Thursday 20 June 2013

Character Summary: Gharr

Another race from my "Venture" series. Below is a general overview of the race.

Origin

The Gharr are a reptilian race currently undergoing a costly civil war. Not much recorded history remains regarding their past. They were once an industrious race, rapidly developing new technologies. Many megacorporations rose to power on the Gharr homeworld, Trichus (Note that Trichus is the largest moon orbiting Furax. The Gharr are the only intelligent race in the solar system originating from a moon). These megacorporations would race each other to become the leader in unveiling new technology. Somewhere along the line, this tech race turned into an arms race. Entire armies of mercenaries were hired under certain corporations' banners. Gharr civilians were forced into the companies' problems when the bombs began to fall. A nuclear war between companies was launched, and the near entirety of Trichus became a warzone. The innocent caught in the turmoil were forced to adapt, or succumb and be engulfed by the flames of war. The civil war started nearly one hundred years ago, and little has changed on Trichus since then. It is now the grandchildren of the corporations' CEOs launching the bombs, and the grandchildren of once innocent civilians doing whatever it takes to live another day.

Appearance

Many people who have actually seen a Gharr under their mask say they look much like the lizards of their homeworld. With their masks on, they appear almost as ghosts, solemn and silent. The only way to communicate with one such mask on is via radio (to hear a Gharr talk while under a mask is to merely hear a series of muffled and unintelligible murmurs), so anyone not connected to a Gharr's radio network cannot communicate with one. They move quietly, so as not to draw too much attention to themselves, and often end up as thieves or pickpockets when off-world. Their skin is typically vibrant red or green, and their eyes give off an eerie yellow, green, or red glow through the eyepieces of their masks. They range anywhere from 4 feet to 7 feet tall when fully grown. To make up for their lack of hair, Gharr sometimes acquire facial tattoos, often symbolizing a laudable achievement they have completed in their travels.

A Commoner's Life on Trichus

Trichus' landscape is ravaged by war. The once lush fields are pockmarked by craters, and the previously fertile earth of Trichus is little more than dust and ashes. The former songs of birds in the trees is replaced by the distant sounds of echoing gunfire. If ever before there was an embodiment of what the apocalypse has in store, it would be Trichus. The Gharr as a species are fortunately quick to adapt, becoming exponentially more resistant to the surface's high traces of radiation by the generation. Even so, wearing specially designed masks and suits to deter radiation and toxic fumes often proves efficacious in prolonging a Gharr's life on the surface of Trichus. Thus, from their day of birth, Gharr are given gas masks that are to be worn at all times with very few exceptions. The typical day in the life of a Gharr civilian consists of scavenging the abandoned buildings and city streets for anything of use. If a Gharr spots another they do not recognize, it is considered wise to shoot first and ask questions later. If the unknown Gharr is a mercenary working for one of the megacorporations, there is a good chance they will either kill you for supplies, or force you under the corporation's banner. If the unknown Gharr is also a civilian, chances are that they too will kill you for supplies.

Megacorporations on Trichus

There is no government on Trichus, nor has there ever been. Leadership was provided by those with the most wealth, or, in other words, the heads of the most powerful tech companies on Trichus. The heads of such companies today live far from the luxurious, extravagant lifestyles their ancestors once did, but they are still almost just as influential, and even more corrupt. With money being an irrelevant resource in a full-blown apocalypse, these leaders bargain using their superior resources and firepower, bribing and forcing civilians to work for them to crush their rivals. Many Gharr civilians willingly yet reluctantly go to these corporations, as it is even worse to survive alone on Trichus. There are three major corporations in existence on Trichus today (in order from largest to smallest): Zaxxico, Zalundar Industries, and Glyph.

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