite their negative stereotype in Skallin society, and their more agnostic view of the Darklings, are still respected, for they are fast raiders, and good warriors, making effective scouts of Skallin forces, and more then able to hold their own in battles with enemies of the Skallin. Few Skallin Keel ever gain the favor to become Darkling Princes, but they care little. The honor the Darklings for uniting their people, and giving them a chance to fight others, and they believe that is all the honor the Darklings really deserve.

Shadow Knights= The Skallin equivalent to special forces, Shadow Knights are the silent, brooding warriors whose job is to infiltrate and sabotage enemy workings and to eliminate leadership amongst their foes. Unlike the glory-hungry warriors that make up most Skallin armies, Shadow Knights seem to hold such ideals in disregard, apathy, and even outright hatred. They are of the same rank as True Warriors, and even wear the same style of armor, but, unlike True Warriors, have not given themselves to the point where there is no return. As such, they True Warriors, and those wishing to follow in their foot steps as fools, and that one best serves Darkness, by embracing it a different way.
 * Weapons - heavy Assault Guns, Phosphor Weaponry, Melee weapons.
 * Defenses - Heavy Armor, Energy Shields.

Shadow Knights carry all sorts of Assault weapons and Phosphor weaponry to get the job done. They utilize all sorts of arcane and loathsome technology, from blighted Darkling weapons, to tools stolen from their enemies or sold to them by certain allies. Although each weapon varies in size, power and stopping ability, all share one thing. Their cruelty to end a life. Nothing can truly match Skallin fire power, for their weaponry is varied as it is brutal, meaning no foe can expect what a Skallin Shadow Knight will use next.

Shadow Knights march into battle with the same armor as their Warrior kindred, but designed in such a way so as to make it more useful in black ops missions. As such, the most intimidating factor of these hulking brutes, is their ability to sneak up upon even the most alert foe, in armor and all, and deliver a knife to their back or throat. When attacked or surprised, a rare occurrence for these alert and brutal warriors, they can deploy energy shields to absorb incoming fire for but a brief moment, before jumping off to safety.

Shadow Knights commonly life their lives in seclusion from the Clans and Tribes of Skallin, preferring a hardy life out in the wilderness, making their lives even more difficult then the rest of their barbaric kindred. But, they prefer this, spending their days in hunting camps and lodges and preparing for their hunts, and, when called by their chieftains, their battles against the enemy.

Chosen= Chosen are those among the Warrior class that have truly given themselves to the Dark Gods.
 * Weapons - Power Glaives.
 * Defenses - Heavy armor and Shielding.

Night Haunters=
 * Weapons - Sniper Rifles, Axes
 * Defenses - Light armor.

Raider Fleet
Skallin vessels emphasis high speed, and as such, allow them to cover great distances in travel. This allows them to spread out and launch warbands across the galaxy to raid and pillage as they see fit. The Raider Fleets are just as disciplined as their armies, designed to move fast, strike fast, and remove any foes so land forces can attack. The Raider Fleets are outfitted with weapons given to them by the Darklings, or taken from races they have raided, causing the Fleets to have technology that varies from average, to beyond most races in their galaxy.

The Raider Fleets are just as important as the Ground Forces. When they need to raid, a Chieftain or Ruler will gather his warriors, and troops to support his goals, and prepare the fleets under his command. Before they set sail, it is customary to sacrifice a slave or social weakling to the gods before they set out, giving his bloody remains to the Dark God/gods they honor, before setting out. Some warriors will even chose to sacrifice themselves, these warriors drawing a bit more attention for the Darklings, and increasing the chances the Darkling will send more Rakar to help, or briefly alter the course of battle to the Skallin's favor.

Drakkar-class Frigate=

Snekkrja-class Frigate=

Skadii-class Cruiser=

Astrology
The Skallin control 30 worlds, centered around their blighted homeworld. The planet, Skalia, was once a cold, frozen world, that, while hostile, still could support most life. Now, it ranges from cold and dry, to outright hostile the more one goes north. Here, there is a nexus to the Darklings' realm, where Rakar'ishan walk openly, and where the most hostile, and mutated, Skallin live. From there, the world loses it's icy quality, and becomes more like a volcanic wasteland, lava splitting the ground, and black obsidian chokes what plant life remains. Any animals living there where twisted long ago, and, like the Skallin, have been made to serve.

Due to how dangerous their northern hemisphere is, many Skallin life deep south or in the equator, as not even they can withstand the corrupting influence of the far north. Despite, dark energy still permeates the planet, thanks to large shrines and monoliths built in favor of the Dark Gods. Even the oceans are dangerous, with deep sea filled with the energy of the Darklings, the deep sea organisms long ago becoming far larger and more bestial then anything similar on any other world.

Quotes from others

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Trivia

 * The Skallin where based off the Skrall from Bionicle.