Character
OUT OF CHARACTER INFORMATION
- Intent: Too create a planet for the future species the Kiir
- Image Credit: (Planet)(Temple)(Tree1)(Tree2)(Canopy)(Understory)
- Canon: N/A
- Permissions: N/A
- Links: N/A
- Planet Name: Okarthel (O-kar-thel)
- Demonym: Kiir (Keer)
- Region: Expansion Region
- System Name: Welun
- System Features:
- One sun (Welun)
- Two hot barren planets
- Okarthel and its two moons (Isk and Siksia)
- Three gas giants
- One cold barren planet
- Asteroid belt
- Rotational period: 32 standard hours
- Orbital period: 450 days
- Diameter: 14,700 kilometers
- Location: Shares same hex as Cyrillia, directly opposite on other side of hex
- Major Imports: None
- Major Exports: None
- Unexploited Resources: Metals (iron, copper, tin) gemstones (amethyst, jade, quartz, sapphire) deep pockets of natural gas, medicinal plants, lumber
- Gravity: Standard
- Climate: hot humid/tropical
- Primary Terrain: Rainforest, coral seas, mangrove forests
- Atmosphere: Type I
- Capital City: No capital. Do to the nomadic state of the Kiir species, no capital has been established.
- Planetary Features:
Beneath the canopy, all the way on the forest floor is a biome so diverse then what was high above that it almost seemed a different world. Little to no light reached down here, instead the plants and animals created their own. Bioluminescent fungi, flowers and even animals called this place home. A strange world where fungi glowing softly in dozens of different colors grew to several meters tall. Delicate flowers of blues and reds grew close to the ground. Animals, large and small, all produced light that glowed softly amongst the semi darkness. Many of these creatures probably have never seen the sun.
Our makeshift camp sits close to the shores of a shallow coral sea. Corals of unimaginable sizes, shapes and colors live and grow in these seas. Amongst the coral live so many different species of fish that they seem innumerable. These sees are also home to large quadrupeds that roam in small herds amongst the coral, eating whatever vegetation they can find. Growing in these waters are mangrove forests. Their stilt like roots finding whatever space lacks any coral. They grow only several meters in height, but they grow quickly and their narrow trunks grow close together, providing excellent shelter for sea birds and other animals.
Excerpt from the journal of Dr. Declan Carter, Anthropologist from Coruscant University.
- Major Locations:
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- The Heeka, or more commonly known as the Temple of the Sun Eaters. A massive stone structure that has been swallowed by the forest and left to the ravages of time. A unique feature on the planet of Okarthel, as it is the only standing stone structure on the planet. Surrounding it is the remains of what was once a city. Most of the structures have completely fallen in or disappeared entirely. According to Kiir folklore, the temple was once a place of worship to another group of beings they called the Munthrek. They were worshippers of the chaotic dragon god Aryte who dwelled deep beneath the planet, directly below the temple. Legend tells that Aryte twisted the Munthrek into something more sinister and rose from the earth to conquer Okarthel. Aryte and his followers were defeated by the dragon gods of the Kiir during the age of fire and driven deep into the planet. All that remains is the temple itself, which the Kiir do not approach, nor do many other animals for that matter. The temple itself has an unnatural cold to it, as if something sinister dwells within its halls. -Dr. Declan Carter
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- Ithquenti tree, or world tree, is a massive tree that rises several kilometers in height. The upper most boughs of the tree stretch out into the sky to catch low passing fog that rolls of the forest that's otherwise to high for other trees to even touch. The Kiir hold this tree as sacred, not only do they believe that it survived the age of fire, but that it's also where their dragon gods descend from the heavens to the planet. They also believe that the root system connects to every tree, flowering plant and fungus on the planet. Connecting the forest together like one giant organism. The Kiir say they can feel the life of the tree and the forest anywhere on the planet by just reaching out and listening. They use this sense as a compass of sorts to guide them from every corner of the planet, no matter how far away from the tree they are. -Dr. Declan Carter
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- The forest canopy is by far the most active part of the forest. From birds and small mammals, to insects and even the native Kiir. Up here it's not just the fauna that's abundant, but flora as well. Dozens of plant species grow amongst the branches, even the trees themselves produce large numbers of flowers, fruits and nuts. The branches in the canopy are large enough to allow two, sometimes three, adult humans to walk side by side. Even the leaves up here can get large, some as big an adult human. -Dr. Declan Carter.
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- Below the canopy, all the way to the forest floor resides the understory. A world so different from the one far above that it almost seems alien. Almost no sunlight makes it down here at all, but this realm isn't cast into complete shadow. Nearly every plant and animal down here has developed a form of bioluminescence in order to survive this shadowy world. Fungus plants reaching several meters into the air glow in dozens of different colors. Small delicate flowers with dull blues and reds hug close to the trunks of trees. Animals big and small have all developed their own means of bioluminescence in order to hunt, mate or for camouflage. -Dr. Declan Carter.
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- Force Nexus (Optional)
Intent: To add a unique location and a focal point to the folklore of the Kiir species.
Nexus Name: Ithquenti tree - Nexus Alignment: Neutral
- Size: Planetary
- Strength: Moderate
- Accessibility: N/A
- Effects: The roots of the mighty Ithquenti tree stretch out for kilometers, connecting with every tree, plant and fungus. These in turn connect to different flora, creating a massive network all leading back to the Ithquenti tree. Nutrients from this tree are sent out and shared with everything connected to its root system. Because the tree has a connection to the force, all nutrients that leave it are also effected. This is believed to be the cause for the rapid growth and gigantic size of a lot of the planets flora. The Kiir that live on Okarthel can sense the location of the Ithquenti tree from anywhere on the planet, which they in turn use it as a landmark to help guide them in the travels.
POPULATION
- Native Species: Kiir
- Immigrated Species: None
- Population: Sparse
- Demographics: 100% Kiir
- Primary Languages: Xanalre, limited Galactic standard
- Xanalre is a language with exaggerated consonants and a sharp dragon like edge at times. The language also includes subtle tail movements that can be difficult for some to pick up on.
- Culture: The Kiir are a very long lived semi nomadic species, spending the majority of their lives traveling through the canopies of the large trees that dominate the planet. They are smaller than most humanoids, only reaching 1.6 meters at the tallest, they possess horns, sharp teeth, a prehensile tail and soft soles on their feet for climbing. To the Kiir the tribe is everything, family, friends and a means of survival. Kiir are a varied species, all depending which species of dragon they descend from, with skin and hair colors matching that of humans, they even inherited the ability to breath the elements of the forebears as well. One thing they all have in common is that as they get older, their eye color changes to a pale shade of green. -Dr. Declan Carter
- Warfare isn't super common amongst the Kiir, but it doesn't stop them from being fierce warriors. Being nomadic hasn't given the Kiir a true reason to settle down, which hasn't given them a reason to build armies to defend themselves. They do have warriors though to fend off rival tribes, wild animals or even the seldom seen Munthrek that live deep underground. From a young age Kiir children are trained to hunt large game to keep the tribe fed, most of this teaching is in the form of ambush hunting, but also in the use of a variety of weapons. A group of Kiir warriors can appear and then vanish without a trace.
- Tribe is family and family is tribe. To the Kiir, the tribe and their families are almost the same thing. They rely one another for survival and everyone does their best to pitch in. Elders normally take part in leading the tribe with the wisdom they have gained, younger memebers do all the hunting, gathering and any other physical work, children are normally tasked with simpler tasks, mainly to keep them within the safety of the tribe.
- Beads and shiny things are used extensively in Kiir culture. From trading objects to adorning their hair, horns, tails and clothes. The Kiir them don't have a form of currency, but rather use bartering to get what they need from friendly tribes. Most of these tradable items include seashells, gemstones, beads made from bone or carved from obsidian and other shiny stones. Hair horns and tails are normally decorated with these fine objects as a means to be show what tribe they're from and a items to trade that are always with them. The Kiir are known to braid their hair and weave beads and fabric into them, shaving the sides of ones head is not uncommon. Clothes are normally close fitting to prevent snags on branches or anything when traveling through the canopy. Most daily clothing is died in reds, blues, greens or mahogany, while hunting close are normally earthy colors for blending in. Dyes for clothes are mostly found from flowers, berries and sometimes colored sediments.
- The Kiir are semi nomadic and will set up temporary villages for a few short years. These treehouses are made from wood and thick bark, held together with vines or thick woven rope. Large leaves and bark are used for the roof to prevent water from getting in. Most homes aren't heated, due to the natural warmth of the planet, rather their designed to keep out moisture. When traveling, the Kiir live in huts made from hides and the thick elytra (wing coverings) of giant beetles. These homes can be quickly torn down and carried with them.
- Religion is a strong aspect of the Kiir's life. Everywhere they go, they can feel the presence of the Ithquenti tree resonating through the ground. The tree itself is scared to them, for they believe it's the place where the dragon gods they worship descend from the heavens to the planet. The tree is also said to be the birthplace of the Kiir themselves after the age of fire. When the sun rises, the Kiir meditate with the planet, feeling the flow of life extending through it. The process is then repeated at night when the sun sets. The dragons themselves aren't truly worshiped, but rather seen as a manifestation of their deities when the descend to the mortal realm in physical form. The deities themselves are very similar to the Kiir themselves when they do not appear as dragons.
- Government: Tribal council run by elders, shamans and elected chiefs.
- Affiliation: None
- Wealth: Poor: The Kiir don't have an official form of currency like the rest of the galaxy, instead relying on bartering. This is due to their lack of exposure and connection to the galaxy.
- Stability: Medium: Okarthel is a wild and untamed planet. Dangerous beasts roam its forests and waterways, preying on the unsuspecting. Despite the dangers of the local flora and fauna, life amongst the Kiir is rather stable. Few problems arise between tribes and their members. Being nomadic can sometimes cause small disputes between tribes over good hunting grounds. Most of the time it can be resolved peacefully. Other times small skirmishes be warriors can break out, but this is relatively uncommon.
- Freedom & Oppression: The Kiir have a pretty high level of freedom. Very few laws are set in stone. Most actions to keep peace are taught to their children through stories or shown through social practices. The laws that are set in stone, and common across all tribes, prevent major crimes such as theft or murder.
- Military: The Kiir don't have anything resembling a true military, or any military. They do possess bands of warriors trained and hardened from a young age to defend the tribes from dangerous wildlife or rival tribes.
- Technology: Well below Galactic standard. The Kiir are nomadic by nature and therefore they haven't developed very far. Most of their tools and weapons are made from obsidian or bone.
- Date unknown: Thousands of years before the gulag plague and the even the rise of the old Republic, the planet Okarthel was nearly destroyed during the Age of Fire. A time of great destruction and according to Kiir folklore, the time they were created by the dragon gods. Long ago another race held sway over Okarthel, the Munthrek. A species that stood taller then the Kiir and looked more human in appearance. They built grand cities and empires that slowly expanded across the planet. Large temples began to rise in these cities that were quickly devouring the forests. The Munthrek were greedy and always desired more, enough so that they worshipped the dragon god Aryte. A god of deceit, power and destruction. He tricked his followers and twisted them into shells of their former selves. Aryte lead his army in a conquest to destroy the other dragon gods and claim the world for his own. The battles raged for years, destroying and burning everything in their path. The dragon gods were drastically outnumbered by Aryte's followers. To defeat Aryte, the gods gathered as many dragon eggs as they could, they breathed their essence into these eggs and created the Kiir. The Kiir resembled the gods in their human forms, and even carried some of their abilities. They were fierce fighters who were more than capable of pushing back the corrupted Munthrek. With the help of the Kiir, the dragon gods drove Aryte and his followers deep underground, thus bringing an end to the Age of Fire.
- Age of renewal: The destruction left by the Age of Fire was catastrophic. The land was scorched, entire forests were decimated, seas turned black from ash. Thousands of animals perished and many more had nowhere to go. Many sought refuge at the Ithquenti tree, the only tree undamaged by the battles, even the Kiir called this places home for centuries. The roots from the massive tree proved vital to the gods as they brought life back to the world, using the trees roots as a means to connect the planet and heal it rapidly from the ground up. As the forests began to thrive, the Kiir ventured out and began to roam the land as nomads instead of warriors.
- Ten years before the start of the Gulag plague: A new arrival appeared on the planet of Okarthel. Beings from beyond the stars in the form of an archeological research team lead by Dr. Declan Carter, a well known anthropologist at the university of Coruscant. Declan was surprised to find the Kiir and at how curious they were about the new comers. For several years he stayed with the Kiir and studied all he could of them, it wasn't every day you met an uncontacted sentient species. Declan eventually returned to Coruscant with the large amount of data he accumulated over the years.
- One year into the Gulag plague crisis: Declan and his team returned to Okarthel with several new faces and grim news. He told the tribe of Kiir he befriended before about the plague and the staggering cost of life it was claiming. Then he told them about how his research found that the Kiir had a much stronger resistance to the disease then the average being and that samples of their blood could help with finding a way of slowing it down. The Kiir were hesitant at first, but then agreed. Declan then told them of a device his new assistant had made, a device that could take their blood sample and alter someone else's to help with their studies. Keeping it simple, he told them the man could do magic or alchemy of sorts to accomplish this. The man in question made the Kiir uneasy, he had a uncomfortably cold aura about him. In the end they trusted him because of Declan himself. Once the samples were taken, the team left. Thos was the last time Declan and his team returned, or anyone for that matter.
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