Graha, Klambara, Bato, etc.

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An idea dump for a planet, species, lore article, etc.
 

The Captain

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NAME: Graha

COORDINATES: Q-11

HYPERLANE: Trax Tube

ROTATION: The day/night cycle on Graha is thirty Galactic Standard Hours long.

SATELITES: Graha has two small moons that move in a similar path across the night sky. They are referred to as Eka and Dui by the native Klambara.

INHABITANTS: The dominant sentient species on Graha is the Klambara, who are also the only native sentient species. The demonym on Graha is a 'Grahan'.
CLIMATE:
The climate of Graha is similar to that of most ice-planets, with a long, cold, dry season that lasts much of the year and a short, relatively temperate wet season lasting a few months. Extreme, unpredictable weather such as blizzards, hailstorms, windstorms, and ice fog are common, especially closer to the poles. The equatorial zone is more tolerable, however, and prone to fewer radical shifts in weather. This hostile climate requires special precautions to protect non-arctic lifeforms and equipment from sub-zero temperatures and extreme weather conditions.

TERRAIN:
Graha is dominated by high mountain peaks, low forested valleys, and rocky canyons with a few plateaus and highlands between them. Given the climate most forms of water on the surface such as rivers and lakes are frozen over with only the oceans remaining liquid all year round. The mountains tend to contain large cave systems with underground sources of water, or in some rare cases magma. There are some sheltered valleys where surface water can be found, although these are a rarer source of water compared to caves.
RESOURCES:
The planet is rich in common metals such as those used in durasteel, as well as spice minerals, precious metals, and stones. In particular, nova crystals (common used in creating galactic currencies) and bronzium (used often in statues) contribute much to the planet's mineral wealth. On a slightly darker note, ever since it was introduced to the rest of the galaxy poaching, spice refining, and selling cultural artifacts have all become profitable ventures on Graha.
GOVERNMENT:

CULTURE:
The culture of Graha is

For the most part the people of Graha live like colonists on any other frontier world, using primitive technology in herding, hunting, and trading. These Klambara live simply off the land, and most only see offworlders when traveling to markets or spaceports
HISTORY:
The first recorded civilizations on Graha were those of the early Klambara, nomadic hunter-gatherers that traveled the winding peaks and valleys of the planet in constant earch of fresh game and water. Over time these tribes developed into small civilizations based on herding, then into kingdoms of stone and wood, then into empires elaborately carved into the mountains of Graha themselves. The Hium dynasty began around this point in time, and was known in its early history for its brutal oppression and violent expansion. During this period numerous revolts, civil wars, and assassinations rocked the Hium Empire, causing it to crack down harder on the Klambara people. It was in this heated environment that the religion known as The Bato was founded by a wandering ascetic named BLANK. The faith spread quickly across the planet thanks to the efforts of missionaries and traveling monks, who offered hope, protection, and relief to the people. This led the Hium Empire to initially try and destroy BLANK and his new faith. But after all of their campaigns ended in dismal failure the current Emperor, Hium Jhorol, agreed to negotiations with BLANK and rebel leaders. The Empire adopted The Bato as the state religion and instituted sweeping social, political, and economic reforms. Afterwards, Graha enjoyed an unprecedented period of peace and prosperity.

Unfortunately, as The Bato teaches, nothing lasts forever and everything is transient.
Points of Interest:
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TECHNOLOGY:
Prior to the arrival of the Jedi Exiles the planet's technological development was extremely primitive as the native Klambara had developed into feudal and advanced tribal societies.
INTENT:
Graha covers a few interesting ideas that I think should be brought to the site. The first is an interesting ice-based planet with new terrain, inhabitants, and wildlife for people to face. Want to setup a remote smuggling base? Hide from bounty hunters? Hunt hidden fugitives or animals? Come to Graha! I also absolutely adore Far Cry 4, which is set in a fictional Himalayan country ravaged by civil wars, religious radicals, an oppressive regime, and foreign operatives. So I created Graha and infused it with a touch of Himalayan culture to create an interesting planet for people to explore. Also, if anyone has interest in the Klambara religion of The Bato it'd probably be a good idea to have a planet for them to go to. Plus, I've always loved the idea of low-technology planets being suddenly thrust into the galactic spotlight by circumstance, not everyone is a fan of the Prime Directive.
 
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The Captain

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NAME: Klambara

BIOLOGY:

The Klambara are a tall, bulky race of quadrupedal primates native to the ice planet of Graha. Standing on all four limbs the average height of a Klambara is around five feet, although standing upright they often reach closer to seven feet. Klambara sport two short hind legs and two very long fore limbs that can double as arms or legs. Each limb ends in four long digits, two fingers and a thumb, with each digit having one more segment than the average sentient, four in each finger and three in each thumb. Klambara walk on their digits, each of which ends in a short retractable claw which curves slightly into a hook shape. Combined with their impressive musculature and manual dexterity, Klambara are natural born climbers. Klambara are covered from head to toe in a coat of thick, coarse fur that ranges in color from white, to grey, to cream, although black and red furred Klambara do exist. They are a carnivorous species, and as such sport a mouth full of sharp fangs designed for tearing into meat. Their ears are slightly pointed, and their noses are little more than slightly protruding slits on the fronts of their faces.


Male and female Klambara can be distinguished through a variety of distinct characteristics. Beyond mammary glands, female Klambara are often larger than their male counterparts and have thicker, softer coats of fur. Males on the other hand sport an almost bristly coat of fur and sport far more musculature and more prominent teeth. Because of their wide range of vocalizations the voices of male and female Klambara can be hard for outsiders to distinguish between sexes by voice.

BREEDING:
Klambara engage in sexual reproduction between males and females in order to produce live offspring. Klambara are born in groups of two-to-three infants, affectionately called 'Clingers', and are born far more physically capable than most species. The name Clingers stems from the fact that baby Klambara often cling to their parents for the first few months of their life, sometimes being carried in bags or slings for large litters. Clingers live almost exclusively off milk, from their mother or from animals, until they develop their baby fangs at the age of one. They have incredibly thick, soft fur and lack any form of claws, which develop in their adolescence, roughly age fifteen to thirty, along with their adult fangs and coarser fur. As elders, age ninety and onward, Klambara often start shedding fur, losing fangs, and shrinking in size. Their average lifespan is around one-hundred and sixty years.


STRENGTHS: What particular strengths does your species posses?

WEAKNESSES: What weaknesses do they have?

DIET: Due to the scarcity of plant life on their homeplanet, the Klambara are a carnivorous species that live primarily off of herding and hunting animals. Milk, cheese, and fish are also popular menu options on the planet. With the rise of offworld trade, numerous new foodstuffs and species have flooded Graha, including the very popular Bantha and Mastmot. As a side note, Klambara can stomach small amounts of fruits and vegetables, and have no apparent problem with grains, although they are rare on Graha.


BEHAVIOR/TEMPERAMENT: Does your species have any typical behaviors or personality traits common among them?

COMMUNICATION:
Klambara, like most species, communicate through vocalization via passing air through their vocal chords. In order to compete with the raging storms of Graha the Klambara have developed powerful voices capable of a wide range of pitches and tones, sometimes simultaneously. Their language, Klambari, has an almost song-like quality to it, and many linguists have compared it to orchestral music or animal singing. While the Klambari can speak languages like Basic, they often sound hoarse and guttural in any language beyond their own. Interestingly, Klambara can speak languages like Shyriiwook and Talzzi with ease and fluency.


CULTURE: Does your species have any traditions or beliefs exclusive to them?

HISTORY: What is your species' history? This does not need to be lengthy if the species is non-sentient. However, if the species is sentient, a minimum of fifty words is required.

PLANET: The Klambara are native to the Outer Rim ice-planet of Graha.


TECHNOLOGY: Prior to the arrival of Exile forces on Graha, most Klambara lived at an advanced tribal or medieval level of technological development. After the Hundred Years Darkness, however, most now live with the same technology as a frontier colony, although some groups reject advanced technology and continue to live as they had before the war.


INTENT: What is your plan for this species from an RP perspective? Why is a new species needed to be created rather than using a pre-existing species? NOTE: This section alone can have your species dismissed. Species created on a whim or for purposes to undermine the integrity of the Story will not be approved.
 
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Name: Musursha "Fang Tree"

Biology:

The Musurha, or 'Fang Tree' in Basic, is a species of tall, lanky, carnivorous primate native to the ice planet of Graha. Adult Musursha can grow up to three meters tall with very thin physical frames ending in four long limbs, two arms ending in five clawed fingers, and two legs ending in two long, clawed toes. Musursha are normally quadrupeds, although they may stand and walk on their hind legs for a short period, and are capable climbers in both the forests and the mountains. Their bodies are covered in a short coat of coarse, shaggy black fur that often grows thin on their limbs, exposing their rough, pale skin. The most striking feature of the Musursha, however is its distinctive armored head, which sports a strange bone carapace around itself like a helmet. The only openings in this bony shell are around the ears, mouth, eyes, and the very end of the snout. This carapace is remarkably resistant to damage, although most projectile weapons will pierce the bone with a direct shot. These helmets also sport a set of antlers with numerous points and barbs that allow the creature to gore its prey to death. Their senses of hearing and smell are very keen although they lack strong eyesight, particularly in any form of light, instead relying on their wide range of peripheral vision to locate prey.


Breeding:
The average lifespan of a Musursha


Strengths: What particular strengths does your species possess?

Weaknesses: What weaknesses do they have?

Diet:
The Musursha is an entirely carnivorous creature, and not too picky either. Musursha not only hunt non-sentient creatures, but hunt and eat fish, dead bodies, sentient beings, and even each other. Any source of meat that crosses their path is devoured seemingly without discernment.


Behavior/Temperament:
Does your species have any typical behaviors or personality traits common among them?

Communication:
The way Musursha communicate is shockingly complex and strategic for a non-sentient species, which has lead some scholars to argue that they may be semi-sentient like the Kowakian Monkey Lizard or Momong. The Musursha communicate with a series of clicks, chitters, barks, and whistles that sound almost identical to the ambient sounds of a forest on Graha. This allows packs to coordinate among themselves without alerting their prey until its too late.


History:
Historians have found cave-paintings on Graha depicting Klambara fighting Musursha, so it is known that the beasts have existed as long as, or perhaps longer than, the Klambara. In a bygone age they were revered as gods or demons, and even as The Bato spread across the planet, the beasts were viewed with an almost religious awe and reverence. Even Exiles reported having difficulties with the Musursha, and largely left the beasts alone unless to throw captives to them for the laughs. In recent years, however, with Graha opening up to offworlders many zoologists and big-game hunters have traveled to Graha to study, hunt, or capture the beasts. These efforts are rarely rewarded with success.


Planet: The Musursha is, unfortunately, native to the planet of Graha, but foolhardy poachers have brought the beast offworld for zoos, game preserves, and short-lived private owners.


Technology: They aren't sentient, so apart from throwing stuff at prey to stun it, sharpening their claws and horns on rocks, and stealing fabric for nesting material they aren't technologically inclined.


Intent:
What is your plan for this species from an RP perspective? Why is a new species needed to be created rather than using a pre-existing species? NOTE: This section alone can have your species dismissed. Species created on a whim or for purposes to undermine the integrity of the Story will not be approved.
 

The Captain

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