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Table of Contents
Kharguin
“From the Seer’s death rose the Warrior, and in her colding shadow the trembling Pup shall end the Adversary with a broken blade.”
– Starborn Omen, Odokhan Khorit.
Summary
The Kharguin at the time of MIDNIGHT ARRIVING are a mixed bag of settlers and nomads. They are descendants of uplifted species who traveled through the Mirror during an apocalypse. There is no proper recording of what life was like, beyond understanding that their caretakers were benevolent, and sacrificed their own survival for the Kharguids' sake.
A modern Kharguin is associated with honorbound warriors, oracular mystics, and a kind of ferocity for life often seen in shorter-lived species. While their most developed societies are nomadic in nature, of a clan-style structure, it is known that Kharguid are typically not as fearful of permanently settling on planets as what is common for the Emergency Coalition. While their induction into the sector's society is just a little older than Humans, their culture's strong emphasis on community service and bravery has earned them an incredibly strong foothold.
Kharguid typically differentiate valor and prestige from virtue and ideal living. A prestigious Kharguin may participate in regular hunts against The Adversary, their moral standing is seen as limited by their clan's treatment of the most vulnerable of their society. Because of this, true glory is only acknowledged within Kharguin culture when a clan is virtuous first. A warrior will be seen as craven, no matter their achievements, if they are failed by their clan and allowing the sick or starving to suffer. It is believed that their history as an uplifted species, and having lost their homeworld to the The Adversary has contributed to this cultural trend in cooperation and caretaking.
Reference Data
Kharguid are digitigrade bipedal humanoid sentient beings. They are most recognized for their canine-like appearance, immensely tall stature, and furred bodies. It is common for a Kharguin to have altered fur color and patterns, with typical colorations favoring earth-tones.
Naming
When raised in Kharguin fashion, an individual is typically given a single name. It is uncommon, and typically a result of cultural interchange, for surnames to be involved in the naming process. While individual clans favor certain kinds of names, membership does not typically mean that individuals adopt the name of the clan as part of their own.
While Kharguin names in-character are based on their own vocalizations, out-of-character they are based on Mongolian dialects.
Naming Examples
Examples include:
“Arsukh”, “Bilegt”, “Khutug”, “Noyod”, “Söyör”, “Khairn”, “Zorigta”, “Tömörsuld”, “Erkhan”, “Bürdel”, “Serg”, “Khutai”, “Zekhm”, “Ülzii”, “Tengerin”, “Möngsuld”, “Aralt”, “Süldgar”, “Khishigt”, “Darig”, “Södön”, “Tövshig”, “Khadaan”, “Erdens”, “Balgatai”, “Sörön”, “Khölm”, “Urtag”, “Tömörkhan”, “Kharguud”, “Örlög”, “Dargil”, “Tuguld”, “Söyün”, “Törsuld”, “Batbayn”, “Delger”, “Khorgiin”, “Tsavk”, “Büröt”, “Khairag”, “Ergelt”, “Tengerag”, “Barkh”, “Zarigt”, “Södör”, “Khöch”, “Orgun”, “Baiyn”, “Möörkh”, “Kharkhan”, “Böshgü”, “Arsga”, “Züüdger”, “Khomrog”, “Shargai”, “Böörch”, “Khörit”, “Güdgün”, “Batshön”, “Kharzug”, “Möngür”, “Khalkhai”, “Zürgön”, “Tömörchiin”, “Kharsaga”, “Dölgör”, “Bürkhen”, “Zovkhan”, “Shögnöt”, “Argakh”, “Khölgön”, “Sarguu”, “Khugshaa”, “Shonkhor”, “Zöörd”, “Tolgöt”, “Khorgod”, “Baatuush”, “Khöösön”
Demographics
Average height: 8' - 8'8“ (244 cm - 264 cm)
Average weight: 370 lbs (168.8 kg)
Cultures
Kharguid are known for forming clans based on the needs of Kharguid, and adopted or associated peoples, in the immediate area they are in. Clans take on a form of 'subculture' status, with divergent and syncretic beliefs to one another, while adapting to the immediate needs necessitating its formation. These smaller clans may be “cadet” branches, relying on a primary clan, or otherwise independent.
While partly communal identity, clans are also major facets of Kharguin governance. Local communities will have diverse standards for public servants, politicians, and other roles, which may range between shows of merit, apprenticeship, popularity, or examination. In addition, the value of prestige varies between clans, with more nomadic clans, especially cadet clans, valuing martial prowess.
EX 1
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EX2
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EX3
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Spirituality and Philosophy
Kharguin culture trends towards the spiritual. With a healthy mixture of animism and shrine worship, there are dedicated roles for both spiritual guidance and the maintenance of public fixtures. “Odokhans” are those with some believed, or assumed, supernatural talent that serve the purpose of oracle and priest, responsible for coming of age rituals, fortunes, caligraphy, funerary rites, and even advising on government councils. The expectation, inheritance, and creation of these roles are socially malleable on a clan-to-clan level, with a general expectation of at least a workable scholarly mindset and skillset. These spiritual beliefs are not proselytized, and it is even seen as a transgression to advocate for conversions.
The dead are interred into large mausoleums, to which key artifacts are arranged on shrines, favoring those that instill virtue or prestige. Coming of age rituals often include youths selecting artifacts from such places, and then receiving blessings or oracular readings by an Odokhan for guidance. The vulnerable, as venerated by the Kharguid clans, will typically have rituals or celebrations involving more gifts of such artifacts or blessings based on specific clan. Blessings for warriors, typically invested upon individuals by Odokhans or shrine attendants empowered by such, can be applied to weapons, armors, individuals, and families; however, the potency and scale of such is culturally accepted as being determined by the acts publicity, the merits of who blesses, and the length or complexity of the ritual itself.
Specific to the vast majority of clans, is the belief in the Starborn Omen and associated texts. Khorit was the first Odokhan, a mystic in apocrypha who brought the Kharguin into physical reality by suicide, upon seeing what was interpreted as the future. In short, he would kill himself, creating an age of strong warriors to fight The Adversary, but the final blow will be dealt by the infirm. As such, there is no future without the vulnerable.
History
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Interesting Facts
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