Ghargonia
29-03-2005, 16:46
OOC: This is a consolidated factbook, because the other one is a complete mess. As with the last one, nothing is technically a secret in here, but the inherently xenophobic nature of Ghargonians will make it hard for you to find anything out about them at all. So you can't suddenly pop up and know everything about them.
Tis now finished, though I will probably be adding to it more substantially soon.
Influential Links:
- Retaking the Imperium (http://forums2.jolt.co.uk/showthread.php?p=6598072)
- A New Enemy Awakens (http://forums2.jolt.co.uk/showthread.php?t=372557)
- Mating Rituals, Politics and Death (Character RP) (http://forums2.jolt.co.uk/showthread.php?t=379338)
- Gorbgan IV -- Before the Throne (Character RP) (http://forums2.jolt.co.uk/showthread.php?t=386016)
Ghargonian Culture & Society
This section covers Ghargonian history, culture, biology and their origins.
Where do Ghargonians Live?
The Ghargonia system is not the most pleasant star system in the galaxy. The Ghargonia star is an 8.6 billion year old main sequence G-type star, approximately 0.1% larger and 0.4% hotter than Sol. Ghargonian scientists predict that Ghargonia Star will fully deplete its hydrogen fuel and become a red giant in 1 billion years or less. The closer it gets to this, the hotter it becomes.
Surrounding this elderly star are six fairly inhospitable planets, dotted at extreme distances from the sun all over the system.
Ghargonia 1 is approximately 0.22 A.U.s away from the star, and is so hot that the surface is constantly melted. Mining is impossible.
Ghargonia 2 is not much further away, at only .46 A.U.s, and is roughly the same size as Venus. Its atmosphere was stripped away millions of years ago in some unknown cataclysmic event, but it has many valuable metals and minerals that make it an important planet in the home system.
Ghargonia 3 – or more commonly known as Ghargonia Prime – is exactly 0.999991 A.U.s away from the star, and has an average surface temperature of 60 degrees Celcius. This planet has a thick oxygen-nitrogen atmosphere, and it is slightly larger and denser than Earth -- its gravity could cause permanent damage to the skeletal structure of a human if he or she were to remain there for a long period of time. Its landmass makes up approximately 41% of the planet's surface, and is, or was, mostly desert with a few rainforests. Small oceans are dotted around the world, but most moisture is contained within the air, deep underground, and frozen near the small icecaps. Ghargonia Prime is the only world in the Ghargonia system to harbour life; three sentient species have evolved there, and two still remain today, as well as millions of other species over the years.
Ghargonia Prime has two moons, one of which has a thin oxygen-nitrogen atmosphere and is capable of supporting life. Only plants evolved there, however, until Ghargonians colonised the world many years ago.
Ghargonia 4 is a massive gas giant, at least 12 times larger than Jupiter, and is situated approximately 26.2 A.U.s away from the star. Ghargonia 4 is known to have substantial quantities of various useful gases, and as such is heavily mined by the Ghargonians.
Ghargonia 5 is an icy, rocky world, roughly the same size as Venus, and is situated 35.1 A.U.s from the star. It used to be one of the largest sources of terralium in the galaxy, but it was strip-mined by the Ghargonians a significant period of time ago, leaving nothing of value.
Ghargonia 6 is a medium-sized gas giant, just over 61 A.U.s from the star at the edge of the solar system, and is approximately the same size as Saturn. It has large quantities of ammonia, but little else of value. Space Station Krak orbits the planet, though its purpose is classified.
Key Events in Ghargonian History
The Ghargant Imperium was a vast, interstellar empire stretching for almost 11,000 light years in diameter at its peak.
Ghargonia Prime underwent a similar process of development to Earth, albeit hundreds of millions of years earlier.
Creatures very similar to Earth’s dinosaurs were the dominant species, with mammals being small and rare. The similarities between Earth and Ghargonia Prime end here, however, as the Ghargonisaurs (collective name for the predecessors of Ghargonians) were never made extinct.
Indeed, the opposite occurred. Evolution continued.
Carnivores gained more and more intelligence, and at some point began killing their prey from a distance with ranged weapons; primitive bows, spears and slings. Various fossils demonstrate them becoming more and more upright, their tails shrinking over time, and their ‘hands’ becoming more complex, developing a third finger and a thumb. For unknown reasons, the herbivores have evolved very little, and they are now domesticated animals used by the Ghargonians for food and things like leather.
Within a matter of just a few million years, three sub-species of Ghargonians reached the humanoid form we now have.
The Ghargonians themselves were the most balanced, with intelligence and strength, and they formed tribes and clans very early on.
The Grishnaki were highly intelligent, yet lacked physical capabilities, and were obliterated by the Ghargonians before they reached a high level of technology or social structure. Had they been allowed to continue their evolution, it is highly possible that they would have become dominant over the Gerash. They may even have reached space before the Ghargonians did. Or, they could have been valuable allies or slaves for the Imperium. Unfortunately, none survived the Ghargonians' onslaught.
The Gerash were violent, with roughly 40% the average intelligence of a Ghargonian but twice the strength and reflexes. They were roughly nine human feet tall on average, but very heavily built. With their bloodlust and their keen tactical intellect (the only form of intellect that can really be attributed to them), they are natural-born warriors.
The Ghargonians began keeping historical records in 0 GE (Ghargonian Era). They record various, highly organised towns across the planet. Herbivores were captured and kept as livestock to provide a stable source of food, while the Gerash were easily brainwashed and used as expendable soldiers in clan feuds.
It was 3,218 GE when the planet was unified under a single banner, the banner of the First Ghargon. Although only at a level of technology comparable to that of Earth’s Middle Ages, global unity had been accomplished. The rule of the Ghargon was absolute. The Imperium was founded.
A rapid ‘Industrial Revolution’ equivalent began in 4,917 GE when various new technologies were invented such as steam power, and a fossil-fuel internal combustion engine very similar to that of the ones humans use now.
By 5,195 GE, fission power had been developed and had replaced all that which the Industrial Revolution had created. A full satellite network orbited the planet, affording the Ghargon complete, total power over the entire planet for the first time.
Eager for expansion, the Ghargon of the time implemented a plan to develop space travel, and hopefully visit one of Ghargonia Prime’s two moons to judge whether or not a colony could be established there for mining purposes.
Crude rocket ships made the journey repeatedly, and a colony was established in 5,682 GE. From then on, ion-powered ships made frequent journeys to the moons and back, and occasionally to the nearby asteroid belt.
In 6,328 GE, however, scientists revolutionised space travel with the invention of the ‘ion burst’ engine. Simply put, standard ion engines were reinforced with better super-conductors, and then overloaded. Unable to use the energy for propulsion, it was stored up and then released in one final, explosive discharge. A highly dangerous way to travel, but it afforded speeds previously unattainable, and as such, exploration increased. Sleeper ships to nearby solar systems were launched, and colonies established on the worlds they found there too.
By 7,199, the ‘phased photon drive’ had been developed, which for the first time, allowed light speed. It was reliable and cheap to construct, and a massive fleet of battleships and exploratory ships was constructed. Even civilian ships could afford to install the technology. And until 7,217, expansion proceeded undeterred.
In 7,217 however, a civilian ship was reported lost. A battleship sent to investigate was also lost. And so a fleet was launched, and they found the first enemy of the Imperium.
The Verak. Highly intelligent, as the Ghargonians, but they were mammals. This fatal flaw meant that they simply lacked the strength, the courage, the tenacity, the durability and the enthusiasm for combat. Although highly xenophobic, the Verak simply didn't have the drive necessary to defeat the Ghargonians.
The Verak had only one star system to their name, and the Imperium wanted it. Verak ships were fast but lightly armed; they were never intended for battle. The first battleship had been destroyed because it was not prepared; the fleet made no such mistake. By 7,218 the entire Verak race had been made extinct, and their system added to Imperium territories.
This process of expansion continued. Slowly but surely, the Imperium would upgrade its technology, acquire new territories, and exterminate / enslave entire civilisations.
By 2,081,811 GE the Imperium had more than 9,000 light years of territory. 45 civilisations were slowly being worked to death as slaves (mostly primitives who never even reached a stage of industrial development), and a staggering 217 civilisations had simply been exterminated. The only enemy of substance, the Dakaar Empire, was thought to have a mere 700 light years of territory, and less-than-equal technology (at the time). Faster-than-light speeds had been achieved through the use of enhanced photonic drives, and work was under way on a warp drive, which simply created an artificial singularity to allow near-instant travel anywhere in the galaxy. The Imperium was at its height.
A small group of society decided that after 2,000,000 years, the Ghargon was a stagnant leader. An intricate plan, the details of which are not even known to us, was put into motion. The crew of the GMS Venerator, the flagship of the Imperium, mutinied, and threatened bombardment of the Ghargon’s chambers if he refused to step down peacefully. However, the revolutionaries had been betrayed by an insider, and a small fleet of ships drove them away from Ghargonia Prime. 5,000 battered and demoralised revolutionaries made it out of Ghargonian space. They had been informed that the Imperium would hunt them down and make an example of them, no matter where they went.
The leader of the group decided the best course of action would be to take refuge on a distant planet, a place they would be safe for ages to come. The other side of the galaxy seemed the best course of action, almost 50,000 light years from Imperium territory. The group swore one day to return and take control of the Imperium once and for all.
After decades of searching for an appropriate planet, Earth was located. The Venerator landed, in need of extensive repairs, on what is now known as 0micronis Island -- currently a colony of the New Ghargant Imperium. Exploration of the local resources began, as metals were needed to begin building up a settlement. The industrial synthesisers on the Venerator proved useful, however, they had limits to what they could produce.
After a year, our ancestors began exploring towards the edge of the island. A small village was discovered within a week of mapping; it was primitive, wooden huts and straw beds, but it was a village. Strange, upright mammals were found there, who seemed terrified at the arrival of the Ghargonian explorers. A crowd formed, until someone shouted something in a dialect so simple the translator could not process it. Six of the explorers were taken by surprise as the mammals we now know as humans bludgeoned them to death with farming instruments. The survivor fled; luckily humans were slow in comparison.
The Elders decided the best course of action was to permanently secure the safety of 0micronis, to allow for expansion and ultimately to become powerful enough to take over the Imperium. 700 Gerash foot soldiers had been stationed aboard the Venerator when it was captured, and they were sent to exterminate that village and any other on the island. Once this was done, the shield generator of the Venerator was temporarily removed and set up to defend the settlement.
Within two years, the energy barrier which now completely surrounds 0micronis was completed, installed and activated, and has been ever since.
The fate of the Imperium was always something highly debated by the rebels on Earth. Having built their own civilisation, consisting of hundreds of millions of people crammed onto that island, many Ghargonians became complacent, thinking that they would never bother to attempt an attack on the Imperium. So once in a while, every few centuries, false sensor readings were reported by the government. Imperium ships scouting the solar system, looking for them. This reminded the people why they were here, and kept them focussed.
In the meantime, Gerash were bred from the original 700 soldiers. Some level of gene therapy was required to prevent their limited gene pool becoming a problem, but they have ultimately retained their strength, their speed, their stamina, their tactical capabilities and their stupidity.
When the time came, the rebel Ghargonians constructed a fleet in an orbiting shipyard. A fleet of Venerator-lookalikes built from various materials found throughout the solar system, including limited deposits of terralium found in the system's asteroid field. Once they were prepared, and fully crewed, the ships engaged their photonic drives in the direction of the Imperium.
When our Emperor, Gorbgan IV, landed on Ghargonia Prime (see: Retaking the Imperium (http://forums2.jolt.co.uk/showthread.php?t=341775)), having encountered no resistance or transmissions anywhere in Imperium territory, he found a destroyed world. It had been dead for almost the entire 2,000 years they had been living on Earth. Only one person from the billions of Ghargonians that had once inhabited the Imperium survived. The last Ghargon of the Old Imperium.
The elderly man told Gorbgan of an Imperium in chaos. Factions forming, civil war breaking out, Ghargonian against Ghargonian, until a lethal new threat showed itself. Having grown complacent in its dominance, the Imperium was totally surprised to find an alien race which could not only match them, but completely overpower them.
The Kree.
Powerful aliens who never showed their faces or attempted communications, Kree ships appeared totally immune to Imperium weaponry. Thousands of battleships launched millions of missiles, hundreds of millions of plasma blasts, and millions of fighters against the unknowns.
And they didn't even scratch them. Every attack resulted in failure for the Imperium. Every fleet sent to engage the Kree was destroyed, scoring no kills of their own. Planet after planet, station after station, light year after light year of the Imperium disappeared under the Kree's relentless attacks. The Ghargon could only watch as an empire millions of years in the making was eaten away from the outside in a matter of weeks. And they could do nothing to stop them.
Ultimately, the Kree ships reached Ghargonia Prime. No alien race had ever managed to reach this planet. It was the heart of the most powerful empire the galaxy, if not the universe, had ever known. And they sat in orbit, laying waste to its colossal, surface-covering city. Any ships attempting to retaliate were disintegrated without a second thought, any ships attempting to flee were chased until dead. Their assault was relentless and unstoppable. And totally successful.
And then, when they were satisfied that every single Ghargonian in the galaxy had been killed, the Kree left. Behind them were empty, scarred planets. Fields of thousands of Imperium battleships drifted in space, results of the Kree's boarding tactics. Fires that burned for a thousand years raged. A once mighty empire was reduced to nothing in a matter of weeks.
Or, so the Kree thought. Handfuls of Ghargonians survived the attacks. Small settlements formed on two or three planets, but they usually failed for one reason or another. But somehow, they survived for 2,000 years. Just before the last survivor of the Ghargant Imperium died, more Ghargonians revealed themselves.
The Kree had not known about the rebels hiding on Earth. It is lucky they did not, as the humans would also have been wiped from history in a nanosecond. These fresh Ghargonians, millions of them, came expecting a fight, and found a dead empire. Our great Ghargon, Gorbgan IV, killed the aging Ghargon of the Old Imperium and secured his rightful place as Ghargon of the New Ghargant Imperium. Already, they are powerful again, with many star systems now falling under their jurisdiction and a formidable fleet based upon designs of ships which once made the entire galaxy shake with fear.
Events since the rebirth of the Imperium have proved interesting. In their search for old Imperium outposts to reclaim and rebuild, the New Imperium has stumbled upon the Kree once again (see: A New Enemy Awakens (http://forums2.jolt.co.uk/showthread.php?t=372557)). The story related to them by the last Ghargon was not entirely accurate; it seemed that instead of leaving, the Kree simply went into hibernation. On planets which used to belong to the Imperium, millions of Kree awoke from their long slumber. Their ships, stored underground, once more flew through Imperium territory, and again they proved to be almost invincible.
However, two soldiers on an abandoned mining planet managed to locate what appeared to be a Kree research facility. As well as modified sonic concussion rifles for use against individual Kree, the soldiers managed to locate an 'anti-Kree gunship' that our ancestors had been working on until the Kree came for them, almost 2,000 years ago. The ship, referred to as the 'Bladeship', lacked some features but it was fully operational. The two soldiers took the Bladeship, instructed the fleet in how to adjust their own weapons to be effective against the Kree, and drove the Kree out of Imperium territory.
A captured, humanoid, Kree revealed that the Kree may have been created by the Old Imperium as unbeatable killing machines, so they could use them as weapons. The Imperium considered Ghargonians to be the superior form of life, and all other species were 'impure', and at that time they were largely correct -- they were one of the few space-faring races.
Unfortunately, implementing this philosophy into the genetic programming of the Kree -- destroy the impure -- turned out to be catastrophic. The Kree found the Ghargonians disgusting and referred to them as 'Impure', and immediately left the Imperium. They somehow found a way to leave the galaxy. When they came back, they had technology far beyond anything previously encountered. And then they made history. The captured Kree also suggested that the Kree wouldn't rest until they completed their work -- the annihilation of all life in the galaxy. Studies of this Kree, both autopsy and field observations in battle, are available here, or by scrolling down (http://forums2.jolt.co.uk/showpost.php?p=7664760&postcount=8).
In 2,083,011 G.E., a brief period of diplomatic negotiations occured, with Chronosia, Siesatia and Xenonier respectively. Ghargonia signed several non-aggression pacts and was on the verge of drawing upon a trade agreement, before the Ghargonian delegates (with the Ghargon himself among them) abruptly left for fear of being 'tainted with the weakness of outsiders'. The Imperium subsequently went into a period of total isolation, and recalled all Kree patrols. All contact was severed, and communication into the Imperium was blocked by a network of satellites.
The total isolation of the Imperium has continued to this very day.
Current Ghargonian Year: 2,083,062 G.E.
Basic Biology Lessons -- Ghargonians & Gerash
- On average, Ghargonians are 7-8 foot tall. Gerash are typically a whopping 9 feet high. Obesity does not exist, as they eat only a few times per week. A result of their carnivorous nature.
- Ghargonians are typically at least twice as strong as the strongest human. Gerash are at least twice as strong -- and fast -- as the strongest Ghargonian. Gerash also have substantially better eyesight, and much better vision in dark conditions. They are able to focus better in weather such as wind and snow, or strong winds. Their hearing is also much better, with a wider range of frequencies.
- Although more advanced than humans technologically, Ghargonians have had millions of years to develop this technology. On average, they are only about 50 IQ points more intelligent than an average human. Gerash, on the other hand, are usually possess less than 40% of the intelligence of a Ghargonian -- they are very good at tactics and strategy on the battlefield, regardless.
- Both Ghargonians and Gerash are carnivours. Their digestive system is not suited to plant life at all. Their teeth are long (the longest tooth in their mouth is, on average, an inch -- both Ghargonians and Gerash), and they are curved back and pointed. They are suited to tearing flesh, and useless at chewing leaves. The head of a Ghargonian is very, very similar to the Deinonycus dinosaur of Earth. Gerash typically have bulkier heads, but they retain a very similar shape.
- Both species have limited temperature regulation abilities. Although they are not typical reptiles in that they don't need to lie in the sun for an hour every morning, they do prefer warm conditions. A Ghargonian may find his life in danger in temperatures less than 5 degrees Celsius. This is why all military armour is fitted with thermal controls, to allow for most conditions. An un-armoured Ghargonian would die in a short amount of time in sub-zero conditions, however. It is generally agreed that the optimal temperature for both species is 37 degrees Celsius.
Ghargonians do lose a lot of body temperature when sleeping. When they wake, a Ghargonian with no access to electronic heating systems and not on a hot planet/country must exercise for ten minutes and then bask in the sun for fifteen minutes. If there is no sun, then they must exercise for half an hour/an hour, depending on how cold it is. Once they reach a certain temperature, their bodies are able to stabilise automatically, unless it is especially cold.
- The lifespan of an average, healthy Ghargonian is roughly 200 years. Few genetic diseases remain, as Ghargonian culture dictates that flawed offspring be left to die -- Ghargonians are definitely not driven by parental instincts like most mammals. Mild genetic diseases, however, can be found in some adults. If they are capable of fighting it doesn't really matter to the parents.
- Female Ghargonians have roughly 1.5 times the strength of a male. They are typically half a foot bigger too. It is believed by some, in fact, that females used to be the dominant sex. When this changed is unknown, but their fierce temper prevents many males from provoking them -- angry females have been known to toss a male clean across a room. They are easily recognised not only by their increased size but by elegant tan-brown markings on the face and lower arms, and a fierce temper. Gerash females, on the other hand, are reletively similar to their male counterparts. They are not used as soldiers, however, due to their breeding value.
- Ghargonians have been recommended to take 7 hours of sleep per day at least, and 9 at best.
- Ghargonians only need to eat a full, meat-based meal 3-4 times per week. They do not require as much water as humanoid mammals, either, needing only roughly 4 litres per day. If they eat a whole wildercat in one sitting, they will not usually need to eat again for a whole week.
- Ghargonians and Gerash are typically more durable than most species. They have reduntant organs that can be used to supplement damaged organs automatically, if necassary.
Grishnaki Biology
According to bio-archaeologists, Grishnaki share most of the traits of Ghargonians and Gerash, being close relatives as they are.
- Grishnaki were carnivores, with all of the eating and drinking requirements of a Ghargonian. They too preferred heat over cold.
- Grishnaki possessed three-quarters of the strength of an average human, this being less than half the strength of an average Ghargonian. They were twice as intelligent as either species combined, though. Their brains were the size of a human's, but they likely used more than 40% of it for various tasks.
Ghargonian Culture
- Males and females have equal rights. Females can serve in the military if they wish. However, it is very rare for a female to join the military, as they feel superior to the males and don't see any reason to 'help them'.
- Neither male nor female Ghargonians wear many clothes. Sentient mammals throughout the galaxy feel the need to do so, but the trend never caught on with Ghargonians. They have little to hide, and their scaled skin is so resilient that protection is unnecessary. Typical clothing for either sex (reptiles don't have mammary glands, remember) is little more than a leather belt with a short cloth wraparound hanging down. Shoes are equally rare, but sometimes skin is insufficient protection. Ghargonians leaving the heated confines of Ghargonia Prime, however, wear as many clothes as possible. Cold is not a thing Ghargonians enjoy.
- Mating rituals typically include a challenge, similar to the one used between males to prove superiority. Either sex can initiate a challenge -- if they win, their 'opponent' is impressed by their strength and will agree to mate with them. If they lose, their opponent refuses the mating request. It is this simple. Mates do not always get along, and undergo a period of familiarisation that humans would call 'dating', but typically 80% of mates remain together.
- To a Ghargonian, food is not as important as it is to some species. A typical meal will be little more than a raw leg of wildercat and a mug of water or ale.
- Ghargonians enjoy bars. 'Reekhouses', their equivalent of a public house, serve various potent ales in a very old fashioned, rustic way. Bar brawls are frequent as males attempt to prove their dominance, and they are perfectly legal. There are an estimated 240,000 reekhouses across the Imperium, mostly on Ghargonia Prime.
- Unnatural deaths are not uncommon amongst Ghargonians, although they are not advised. Ghargonians live by a single code; strength is essential. Frequently males fight if they believe another to be weak, or if they believe they could do a better job. Although most don't kill when they are successful, preferring to humiliate their opponent into improving himself, sometimes it is necessary to preserve honour.
- The position of Ghargon is a demonstration of the above. He or she must be the strongest Ghargonian alive if he or she is to fulfil their duty. If another Ghargonian feels the Ghargon is not the strongest, they may challenge him. Anybody can challenge the Ghargon, though as Ghargonians are not typically power mad, they will not do so unless they believe it is the right thing to do. If they defeat the Ghargon in hand-to-hand combat, they must kill him for disgracing his people, and then they legally take his place as the strongest Ghargonian alive. If the challenger loses, the Ghargon must kill him for betraying his people. The current Ghargon, Gorbgan IV, has been challenged over 70 times.
- Music does not exist. Friendly fighting, either for practice or for show, is very common and a popular form of entertainment. Few people die from this, and those who do typically die accidentally. It is not the same as a challenge.
Ghargonian Language
- Grishnaki
The language spoken by the Grishnaki in the short period of time they existed, well before the G.E., was surprisingly universal and complicated. Although their vocal structure was not all that dissimilar to Ghargonians, their verbal language is incredibly difficult to learn. Their written language consists of a phonetic alphabet very similar to Modern Ghargonian. This language is important only to archaeologists.
- Pre-historic Ghargonian
This is the language of the Ghargonians, any time before the Ghargonian Era (G.E.) more than 2 million years previous to the current date. Pre-historic Ghargonian can include any number of regional dialects spoken before global unity.
- Ancient Ghargonian
Language changed little in the period between 0 G.E. and 1,000,000 G.E. Ancient Ghargonian saw the conversion from symbolic writing systems to a phonetic alphabet, however verbally it sounded much the same. A few regional dialects existed, but these became little more than accents in the globalisation that took place in the first 200,000 years of this period.
- Middle Ghargonian
Although someone speaking Middle Ghargonian would sound insane to someone speaking Ancient Ghargonian, the differences are slight, mostly in pronunciation. There are no regional dialects in this period (1,000,000 G.E. - 1,700,000 G.E.), and none of the symbolic systems exist any more. Writing is mostly done on computers, and original logs written in Middle Ghargonian still exist and are accessed on a regular basis for historical reference -- the written language is little changed compared to modern language, mostly because of computerisation.
- Modern Ghargonian
Ghargonian vocal and written languages from 1,700,000 G.E. to present day are considered 'Modern'. The difference to Middle Ghargonian is again mostly in pronunciation. An extremely guttural language, with various roars, growls, snarls and snorts forming entire words, Modern Ghargonian can only physically be spoken by a select few races, Ghargonians and Gerash included, humans not included. Modern Ghargonian writing, however, can be learned by anyone with a brain, eyes and fingered hands. A Braille format does not exist, because flawed offspring are left to die as soon as the flaws are found.
- Gerash
The Gerash were never intelligent enough to come up with a written language of their own, but there once was a time when a spoken language was used by their race. This was well before 0 G.E., however, when Ghargonian farmers and lords enslaved their species. Now, Gerash speak a dumbed-down version of Modern Ghargonian; although a slight accent can be detected by Ghargonians outsiders wouldn't notice much difference.
Ghargonian Martial Arts
Ghargonians and Gerash alike are tought to be adept in martial arts from an early age. Upon joining the military, these skills are honed to perfection. But they also form a major part of every day life, and Ghargonians can frequently be seen fighting with each other in public places.
Fighting is a major source of entertainment. In nearly every reekhouse there is usually at least one arena, or just an area set aside for combat. Two Ghargonians can decide to fight, either for practice, fun, or to settle an argument. These fights are not usually to the death; a proper Challenge is usually resolved in private if at all possible.
Onlookers can cheer on their favourite combatant, place bets, and even fight the winner to start up some form of make-shift tournament. Unlike the greedy mammal societies, conglomerates have not risen up to seize control of this sport; they would not dare.
There are three main styles of melee combat used in Ghargonia, with hundreds of lesser forms used by various groups:
- Hocket
This is a form of combat specific to the Hocket weapon, a long (6 foot) pole, held in both hands. If this weapon is purely for friendly competition, then one end is simply blunt, for clubbing. If this weapon is just that, a weapon, then it is tipped with a sharp spike. The other end is always a large hook, that looks like a cross between a scythe and a hockey stick. The art of hocket typically involves an elegant fight with these poles, with opponents wielding them like a cross between a staff and a spear, using the hook to grab or grapple.
Hocket is a highly popular form of entertainment as well as a deadly skill. It is a demonstration of skill and warrior instincts, as well as a lot of fun for both the competitors and the spectators. These friendly competitions only result in a death by accident, or through lack of skill.
- Dachet
This frantic style of combat is fought using two, dual-ended blades, small, one held in each hand. Blades are elegant, pure terralium, and curved in opposite directions. A series of small, but fast and powerful moves makes up the basic style. A form of 'twitch' combat; the blades are so short that the moves are small, and the margin for error minuscule. Typically used as a means of challenging someone, often to the death. This art still exists in a non-lethal form for entertainment, with competitors using wooden, blunt versions of the dachets.
- Atuk
Atuk is the primary form of unarmed combat. Raw power combined with elegant defences and simple dodges. Instead of working your way around your opponent's defences, or waiting for him or her to make a mistake, Atuk typically involves using raw power and speed to simply destroy your opponent's defences. Finishing moves sometimes require full use of body weight and momentum, and are usually lethal.
A popular sport, similar to dachet and hocket, especially when no weapons are nearby. Certainly not to be underestimated; brute force may not be recommended by Earthly martial arts, but to a Ghargonian it comes naturally and easily.
- Kox
Kox is a kicking martial art. Whereas Atuk utilises a variety of hand and leg attacks and defences, Kox teaches only kicking. And it is highly effective at it. Unlike Atuk, Kox is more of a strategic art designed for immobilising, rather than destroying. As such, most Kox strikes will be against joints. A Kox Master can completely cripple his opponent, possibly permanently, without even slightly damaging his vital areas. It is rarely used by the Military, except to capture important prisoners who may hold vital information. Though, a sonic concussion rifle can do the job just as quickly.
It is not generally regarded as an honourable form, though. Most Ghargonians tend to avoid using it, although many are versed in it.
Tis now finished, though I will probably be adding to it more substantially soon.
Influential Links:
- Retaking the Imperium (http://forums2.jolt.co.uk/showthread.php?p=6598072)
- A New Enemy Awakens (http://forums2.jolt.co.uk/showthread.php?t=372557)
- Mating Rituals, Politics and Death (Character RP) (http://forums2.jolt.co.uk/showthread.php?t=379338)
- Gorbgan IV -- Before the Throne (Character RP) (http://forums2.jolt.co.uk/showthread.php?t=386016)
Ghargonian Culture & Society
This section covers Ghargonian history, culture, biology and their origins.
Where do Ghargonians Live?
The Ghargonia system is not the most pleasant star system in the galaxy. The Ghargonia star is an 8.6 billion year old main sequence G-type star, approximately 0.1% larger and 0.4% hotter than Sol. Ghargonian scientists predict that Ghargonia Star will fully deplete its hydrogen fuel and become a red giant in 1 billion years or less. The closer it gets to this, the hotter it becomes.
Surrounding this elderly star are six fairly inhospitable planets, dotted at extreme distances from the sun all over the system.
Ghargonia 1 is approximately 0.22 A.U.s away from the star, and is so hot that the surface is constantly melted. Mining is impossible.
Ghargonia 2 is not much further away, at only .46 A.U.s, and is roughly the same size as Venus. Its atmosphere was stripped away millions of years ago in some unknown cataclysmic event, but it has many valuable metals and minerals that make it an important planet in the home system.
Ghargonia 3 – or more commonly known as Ghargonia Prime – is exactly 0.999991 A.U.s away from the star, and has an average surface temperature of 60 degrees Celcius. This planet has a thick oxygen-nitrogen atmosphere, and it is slightly larger and denser than Earth -- its gravity could cause permanent damage to the skeletal structure of a human if he or she were to remain there for a long period of time. Its landmass makes up approximately 41% of the planet's surface, and is, or was, mostly desert with a few rainforests. Small oceans are dotted around the world, but most moisture is contained within the air, deep underground, and frozen near the small icecaps. Ghargonia Prime is the only world in the Ghargonia system to harbour life; three sentient species have evolved there, and two still remain today, as well as millions of other species over the years.
Ghargonia Prime has two moons, one of which has a thin oxygen-nitrogen atmosphere and is capable of supporting life. Only plants evolved there, however, until Ghargonians colonised the world many years ago.
Ghargonia 4 is a massive gas giant, at least 12 times larger than Jupiter, and is situated approximately 26.2 A.U.s away from the star. Ghargonia 4 is known to have substantial quantities of various useful gases, and as such is heavily mined by the Ghargonians.
Ghargonia 5 is an icy, rocky world, roughly the same size as Venus, and is situated 35.1 A.U.s from the star. It used to be one of the largest sources of terralium in the galaxy, but it was strip-mined by the Ghargonians a significant period of time ago, leaving nothing of value.
Ghargonia 6 is a medium-sized gas giant, just over 61 A.U.s from the star at the edge of the solar system, and is approximately the same size as Saturn. It has large quantities of ammonia, but little else of value. Space Station Krak orbits the planet, though its purpose is classified.
Key Events in Ghargonian History
The Ghargant Imperium was a vast, interstellar empire stretching for almost 11,000 light years in diameter at its peak.
Ghargonia Prime underwent a similar process of development to Earth, albeit hundreds of millions of years earlier.
Creatures very similar to Earth’s dinosaurs were the dominant species, with mammals being small and rare. The similarities between Earth and Ghargonia Prime end here, however, as the Ghargonisaurs (collective name for the predecessors of Ghargonians) were never made extinct.
Indeed, the opposite occurred. Evolution continued.
Carnivores gained more and more intelligence, and at some point began killing their prey from a distance with ranged weapons; primitive bows, spears and slings. Various fossils demonstrate them becoming more and more upright, their tails shrinking over time, and their ‘hands’ becoming more complex, developing a third finger and a thumb. For unknown reasons, the herbivores have evolved very little, and they are now domesticated animals used by the Ghargonians for food and things like leather.
Within a matter of just a few million years, three sub-species of Ghargonians reached the humanoid form we now have.
The Ghargonians themselves were the most balanced, with intelligence and strength, and they formed tribes and clans very early on.
The Grishnaki were highly intelligent, yet lacked physical capabilities, and were obliterated by the Ghargonians before they reached a high level of technology or social structure. Had they been allowed to continue their evolution, it is highly possible that they would have become dominant over the Gerash. They may even have reached space before the Ghargonians did. Or, they could have been valuable allies or slaves for the Imperium. Unfortunately, none survived the Ghargonians' onslaught.
The Gerash were violent, with roughly 40% the average intelligence of a Ghargonian but twice the strength and reflexes. They were roughly nine human feet tall on average, but very heavily built. With their bloodlust and their keen tactical intellect (the only form of intellect that can really be attributed to them), they are natural-born warriors.
The Ghargonians began keeping historical records in 0 GE (Ghargonian Era). They record various, highly organised towns across the planet. Herbivores were captured and kept as livestock to provide a stable source of food, while the Gerash were easily brainwashed and used as expendable soldiers in clan feuds.
It was 3,218 GE when the planet was unified under a single banner, the banner of the First Ghargon. Although only at a level of technology comparable to that of Earth’s Middle Ages, global unity had been accomplished. The rule of the Ghargon was absolute. The Imperium was founded.
A rapid ‘Industrial Revolution’ equivalent began in 4,917 GE when various new technologies were invented such as steam power, and a fossil-fuel internal combustion engine very similar to that of the ones humans use now.
By 5,195 GE, fission power had been developed and had replaced all that which the Industrial Revolution had created. A full satellite network orbited the planet, affording the Ghargon complete, total power over the entire planet for the first time.
Eager for expansion, the Ghargon of the time implemented a plan to develop space travel, and hopefully visit one of Ghargonia Prime’s two moons to judge whether or not a colony could be established there for mining purposes.
Crude rocket ships made the journey repeatedly, and a colony was established in 5,682 GE. From then on, ion-powered ships made frequent journeys to the moons and back, and occasionally to the nearby asteroid belt.
In 6,328 GE, however, scientists revolutionised space travel with the invention of the ‘ion burst’ engine. Simply put, standard ion engines were reinforced with better super-conductors, and then overloaded. Unable to use the energy for propulsion, it was stored up and then released in one final, explosive discharge. A highly dangerous way to travel, but it afforded speeds previously unattainable, and as such, exploration increased. Sleeper ships to nearby solar systems were launched, and colonies established on the worlds they found there too.
By 7,199, the ‘phased photon drive’ had been developed, which for the first time, allowed light speed. It was reliable and cheap to construct, and a massive fleet of battleships and exploratory ships was constructed. Even civilian ships could afford to install the technology. And until 7,217, expansion proceeded undeterred.
In 7,217 however, a civilian ship was reported lost. A battleship sent to investigate was also lost. And so a fleet was launched, and they found the first enemy of the Imperium.
The Verak. Highly intelligent, as the Ghargonians, but they were mammals. This fatal flaw meant that they simply lacked the strength, the courage, the tenacity, the durability and the enthusiasm for combat. Although highly xenophobic, the Verak simply didn't have the drive necessary to defeat the Ghargonians.
The Verak had only one star system to their name, and the Imperium wanted it. Verak ships were fast but lightly armed; they were never intended for battle. The first battleship had been destroyed because it was not prepared; the fleet made no such mistake. By 7,218 the entire Verak race had been made extinct, and their system added to Imperium territories.
This process of expansion continued. Slowly but surely, the Imperium would upgrade its technology, acquire new territories, and exterminate / enslave entire civilisations.
By 2,081,811 GE the Imperium had more than 9,000 light years of territory. 45 civilisations were slowly being worked to death as slaves (mostly primitives who never even reached a stage of industrial development), and a staggering 217 civilisations had simply been exterminated. The only enemy of substance, the Dakaar Empire, was thought to have a mere 700 light years of territory, and less-than-equal technology (at the time). Faster-than-light speeds had been achieved through the use of enhanced photonic drives, and work was under way on a warp drive, which simply created an artificial singularity to allow near-instant travel anywhere in the galaxy. The Imperium was at its height.
A small group of society decided that after 2,000,000 years, the Ghargon was a stagnant leader. An intricate plan, the details of which are not even known to us, was put into motion. The crew of the GMS Venerator, the flagship of the Imperium, mutinied, and threatened bombardment of the Ghargon’s chambers if he refused to step down peacefully. However, the revolutionaries had been betrayed by an insider, and a small fleet of ships drove them away from Ghargonia Prime. 5,000 battered and demoralised revolutionaries made it out of Ghargonian space. They had been informed that the Imperium would hunt them down and make an example of them, no matter where they went.
The leader of the group decided the best course of action would be to take refuge on a distant planet, a place they would be safe for ages to come. The other side of the galaxy seemed the best course of action, almost 50,000 light years from Imperium territory. The group swore one day to return and take control of the Imperium once and for all.
After decades of searching for an appropriate planet, Earth was located. The Venerator landed, in need of extensive repairs, on what is now known as 0micronis Island -- currently a colony of the New Ghargant Imperium. Exploration of the local resources began, as metals were needed to begin building up a settlement. The industrial synthesisers on the Venerator proved useful, however, they had limits to what they could produce.
After a year, our ancestors began exploring towards the edge of the island. A small village was discovered within a week of mapping; it was primitive, wooden huts and straw beds, but it was a village. Strange, upright mammals were found there, who seemed terrified at the arrival of the Ghargonian explorers. A crowd formed, until someone shouted something in a dialect so simple the translator could not process it. Six of the explorers were taken by surprise as the mammals we now know as humans bludgeoned them to death with farming instruments. The survivor fled; luckily humans were slow in comparison.
The Elders decided the best course of action was to permanently secure the safety of 0micronis, to allow for expansion and ultimately to become powerful enough to take over the Imperium. 700 Gerash foot soldiers had been stationed aboard the Venerator when it was captured, and they were sent to exterminate that village and any other on the island. Once this was done, the shield generator of the Venerator was temporarily removed and set up to defend the settlement.
Within two years, the energy barrier which now completely surrounds 0micronis was completed, installed and activated, and has been ever since.
The fate of the Imperium was always something highly debated by the rebels on Earth. Having built their own civilisation, consisting of hundreds of millions of people crammed onto that island, many Ghargonians became complacent, thinking that they would never bother to attempt an attack on the Imperium. So once in a while, every few centuries, false sensor readings were reported by the government. Imperium ships scouting the solar system, looking for them. This reminded the people why they were here, and kept them focussed.
In the meantime, Gerash were bred from the original 700 soldiers. Some level of gene therapy was required to prevent their limited gene pool becoming a problem, but they have ultimately retained their strength, their speed, their stamina, their tactical capabilities and their stupidity.
When the time came, the rebel Ghargonians constructed a fleet in an orbiting shipyard. A fleet of Venerator-lookalikes built from various materials found throughout the solar system, including limited deposits of terralium found in the system's asteroid field. Once they were prepared, and fully crewed, the ships engaged their photonic drives in the direction of the Imperium.
When our Emperor, Gorbgan IV, landed on Ghargonia Prime (see: Retaking the Imperium (http://forums2.jolt.co.uk/showthread.php?t=341775)), having encountered no resistance or transmissions anywhere in Imperium territory, he found a destroyed world. It had been dead for almost the entire 2,000 years they had been living on Earth. Only one person from the billions of Ghargonians that had once inhabited the Imperium survived. The last Ghargon of the Old Imperium.
The elderly man told Gorbgan of an Imperium in chaos. Factions forming, civil war breaking out, Ghargonian against Ghargonian, until a lethal new threat showed itself. Having grown complacent in its dominance, the Imperium was totally surprised to find an alien race which could not only match them, but completely overpower them.
The Kree.
Powerful aliens who never showed their faces or attempted communications, Kree ships appeared totally immune to Imperium weaponry. Thousands of battleships launched millions of missiles, hundreds of millions of plasma blasts, and millions of fighters against the unknowns.
And they didn't even scratch them. Every attack resulted in failure for the Imperium. Every fleet sent to engage the Kree was destroyed, scoring no kills of their own. Planet after planet, station after station, light year after light year of the Imperium disappeared under the Kree's relentless attacks. The Ghargon could only watch as an empire millions of years in the making was eaten away from the outside in a matter of weeks. And they could do nothing to stop them.
Ultimately, the Kree ships reached Ghargonia Prime. No alien race had ever managed to reach this planet. It was the heart of the most powerful empire the galaxy, if not the universe, had ever known. And they sat in orbit, laying waste to its colossal, surface-covering city. Any ships attempting to retaliate were disintegrated without a second thought, any ships attempting to flee were chased until dead. Their assault was relentless and unstoppable. And totally successful.
And then, when they were satisfied that every single Ghargonian in the galaxy had been killed, the Kree left. Behind them were empty, scarred planets. Fields of thousands of Imperium battleships drifted in space, results of the Kree's boarding tactics. Fires that burned for a thousand years raged. A once mighty empire was reduced to nothing in a matter of weeks.
Or, so the Kree thought. Handfuls of Ghargonians survived the attacks. Small settlements formed on two or three planets, but they usually failed for one reason or another. But somehow, they survived for 2,000 years. Just before the last survivor of the Ghargant Imperium died, more Ghargonians revealed themselves.
The Kree had not known about the rebels hiding on Earth. It is lucky they did not, as the humans would also have been wiped from history in a nanosecond. These fresh Ghargonians, millions of them, came expecting a fight, and found a dead empire. Our great Ghargon, Gorbgan IV, killed the aging Ghargon of the Old Imperium and secured his rightful place as Ghargon of the New Ghargant Imperium. Already, they are powerful again, with many star systems now falling under their jurisdiction and a formidable fleet based upon designs of ships which once made the entire galaxy shake with fear.
Events since the rebirth of the Imperium have proved interesting. In their search for old Imperium outposts to reclaim and rebuild, the New Imperium has stumbled upon the Kree once again (see: A New Enemy Awakens (http://forums2.jolt.co.uk/showthread.php?t=372557)). The story related to them by the last Ghargon was not entirely accurate; it seemed that instead of leaving, the Kree simply went into hibernation. On planets which used to belong to the Imperium, millions of Kree awoke from their long slumber. Their ships, stored underground, once more flew through Imperium territory, and again they proved to be almost invincible.
However, two soldiers on an abandoned mining planet managed to locate what appeared to be a Kree research facility. As well as modified sonic concussion rifles for use against individual Kree, the soldiers managed to locate an 'anti-Kree gunship' that our ancestors had been working on until the Kree came for them, almost 2,000 years ago. The ship, referred to as the 'Bladeship', lacked some features but it was fully operational. The two soldiers took the Bladeship, instructed the fleet in how to adjust their own weapons to be effective against the Kree, and drove the Kree out of Imperium territory.
A captured, humanoid, Kree revealed that the Kree may have been created by the Old Imperium as unbeatable killing machines, so they could use them as weapons. The Imperium considered Ghargonians to be the superior form of life, and all other species were 'impure', and at that time they were largely correct -- they were one of the few space-faring races.
Unfortunately, implementing this philosophy into the genetic programming of the Kree -- destroy the impure -- turned out to be catastrophic. The Kree found the Ghargonians disgusting and referred to them as 'Impure', and immediately left the Imperium. They somehow found a way to leave the galaxy. When they came back, they had technology far beyond anything previously encountered. And then they made history. The captured Kree also suggested that the Kree wouldn't rest until they completed their work -- the annihilation of all life in the galaxy. Studies of this Kree, both autopsy and field observations in battle, are available here, or by scrolling down (http://forums2.jolt.co.uk/showpost.php?p=7664760&postcount=8).
In 2,083,011 G.E., a brief period of diplomatic negotiations occured, with Chronosia, Siesatia and Xenonier respectively. Ghargonia signed several non-aggression pacts and was on the verge of drawing upon a trade agreement, before the Ghargonian delegates (with the Ghargon himself among them) abruptly left for fear of being 'tainted with the weakness of outsiders'. The Imperium subsequently went into a period of total isolation, and recalled all Kree patrols. All contact was severed, and communication into the Imperium was blocked by a network of satellites.
The total isolation of the Imperium has continued to this very day.
Current Ghargonian Year: 2,083,062 G.E.
Basic Biology Lessons -- Ghargonians & Gerash
- On average, Ghargonians are 7-8 foot tall. Gerash are typically a whopping 9 feet high. Obesity does not exist, as they eat only a few times per week. A result of their carnivorous nature.
- Ghargonians are typically at least twice as strong as the strongest human. Gerash are at least twice as strong -- and fast -- as the strongest Ghargonian. Gerash also have substantially better eyesight, and much better vision in dark conditions. They are able to focus better in weather such as wind and snow, or strong winds. Their hearing is also much better, with a wider range of frequencies.
- Although more advanced than humans technologically, Ghargonians have had millions of years to develop this technology. On average, they are only about 50 IQ points more intelligent than an average human. Gerash, on the other hand, are usually possess less than 40% of the intelligence of a Ghargonian -- they are very good at tactics and strategy on the battlefield, regardless.
- Both Ghargonians and Gerash are carnivours. Their digestive system is not suited to plant life at all. Their teeth are long (the longest tooth in their mouth is, on average, an inch -- both Ghargonians and Gerash), and they are curved back and pointed. They are suited to tearing flesh, and useless at chewing leaves. The head of a Ghargonian is very, very similar to the Deinonycus dinosaur of Earth. Gerash typically have bulkier heads, but they retain a very similar shape.
- Both species have limited temperature regulation abilities. Although they are not typical reptiles in that they don't need to lie in the sun for an hour every morning, they do prefer warm conditions. A Ghargonian may find his life in danger in temperatures less than 5 degrees Celsius. This is why all military armour is fitted with thermal controls, to allow for most conditions. An un-armoured Ghargonian would die in a short amount of time in sub-zero conditions, however. It is generally agreed that the optimal temperature for both species is 37 degrees Celsius.
Ghargonians do lose a lot of body temperature when sleeping. When they wake, a Ghargonian with no access to electronic heating systems and not on a hot planet/country must exercise for ten minutes and then bask in the sun for fifteen minutes. If there is no sun, then they must exercise for half an hour/an hour, depending on how cold it is. Once they reach a certain temperature, their bodies are able to stabilise automatically, unless it is especially cold.
- The lifespan of an average, healthy Ghargonian is roughly 200 years. Few genetic diseases remain, as Ghargonian culture dictates that flawed offspring be left to die -- Ghargonians are definitely not driven by parental instincts like most mammals. Mild genetic diseases, however, can be found in some adults. If they are capable of fighting it doesn't really matter to the parents.
- Female Ghargonians have roughly 1.5 times the strength of a male. They are typically half a foot bigger too. It is believed by some, in fact, that females used to be the dominant sex. When this changed is unknown, but their fierce temper prevents many males from provoking them -- angry females have been known to toss a male clean across a room. They are easily recognised not only by their increased size but by elegant tan-brown markings on the face and lower arms, and a fierce temper. Gerash females, on the other hand, are reletively similar to their male counterparts. They are not used as soldiers, however, due to their breeding value.
- Ghargonians have been recommended to take 7 hours of sleep per day at least, and 9 at best.
- Ghargonians only need to eat a full, meat-based meal 3-4 times per week. They do not require as much water as humanoid mammals, either, needing only roughly 4 litres per day. If they eat a whole wildercat in one sitting, they will not usually need to eat again for a whole week.
- Ghargonians and Gerash are typically more durable than most species. They have reduntant organs that can be used to supplement damaged organs automatically, if necassary.
Grishnaki Biology
According to bio-archaeologists, Grishnaki share most of the traits of Ghargonians and Gerash, being close relatives as they are.
- Grishnaki were carnivores, with all of the eating and drinking requirements of a Ghargonian. They too preferred heat over cold.
- Grishnaki possessed three-quarters of the strength of an average human, this being less than half the strength of an average Ghargonian. They were twice as intelligent as either species combined, though. Their brains were the size of a human's, but they likely used more than 40% of it for various tasks.
Ghargonian Culture
- Males and females have equal rights. Females can serve in the military if they wish. However, it is very rare for a female to join the military, as they feel superior to the males and don't see any reason to 'help them'.
- Neither male nor female Ghargonians wear many clothes. Sentient mammals throughout the galaxy feel the need to do so, but the trend never caught on with Ghargonians. They have little to hide, and their scaled skin is so resilient that protection is unnecessary. Typical clothing for either sex (reptiles don't have mammary glands, remember) is little more than a leather belt with a short cloth wraparound hanging down. Shoes are equally rare, but sometimes skin is insufficient protection. Ghargonians leaving the heated confines of Ghargonia Prime, however, wear as many clothes as possible. Cold is not a thing Ghargonians enjoy.
- Mating rituals typically include a challenge, similar to the one used between males to prove superiority. Either sex can initiate a challenge -- if they win, their 'opponent' is impressed by their strength and will agree to mate with them. If they lose, their opponent refuses the mating request. It is this simple. Mates do not always get along, and undergo a period of familiarisation that humans would call 'dating', but typically 80% of mates remain together.
- To a Ghargonian, food is not as important as it is to some species. A typical meal will be little more than a raw leg of wildercat and a mug of water or ale.
- Ghargonians enjoy bars. 'Reekhouses', their equivalent of a public house, serve various potent ales in a very old fashioned, rustic way. Bar brawls are frequent as males attempt to prove their dominance, and they are perfectly legal. There are an estimated 240,000 reekhouses across the Imperium, mostly on Ghargonia Prime.
- Unnatural deaths are not uncommon amongst Ghargonians, although they are not advised. Ghargonians live by a single code; strength is essential. Frequently males fight if they believe another to be weak, or if they believe they could do a better job. Although most don't kill when they are successful, preferring to humiliate their opponent into improving himself, sometimes it is necessary to preserve honour.
- The position of Ghargon is a demonstration of the above. He or she must be the strongest Ghargonian alive if he or she is to fulfil their duty. If another Ghargonian feels the Ghargon is not the strongest, they may challenge him. Anybody can challenge the Ghargon, though as Ghargonians are not typically power mad, they will not do so unless they believe it is the right thing to do. If they defeat the Ghargon in hand-to-hand combat, they must kill him for disgracing his people, and then they legally take his place as the strongest Ghargonian alive. If the challenger loses, the Ghargon must kill him for betraying his people. The current Ghargon, Gorbgan IV, has been challenged over 70 times.
- Music does not exist. Friendly fighting, either for practice or for show, is very common and a popular form of entertainment. Few people die from this, and those who do typically die accidentally. It is not the same as a challenge.
Ghargonian Language
- Grishnaki
The language spoken by the Grishnaki in the short period of time they existed, well before the G.E., was surprisingly universal and complicated. Although their vocal structure was not all that dissimilar to Ghargonians, their verbal language is incredibly difficult to learn. Their written language consists of a phonetic alphabet very similar to Modern Ghargonian. This language is important only to archaeologists.
- Pre-historic Ghargonian
This is the language of the Ghargonians, any time before the Ghargonian Era (G.E.) more than 2 million years previous to the current date. Pre-historic Ghargonian can include any number of regional dialects spoken before global unity.
- Ancient Ghargonian
Language changed little in the period between 0 G.E. and 1,000,000 G.E. Ancient Ghargonian saw the conversion from symbolic writing systems to a phonetic alphabet, however verbally it sounded much the same. A few regional dialects existed, but these became little more than accents in the globalisation that took place in the first 200,000 years of this period.
- Middle Ghargonian
Although someone speaking Middle Ghargonian would sound insane to someone speaking Ancient Ghargonian, the differences are slight, mostly in pronunciation. There are no regional dialects in this period (1,000,000 G.E. - 1,700,000 G.E.), and none of the symbolic systems exist any more. Writing is mostly done on computers, and original logs written in Middle Ghargonian still exist and are accessed on a regular basis for historical reference -- the written language is little changed compared to modern language, mostly because of computerisation.
- Modern Ghargonian
Ghargonian vocal and written languages from 1,700,000 G.E. to present day are considered 'Modern'. The difference to Middle Ghargonian is again mostly in pronunciation. An extremely guttural language, with various roars, growls, snarls and snorts forming entire words, Modern Ghargonian can only physically be spoken by a select few races, Ghargonians and Gerash included, humans not included. Modern Ghargonian writing, however, can be learned by anyone with a brain, eyes and fingered hands. A Braille format does not exist, because flawed offspring are left to die as soon as the flaws are found.
- Gerash
The Gerash were never intelligent enough to come up with a written language of their own, but there once was a time when a spoken language was used by their race. This was well before 0 G.E., however, when Ghargonian farmers and lords enslaved their species. Now, Gerash speak a dumbed-down version of Modern Ghargonian; although a slight accent can be detected by Ghargonians outsiders wouldn't notice much difference.
Ghargonian Martial Arts
Ghargonians and Gerash alike are tought to be adept in martial arts from an early age. Upon joining the military, these skills are honed to perfection. But they also form a major part of every day life, and Ghargonians can frequently be seen fighting with each other in public places.
Fighting is a major source of entertainment. In nearly every reekhouse there is usually at least one arena, or just an area set aside for combat. Two Ghargonians can decide to fight, either for practice, fun, or to settle an argument. These fights are not usually to the death; a proper Challenge is usually resolved in private if at all possible.
Onlookers can cheer on their favourite combatant, place bets, and even fight the winner to start up some form of make-shift tournament. Unlike the greedy mammal societies, conglomerates have not risen up to seize control of this sport; they would not dare.
There are three main styles of melee combat used in Ghargonia, with hundreds of lesser forms used by various groups:
- Hocket
This is a form of combat specific to the Hocket weapon, a long (6 foot) pole, held in both hands. If this weapon is purely for friendly competition, then one end is simply blunt, for clubbing. If this weapon is just that, a weapon, then it is tipped with a sharp spike. The other end is always a large hook, that looks like a cross between a scythe and a hockey stick. The art of hocket typically involves an elegant fight with these poles, with opponents wielding them like a cross between a staff and a spear, using the hook to grab or grapple.
Hocket is a highly popular form of entertainment as well as a deadly skill. It is a demonstration of skill and warrior instincts, as well as a lot of fun for both the competitors and the spectators. These friendly competitions only result in a death by accident, or through lack of skill.
- Dachet
This frantic style of combat is fought using two, dual-ended blades, small, one held in each hand. Blades are elegant, pure terralium, and curved in opposite directions. A series of small, but fast and powerful moves makes up the basic style. A form of 'twitch' combat; the blades are so short that the moves are small, and the margin for error minuscule. Typically used as a means of challenging someone, often to the death. This art still exists in a non-lethal form for entertainment, with competitors using wooden, blunt versions of the dachets.
- Atuk
Atuk is the primary form of unarmed combat. Raw power combined with elegant defences and simple dodges. Instead of working your way around your opponent's defences, or waiting for him or her to make a mistake, Atuk typically involves using raw power and speed to simply destroy your opponent's defences. Finishing moves sometimes require full use of body weight and momentum, and are usually lethal.
A popular sport, similar to dachet and hocket, especially when no weapons are nearby. Certainly not to be underestimated; brute force may not be recommended by Earthly martial arts, but to a Ghargonian it comes naturally and easily.
- Kox
Kox is a kicking martial art. Whereas Atuk utilises a variety of hand and leg attacks and defences, Kox teaches only kicking. And it is highly effective at it. Unlike Atuk, Kox is more of a strategic art designed for immobilising, rather than destroying. As such, most Kox strikes will be against joints. A Kox Master can completely cripple his opponent, possibly permanently, without even slightly damaging his vital areas. It is rarely used by the Military, except to capture important prisoners who may hold vital information. Though, a sonic concussion rifle can do the job just as quickly.
It is not generally regarded as an honourable form, though. Most Ghargonians tend to avoid using it, although many are versed in it.