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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.
Clan Tesvov
Primary of Kharguin clans, is Clan Tesvov. It is host to many cadet branches, and often serves as a federal-like authority to many institutions and population centers. Headquartered in Uilgar, the claimed Kharguin homeworld, it is a historically-rich culture and institution that has survived the continents-spanning badlands for generations. As such, the clan prides itself in its competency keeping trade lanes secure, competent leaders, and maintaining the largest population within any clan. This clan is led by a council, supported by advisers and public servants. There exists many methods to depose tyrannical or incompetent leaders, some violent, others democratic.
To be raised as a member of Clan Tesvov directly, as opposed to a cadet branch, often comes with it a very diverse, but strongly Kharguin upbringing. Odokhan serve as official advisors, after passing examination, and many spiritual practices are typically seen as a function of the galaxy. Inter-marriage between cadet branches of clans, as well as other cultures, is seen as virtuous, and often leads to a very cosmopolitan experience.
Clan Galchimeg
Secondary to Clan Tesvov is Clan Galchimeg. A clan renowned for its outwardly hostile actions against The Adversary and its parasites. It is considered to be one of the most dominant nomadic Kharguin clans, with highly developed spiritual practices. Its spiritual hierarchy is dense, and its general leadership determined by a series of emergency protocols supported by the community. Those of Clan Galchimeg pride themselves in their rich community-oriented practices, with a flourishing artistic community, held even in higher regard than the militaristic arm that earns this clan their galactic and political fame.
To be raised as a member of Clan Galchimeg, comes with it a highly compartmentalized series of roles and coming-of-age milestones. An outsider may view the clan as militaristic due to its heavy input in anti-Adversary offense, but internally its society treats such prestige in a socially inverted manner. Both warriors and Odokhan ply their trades not only for prestige, but in service of civil society, a dynamic heavily enforced with those engaging in a more militaristic goal. With this in mind, an individual often finds themselves at increasingly complex crossroads, as all manner of handicrafts, trades, and expression is treated with a degree of celebratory reverence.
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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. “Odsar” are subordinate roles who often organize rites or ceremonies, and “Odhuu” serving as lay attendants. 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 (a process referred to as “Bieshil”), 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
Verifiable Kharguin history begins with
Interesting Facts
Fact 1
Some humans find it strange that the Kharguid look like a long-extinct species called “dogs”. And indeed, some Odokhan even have been recorded as prophesizing the arrival of something that could be described as humans. This is a popular piece of evidence within esoteric circles pointing to the existence of mystic prescience, or at least ESP.
Fact 2
True supernatural intervention within Odokhan populations are so rare that genuine expressions of magic or psionics is genuinely shocking. Kharguid typically believe that the galaxy's forces work in far more discrete methods, even with the pomp and circumstances of powerful rituals.
Fact 3
Ornamental armor is common due to the idea of leaving behind more powerful artifacts upon death or retirement. Utilitarian designs are typically seen as less virtuous.
Fact 4
Kharguin lovers have a particularly interesting reputation. It is common for courting processes to involve scientists, companions, and civil servants of other cultures, inviting them into a given clan's fold. These individuals are typically outside of the clan's political spheres, and are announced during homecoming celebrations. This has led to a very diverse inner sphere within clans.


