Post by Kella on Oct 20, 2009 19:01:52 GMT -5
((All images drawn by Kellaishleya. (explains the dullness) Click an image for a larger, clearer version.))
Link to Nihran (related species)
Species Name: Graarl
Species Type: Repto-Avian
Planet of Origin: Astrum V (link)
Average Maximum age: 130
Age of Maturation: 10
Average Height: 32"-38" (at the shoulder)
Average Weight: 225 - 300 lbs
Average Length: 6-9 feet (head to tail)
Average Wingspan: 15-19 ft.
Notable biological features:
A Graarl's main body resembles that of a large feline, a lean, muscular body, a long, fluid spine, and four strong legs. Its head is characterized by a large beak, and two skeletally supported frills, which resemble ears in their placement and size. The most notable feature of the race is its wings; leather skin suspended by a skeletal frame adapted from finger-structure.
^ A juevenile female. Jueveniles have relatively small beaks, long necks, and under-developed shoulder/chest muscles.
The proportion of a Graarl's facial features resembles the shape and form of a hawk. The predominate feature, a large, hooked beak, is usually of a color similar to the rest of the Graarl. The inside of a Graarl's beak is very brightly colored; the more vibrant the shade, the healthier the Graarl. When a Graarl sings, these shades become visible. Eye color varies by Graarl. Shades of gold, green, and violet are most common, with brown and dark blue being rarer shades, and a select few flaunting maroon eyes. All Graarls feature a pair of twin frills, rooted at the crown of the head. (very similar to a cockatoo's, in concept.) When a Graarl is being showy, the frill is raised to display the brightly colored webbing underneath, skin similar to the webbing of the wing. These frills play a major part in a Graarl vieing for his or her mate, and raising one's frills can indicate a variety of emotions, from aggression to excitement. When a Graarl is hunting, the frills relax and fall in line with the rest of the skull, retaining the integrity of a Graarl's camouflage.
Left: Male ;; Right: Female
Note the larger beak and stockier head of the male, and the smaller, more delicate beak, and longer frills of the female.
Bones hollowed like sponge, and wiry muscles designed for efficiency allow Graarls to be much lighter than beasts of comparable size. The most thoroughly developed muscles are those of the shoulder and chest (used for flying) and those of the hind legs (which are necessary for take-off). Due to the rigorous stresses of flying, all mobile Graarls remain lean and well-conditioned.
The tail is used for balance during both flight and walking. Graarls have long tails with delicate vertebrae that make the tail extremely mobile, and almost prehensile. The end of the tail branches off into five tips, the center the sturdiest and only one based on bone. The other four are slightly shorter, at about 8" long, and comprise cartilage. Webbing runs between the struts, the same material as that of the wings, and the tail tip can splay like a bird's tail, providing rudder control. About 1/3 of the way down the tail, another, larger frill is rooted, very similar in construction.
Long, graceful struts are considered a trait of beauty.
^ Splayed struts. When relaxed, these struts fall in like with the rest of the tail.
Colors range from shades of grey, to green, to brown, while a few might feature ruddy red. A Graarl will feature one predominant color, with 'accents' in other varying shades. A few Graarls have 'pebbling' of a specific color; random, individual scales of a contrasting color. This pebbling is usually limited to certain areas.
The scales of a Graarl's stomach are large and armor-like, and provide strong protection, while remaining very mobile. Scales span halfway across the width of the stomach, with a seam down the center, and are usually span only four inches along the length of a Graarl, though plates around the neck and hips are shorter.
Most of the Graarl's skin resembles that of a snake, with scales being approximately one inch in length, and shaped so that they fit together very well, providing no limit on range of motion. Most Graarls feature larger plated scales along the fronts of their legs, down their spine, and in the center of their fore-head; extra protection. Weak points in this armor include leg joints, the base of the neck, and especially the shoulder, where skin and scales are delicate to allow full range for the wings.
Scales are in a constant state of renewal. A new scale will grow next to the old, and usually within a few days of the new scale fully hardening, the old will fall out. Larger plated scales are attached at both ends, and grow from the inside-out. Periodically, the outer-most layer will be shed. Graarl roosts are blanketed with these shed scales.
Though all Graarls have a spinal ridge, (made of specially formed scales), in some it is nearly non-existent, while in others, it is much more pronounced. Color combinations vary by individual, and are usually similar within a family group. The same is true of eye color. Talon length, beak size, tail length, and wing size are all examples of features that define an individual, while many other subtle factors vary.
Males are usually more muscular than females, able to fly for longer distances, and take down larger prey. They usually have a sharper curve to their beaks, thicker scales, and overall appear more rugged.
Females are somewhat more lithe than males, with grace and precision to their movements. They are more acrobatic and nimble fliers, better able to catch flying prey. Smoother beaks, larger eyes, longer tails, and delicate talons all help define females.
When it comes to average height, there's no difference between males and females. However, males tend to be proportionately heavier, due to more muscle mass.
Number of limbs and Type:
6 limbs; 2 wings, 2 forelegs, 2 hind-legs.
Wings are the most distinct feature of the Graarls, and do indeed allow them to fly. These wings are based off the structure of a limb; The upper arm and forearm provide the main outward strut of the wing, while the fingers have become very long, light structures, supporting massive webs of leathery skin. (Just like a bat's wing.) Graarl wings have four long, supporting fingers, and two claw-like fingers that rest at the end of the forearm, tipped by taloned claws and used for climbing.
The struts of the wings are made mainly of hollow cartilage, with some very unique properties. During flight, blood is drained from these hollow struts, making them stiff and rigid, and reducing the strain on the heart. When a Graarl is on the ground, blood flows more easily to the wings, warming the cartilage and allowing it to soften. The struts retain their shape, but they become flexible, so as to prevent injury or breaking of the struts while on the ground. A Graarl must cool their wings before take-of, so as to allow the struts to become rigid, which leads to the before flight 'cool-off'. This is usually a rather swift process.
The webbing of the wings is made of a leathery membrane of skin, extremely light. The skin itself is very simple and rugged, while a network of many nerve-endings and delicate capillaries make these wings extremely sensitive instruments for judging air-currents.
At rest, a Graarl will fold their wings, the elbow resting on the back just outside the spine, while the claws rest just foreward of the shoulder, and the sweep of the wing struts settle on the top of a Graarls rump, one wing crossing the other.
Wings vary in color proportionate to the particular Graarl, but are usually darker on the top, and much lighter on the bottom.
Large, graceful wings are considered an appealing physical feature. The average wing span ranges between 15 and 19 feet, tip to tip, with wings fully spread.
The legs of a Graarl resemble the articulation of a large feline's. The forelegs attach at the shoulder, and have a rear-ward bending elbow that splits the leg approximately in half. Weight rests on the ball of the hand-like foot. Each of these feet features forward facing toes, and an opposable thumb. (Very, very similar to the foot of a large bird-of-prey) These toes are tipped by talons, averaging about 3 inches in length, with the males generally having thicker, shorter talons, and females having longer, sharper ones. These feet are quite dexterous, and can resemble hands in many functions.
The rear legs join at the hip, and are thickly muscled. Again, they resemble the proportions of a large feline's. The thigh is relatively short, the foot long, making up about 1/3 of the leg's length. As opposed to the front feet, the toes of the back leg are fused until the last joint, which is free, and also tipped by a large, solid talon. Rear legs have only three toes. Due to the webbed and fused nature of this foot, the three toes are somewhat able to move independently of each other, allowing for a significant splaying of the toes, and flexibility of the shape of the ball of the foot. This adaptation aids in climbing, and reducing shock when landing or taking off.
Talons:[/color]
These grow slowly, and are nigh on impossible to break. Over time, the gradual wearing down of the talon keeps them about the same length, and a Graarl will take great care to keep their talons sharp, either by scraping them against a particular type of stone, or hardwood trees.
Graarl hearts are large in proportion, with very thick, dense muscle walls. Their lungs are also relatively large, both adaptations designed to allow a Graarl to remain in flight for longer. Their bones are made of a semi-cartilaginous substance, lighter and less dense than human bone. These bones are not brittle, but rather just barely flexible, allowing them to provide strong support, while still being shock-absorbers. Graarl muscles are structured very, very densely, and more energy can be applied with less volume and weight. Graarls have a highly adaptive metabolism, and during food shortages, this slows down considerably. If during a time of food shortage, the Graarl is still required to fly, the body might begin to reabsorb the muscle. However, this is usually resolved by the hunting of ground-dwellers.
Strictly Carnivores, the Graarl digestive system can do nothing with plant matter, and is arranged in a manner similar to any other carnivore.
Graarls have a very sensitive nervous system, and can detect even minute forces working on their scales. This allows them to sense air pressure, wind direction, and speed; all necessary inputs for avians.
Sight is their second best developed sense, with visibility comparable to that of a Hawk. Their night vision, however, is poor. Graarls make up for this with a pair of heat-pits, located just behind the eyes, appearing as a slight depression in their skull. These allow them to sense in the infrared range, and keep their bearings at night. The Graarl sense of hearing is comparable to humans in the usual ranges, though they cannot hear very high-pitched sounds, due to their increased sensitivity in the low-frequency area. Their calls might travel many miles, and this hearing range allows them to understand these.
Graarls have no olfactory system, and instead rely on a very acute sense of taste. Their tongues have a wide base, but taper off to become long and slender. When employing this sense of smell, a Graarl will often stand with their beak open, inhaling slowly so as to draw the air across the tongue, and glean as much information as possible. Graarls rely on this sense very little, save for the testing of the freshness of meat, and gleaning information from the surrounding.
When it comes to vocal cords, the Graarls have an extremely well-developed and complicated set. An extra lung-pouch lies in the throat, and can be filled with air, so that a Graarl may continue employing their vocal cords even while they inhale. This allows them to broadcast long, constant calls across great distances. Externally, the use of this pouch appears as a slight swelling of the neck. Because a Graarl has a beak, rather than a mouth, articulating sounds this way is impossible. As a result, both the vocal cords and throat are quite articulate, able to produce almost any sound without movement of the beak. This can be very disconcerting to aliens, and they often learn to watch the vibration of a Graarl's throat, instead of the actual beak where the sound is broadcast.
Proportionately, Graarls have a very large brain. Most of this is dedicated to logical problem-solving, language, and the senses of sight and touch. The emotional center receives less emphasis, while Graarls have a very developed short-term memory, and a slightly under-developed long-term memory.
Click here for a visual diagram of the rib and shoulder structure of an adult Graarl. (It's not the best picture. Note that the bulges on the fused rib (right image) are simplified representations of the attachment points of the ball-and-socket joints for wing (top) and shoulder (bottom)
Graaat. The Graarls have no written language, due to the lingual complexity of their oral one. It is extremely representational; if hieroglyphics were sounds, Graaat would be it. For example, to Speak of the Kruunt, another native species, a Graarl would imitate a Kruunt's grunt. The noun 'waterfall' is represented by the imitation of rushing water. Verbs are similar, with 'fly' being the woosh of wings, and 'run' the sound of talons on dirt. Only very abstract concepts, such as love and truth, have 'words', and these are usually deep-throated sounds that evoke a mood related to the concept. (Anger sounds much like a Squawk).
Graaat is heavily dependent on intonation. Subtle variations in the pronunciation of words can represent entirely different ideas. Overall, it has a very earthy, flowing sound to it.
When certain Graaat words are transcribed, vowels are almost always written in sets of three. The Nihran employ this technique to distinguish Graaat from their own language, which heavily favors double-vowels, and also to show that it was unpronounceable by any near-human tongue. Graarls will often simplify names or titles, so that they might be pronounced by other species. This was the case with the species name, Graarl.
Though Graaat cannot be spoken by any other species, due to the demands on the vocal system, Graarls are extremely adept at learning other languages. Due to the symbolic nature of their tongue, their minds are geared toward thinking in sensations, and as such, they have no problem associating words with these representations: there's little to replace. Grammatical structure also comes to them quickly, and in listening to a sampling of the language, a Graarl can usually repeat words in context within the hour, carry on conversation in three, and become fluent in a language after only twenty-four hours worth of (exclusive) observation. Interestingly, this allows them limited communication with the many non-sentients of the planet, though these beasts are hardly capable of understanding abstract concepts.
The Graarls tend to be a thoughtful, polite race, and always try to say what ought to be said. Having grown up learning to fly with the drift of the wind, they generally move with the flow of things, and try to avoid causing trouble. They understand well how to use the things around them to their advantage, and have a great appreciation for beauty.
The Graarls are united by no particular individual. There are a number of Roosts, each of these divided into groups of varying size. Usually, a family group remains at the same Roost, but it is not uncommon for some to drift between them. They keep up with each other via their resounding calls, and news travels quickly. The Elders are usually wise and knowledgeable, and the younger generations look up to them. Crime rarely extends beyond mischief, and when it does, a panel of peers is brought together. Punishment is always equivalent to harm done, in an eye-for-an-eye style. Each Roost employs its own particular system of organization, with tiny quirks and variations. Graarls find a good deal of identity in where they were raised, and particular locations are often very dear to them. Each locale has its own native 'accent', due to the fact that a waterfall in the mountains sounds a little different from one in the plains, etc.
This is one of the most prized and envied traits. It plays a very large role in Graarl culture. Should a conflict or problem arise, the Graarl judged to be the most intelligent is the one allowed to lead. If he or she performs badly, they are quickly replaced with the next one deemed most intelligent. Observing the environment and making new conclusions are favorite past-times among the Graarls.
With no written language, Graarls have a curious system of remembering their history. Their long-term memories are somewhat underdeveloped, balanced by amazingly accurate short-term memories. After a certain amount of time has passed, a Graarl might find it near impossible to remember something, unless they have repeated it at least once. In order to chronicle history, important events are immediately transcribed into songs, the songs memorized, and then easily remembered. This also helps pass down history from generation to generation, and usually every elder Graarl takes it upon his or herself to learn all the songs in their retirement, and teach as many as possible. A few Graarls choose, at a young age, to dedicate their lives to these Ballads of history, and make sure they are never forgotten.
When it comes to specific events, if a Graarl wants to remember it forever, they will take to repeating their tale of the event every day for a moon. That way, they can be sure they will never forget it. Important milestones are preserved like this; the hatching of children, or the meeting of a friend.
Every Graarl is a musician. They are skilled at putting together sounds into beautiful combinations, often incorporating features of nature into their music. Each Graarl usually favors a specific mood of work, though some dabble in everything. And yet, every Graarl has their own trademark, for it is believed that a Graarl's song is, in essence, a reflection of a bit of their soul.
From its very beginning steps, a Graarl will begin to work on the song of his or her life. It details who they are and who they've been, all that has happened to them, and all they hope to be. Interestingly enough, there are no 'word' representations; simply melodies and moods. It is this particular song that identifies each Graarl, and is often the main way a Graarl chooses a mate.
The central feature of Graarl mating at courtship is the Song. Young, single Graarls often take to humming their own life-song while they walk about, hoping to catch the ear of another. 'Impressioning' is the basic term used to represent the inexplicable, sudden moment in which a Graarl understands that a certain song is the one. As a Graarl ages, they become more mature, their wisdom grows and they adapt. Small changes in melodies and harmonies of a life-song can make huge differences when it comes to impressioning. Graarls might know each other for years, before one is finally impressioned by the other's song. Sometimes this is mutual, but other times, things are a bit more complicated. Two neutral songs coexist until one changes just enough that the first is impressioned by the second, though the second takes little interest to the first. The process of becoming impressioned changes a Graarl, and it is believed that the discovering of one's mate completes them, in a way. The song of the first changes, and so now this new song impressions the second, and the feeling becomes mutual.
Divorces are non-existent, and no Graarl is ever unhappy in their union. A deep, instinctual drive for teamwork is behind such things, and there is never any doubt as to the compatibility of personalities.
Very, very rarely a Graarl's love may be unrequited. It is an awful fate for the poor impressioned, for they are driven by an instinct beyond their choice. Often, these Graarls go mad, but again, such cases are very, very rare. Most of the Graarl Tragedies (loosely factual songs, telling a tale for the purpose of amusement) include unrequited love in some way, shape, or form.
Once a year, all the Graarls gather. Among other events and competitions, all new pairs are announced, and the bond becomes official and recognized.
This is held in a different place every year, and the date changes depending on the location. A great feast is held at the beginning, so that for the next three days, no hunting is required. During this festival, there are flying competitions and running races, playful endurance tests and activities for the entire group. Each night, a huge bonfire is lit, and the whole Flock assembles for good-natured rough-housing, and the singing of many a ballad. It is the highlight of the year for many Graarls.
Male: The males are expected to be strong hunters and confident leaders, able to work together to take down the larger plains beasts. Oftentimes, these skirmishes result in personal injury, and scars can become a mark of honor, if paired with the proper story. It is their responsibility to make sure their children understand society's expectations of them.
Female: The females are expected to be agile, able fliers, and work with wit and grace to capture the prey of the air. Their biological clocks usually allow them one egg every five years or so, with an internal gestation time of 4 months, and an external incubation time of 7 months. During this incubation period, a female will remain in the family's nest and tend to the egg, supported mainly by her mate, and also by her family. It is a female's responsibility to ensure that her children understand the world around them, and know how valuable learning truly is.
It is said that when a Graarl dies, their spirit raises to the sky and becomes one with the wind. The Graarl funeral ceremony seeks to create a symbolism of this, for the benefit of the mourners. The body of a Dead is carried by an honor-guard of four Graarls, usually those who knew the Dead the best. The body is usually taken to the mountain foothills, and left in a peaceful spot. Within three days, the bones of the deceased are picked completely clean by carrion birds, who, as if by some sort of reverence, never seem to gnaw or disturb the bones of a Graarl. Now bleached white, the Graarl's closes friend or family member, usually their mate or parent, collect the bones and bring them back to the roost. They are arranged in a place of honor and allowed to dry; a process that takes approximately one week. Remembrance of the dead, and mourning take place during this time, and few Graarls try to suppress their emotions on the matter. After a week, when the bones have completely dried, they collapse into dust. It is an odd phenomenon due to the make-up of the semi-cartilaginous bones. This dust is then collected, and all the mourners gather at the dead's most beloved spot. Here, the dust is allowed to drift into the wind, carried away and becoming one with the earth and the sky. It is a release after the period of mourning, and the gathered rejoiced at the deceased's freedom, and mourn the dead no longer.
The earliest history of the Graarl race on Astrum V has been lost to the race. However, a few connections and a bit of background knowledge, and one can piece together the story from the records in Arkania...
Dates have been corrupted, but it is suspected that when the Arkanians began this bit of research, the Republic was still small, and relatively new. Ever up to their work on the improving of races, the Arkanians were after a group of servant beasts. Reptillians, for their robust nature. Their research began by manipulating a rare, and now extinct, breed of six-legged warm-blooded reptile. They bred for size, and for intelligence, (for what good is an Arkanian with a dreadfully daft mount?) and yet, this was still not enough. And so, they began to fiddle with the DNA of these beasts, striving for a way to increase the rate of mutation, and allow them to more quickly develop a new race. They were on the brink of nailing this, when it was discovered that the particular backing corporation was under spy surveilance. They shipped their discoveries far away to an Outer Rim planet of neutral landscape; Astrum V. Here, in peace, the ability to encourage mutation was stumbled upon. Quickly, the species began to reach what the Arkanians had been hoping for, all rejects simply disposed of. Then came a most curious development. At first, it had appeared that the forelimbs of a particular species were withering, becoming nothing more than vestigal, while the second and third sets balanced. Curious, they allowed these mutations to propigate, and what had appeared to be vestigal limbs, instead became... wings. These beasts were small, hardly two feet at the shoulder, but they were developing wings.
That was the last report returned to Arkania. The facility was never heard from again. If some Arkanian had returned to investigate, they would have found the facility shattered by earthquake, all its humanoid members devoured by the local wildlife. But none ever returned. The corporation backing the project had finally fallen to its enemy, the one whose spying had initially driven the project to Astrum V. In the upheaval, the top-secret research was simply, forgotten, the location of Astrum V corrupted, and to the rest of the Galaxy, the strange mutating species ceased to exist.
Left to their own devices, the many experiments fled from the facility, and attempted to survive on their own. Only the winged managed to survive, and they quickly propagated. Still, though, their DNA was charged with the tendency to mutate, and as many offspring died as thrived. Their most distinct trait, flight, hugely shaped this base creature.
Over time, three Species developed, two semi-sentient, and one completely self-aware. The Kruunt evolved for strength and power, eventually becoming so large that their wings could no longer hold them, and they withered away into vestigial appendages. Tank-like, they became the terrors of the forest. Second were the Queents, also semi-sentient. They evolved for small size and nimble nature, each barely four feet long. With blazingly fast metabolisms, and a constant drive to eat, they became flock-based omnivores. They are most similar to the original base creature.
The last species to come of this, was the Graarls. Intelligence was the crux of their organization. Only the most clever of Graarls survived, and eventually, they became clever enough to group into packs. In these packs, the smartest were able to lead, and so to become Alpha became a battle of strategy and wits, though all of this was still instinctual. And then finally, one particular Graarl looked into his reflection in the pond, and he became aware of himself. He was the first sentient. Puzzling out the plight of his brethren, he communicated to them as best he could, but they were only on the brink of discovery. He lead his growing pack for many years, before another was born, sentient like himself. They were revered and held in awe by the others. Over time, it was found that this sentience passed down from generation to generation, until finally, the whole Graarl population was aware of its own existence. They had finally distinguished themselves from the crowd.
Years, decades, centuries passed, and the Graarl language and society evolved into basically the same culture as is still in practice. The Population grew and the organization became more firm, and the first remembered ballads come from this era. Intelligence still retained its great importance, and was emphasized in the species. The Graarls eventually became aware of the sentience of another species aboard the planet, the Nihran. They observed this color-changing race from afar, seeking only observation, no contact. Each aware of the other, they lived in peace for long enough. By this time in their history, the Graarls had achieved a significant understanding of advanced mathematics and their relation to nature concepts, as well as having figured out all of the basic laws of the natural world. Aerodynamics and gravity, momentum and inertia were understood to them, though their application was far different than what the humans had done with it. Their mathematics they directed toward predicting weather, choosing shelter, improving the efficiency of flight, and puzzling out patterns in nature. Complicated, abstract concepts came within their grasp, while they possessed only the most basic of technologies; the chief among these being the simple ability to harness fire.
That is, until both populations began to grow. Their territories soon began to infringe upon each other, and the Graarls refused to concede prey ground they had already claimed. Suddenly, they found themselves attacked by the Nihran, shot from the sky by arrows, and struck on the ground by spears. However, the Graarls organized a united front for the first time, and launched a massive counter-attack. The soft-skinned Nihran were no match for the armored Graarls, and though both sides suffered many casualties, the Graarls were, by far, the winners. They hated the war, though, and as soon as they realized the Nihran had been shrunk to a size as to be no longer threatening, they returned to their original territories. There were no heroes of this war, for it was a reluctant and tragic conflict.
Years passed, and the Graarls returned to their ways, unbothered by the Nihran. However, the warrior-race grew once more, and border skirmishes resumed, though no side declared actual war. Finally, the Graarls were surprised by the sudden presence of a Nihran, running great distances on feet instead of wings. She appeared and began to speak before the Roost, and it was not long before they had puzzled out her language. The Nihran were asking not only for peace, but for the two races to unite. It would be advantageous to both races if such an arrangement were made. Naturally, the Graarls accepted, quite liking the idea.
Over the years, this cooperation evolved into a close partnership, with the Graarls fascinated by the hunting techniques of the Nihran. They were a soft, two legged race, bringing down some of the mighty beasts of the planet. How did they do so without sharp beaks, or strong claws? They used their minds, something the Graarls greatly respected. Bands of Graarls began to accompany the Nihran on these hunting trips, learning as much knowledge as they shared. Eventually, these evolved into individual partnerships, and it became customary for a Graarl and a Nihran to choose one another, and work together quite often. These bonds ran inexplicably deep; almost as inexplicably as the impressioning, though certainly different. Initually, the female Graarls helped the Nihran women hunt the beasts of the air, while the Graarl males aided the Nihran men with the plains beasts. However, having a strong guard on aerial trips led to Graarl males teaming up with Nihran women, and the aid of a lookout overhead led to Graarl females teaming up with Nihran men. With the advent of occupations such as messengers, the matching of genders became almost completely unimportant. Logically, most everything was based on skill and compatibility. Despite the claim of the Nihran that they have some say in the deal, every Graarl knows that they're really the one that picks their partner. It's a prideful secret of theirs, and in good humor, the elder Nihran who've caught on, don't share it with the younger.
Thus passed a good deal of time, and the next significant event involved the arrival of a starship. The Graarls, as curious as the Nihran, greeted this new arrival. The creatures who emerged looked very similar to the Nihran, but with pale, one-shaded skin, colored eyes, and hair of varying shades. Humans. A few didn't resemble either race; later to be identified as various aliens. An awkward time passed in which the Head Patriarch of the Nihran attempted to communicate with the leader of the Aliens, to no avail. All Graarls watched and observed, trying to puzzle out the language. The first to accomplish this was a young Graarl, her name simplified to 'Shriiitaaa' by the Nihran. She suddenly began translating, much to the surprise of both parties. The other Graarls were quick to catch on, and while Shriiitaaa continued to mediate between the leaders, other Graarls exchanged information and answers with the Aliens. They were far more open to the newcomers than the Nihran, and sought to learn all they could.
Negotiations eventually concluded in the building of a city. At first, many Graarls were intrigued by the architecture, the technology, the building techniques, but soon they grew bored of these; they were predictable. The Graarls found far more pleasure in the mysteries of nature, and even as the Nihran re-emmigrated out of the city, the Graarls allowed the hype to die, and drifted back into their old way of life.
A few Graarls came to hugely embrace the new window to the Galaxy. Many found a Nihran also willing to go, and the two banded together, supporting each other as they set off into space. A few sought passage on their own, setting off to learn as many languages as they could, explore the galaxy! Most Graarls heeded the tales of the visiting aliens, and knew the gritty truth of the Galaxy was not nearly so fair, and so they remained content upon Astrum V.
And thus, events came to the present. Graarl history employs only a very loose time-line, for they put little emphasis on history, and believe one must know how to properly adapt for the changing situations of the present. For a more complete and structured history, see the history of their fellow sentients, the Nihran.
Author's Notes: Most Graarls in the galaxy are paired up with a Nihran. If this is the case, the Graarl is to be treated as an NPC for the Nihran character. A Nihran/Graarl pair occupies only one Character slot. A Graarl's physical appearance and personality is best woven into the bio, but may be tacked on to the end of a character bio, under the RP sample, giving a summary of relevant information. (Height, weight, wingspan, etc.)
I reserve the right to be notified of all Nihran/Graarl character applications, so that I might read over them and make sure the culture and characteristics have been interpreted properly. Much thanks. X)
Some Graarls are force-sensitive, but they are extremely isolated. Maybe you can get away with the first Graarl Jedi in all recorded history. Maybe you can't. Good luck.
^ Subject to change.
Link to Nihran (related species)
Species Name: Graarl
Species Type: Repto-Avian
Planet of Origin: Astrum V (link)
Average Maximum age: 130
Age of Maturation: 10
Average Height: 32"-38" (at the shoulder)
Average Weight: 225 - 300 lbs
Average Length: 6-9 feet (head to tail)
Average Wingspan: 15-19 ft.
Notable biological features:
A Graarl's main body resembles that of a large feline, a lean, muscular body, a long, fluid spine, and four strong legs. Its head is characterized by a large beak, and two skeletally supported frills, which resemble ears in their placement and size. The most notable feature of the race is its wings; leather skin suspended by a skeletal frame adapted from finger-structure.
^ A juevenile female. Jueveniles have relatively small beaks, long necks, and under-developed shoulder/chest muscles.
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Detailed Biology:
Head:
The proportion of a Graarl's facial features resembles the shape and form of a hawk. The predominate feature, a large, hooked beak, is usually of a color similar to the rest of the Graarl. The inside of a Graarl's beak is very brightly colored; the more vibrant the shade, the healthier the Graarl. When a Graarl sings, these shades become visible. Eye color varies by Graarl. Shades of gold, green, and violet are most common, with brown and dark blue being rarer shades, and a select few flaunting maroon eyes. All Graarls feature a pair of twin frills, rooted at the crown of the head. (very similar to a cockatoo's, in concept.) When a Graarl is being showy, the frill is raised to display the brightly colored webbing underneath, skin similar to the webbing of the wing. These frills play a major part in a Graarl vieing for his or her mate, and raising one's frills can indicate a variety of emotions, from aggression to excitement. When a Graarl is hunting, the frills relax and fall in line with the rest of the skull, retaining the integrity of a Graarl's camouflage.
Left: Male ;; Right: Female
Note the larger beak and stockier head of the male, and the smaller, more delicate beak, and longer frills of the female.
Build:
Bones hollowed like sponge, and wiry muscles designed for efficiency allow Graarls to be much lighter than beasts of comparable size. The most thoroughly developed muscles are those of the shoulder and chest (used for flying) and those of the hind legs (which are necessary for take-off). Due to the rigorous stresses of flying, all mobile Graarls remain lean and well-conditioned.
Tail:
The tail is used for balance during both flight and walking. Graarls have long tails with delicate vertebrae that make the tail extremely mobile, and almost prehensile. The end of the tail branches off into five tips, the center the sturdiest and only one based on bone. The other four are slightly shorter, at about 8" long, and comprise cartilage. Webbing runs between the struts, the same material as that of the wings, and the tail tip can splay like a bird's tail, providing rudder control. About 1/3 of the way down the tail, another, larger frill is rooted, very similar in construction.
Long, graceful struts are considered a trait of beauty.
^ Splayed struts. When relaxed, these struts fall in like with the rest of the tail.
Scales:
Colors range from shades of grey, to green, to brown, while a few might feature ruddy red. A Graarl will feature one predominant color, with 'accents' in other varying shades. A few Graarls have 'pebbling' of a specific color; random, individual scales of a contrasting color. This pebbling is usually limited to certain areas.
The scales of a Graarl's stomach are large and armor-like, and provide strong protection, while remaining very mobile. Scales span halfway across the width of the stomach, with a seam down the center, and are usually span only four inches along the length of a Graarl, though plates around the neck and hips are shorter.
Most of the Graarl's skin resembles that of a snake, with scales being approximately one inch in length, and shaped so that they fit together very well, providing no limit on range of motion. Most Graarls feature larger plated scales along the fronts of their legs, down their spine, and in the center of their fore-head; extra protection. Weak points in this armor include leg joints, the base of the neck, and especially the shoulder, where skin and scales are delicate to allow full range for the wings.
Scales are in a constant state of renewal. A new scale will grow next to the old, and usually within a few days of the new scale fully hardening, the old will fall out. Larger plated scales are attached at both ends, and grow from the inside-out. Periodically, the outer-most layer will be shed. Graarl roosts are blanketed with these shed scales.
Individual variations:
Though all Graarls have a spinal ridge, (made of specially formed scales), in some it is nearly non-existent, while in others, it is much more pronounced. Color combinations vary by individual, and are usually similar within a family group. The same is true of eye color. Talon length, beak size, tail length, and wing size are all examples of features that define an individual, while many other subtle factors vary.
Gender Dysmorphism:
Males are usually more muscular than females, able to fly for longer distances, and take down larger prey. They usually have a sharper curve to their beaks, thicker scales, and overall appear more rugged.
Females are somewhat more lithe than males, with grace and precision to their movements. They are more acrobatic and nimble fliers, better able to catch flying prey. Smoother beaks, larger eyes, longer tails, and delicate talons all help define females.
When it comes to average height, there's no difference between males and females. However, males tend to be proportionately heavier, due to more muscle mass.
Number of limbs and Type:
6 limbs; 2 wings, 2 forelegs, 2 hind-legs.
Wings:
Wings are the most distinct feature of the Graarls, and do indeed allow them to fly. These wings are based off the structure of a limb; The upper arm and forearm provide the main outward strut of the wing, while the fingers have become very long, light structures, supporting massive webs of leathery skin. (Just like a bat's wing.) Graarl wings have four long, supporting fingers, and two claw-like fingers that rest at the end of the forearm, tipped by taloned claws and used for climbing.
The struts of the wings are made mainly of hollow cartilage, with some very unique properties. During flight, blood is drained from these hollow struts, making them stiff and rigid, and reducing the strain on the heart. When a Graarl is on the ground, blood flows more easily to the wings, warming the cartilage and allowing it to soften. The struts retain their shape, but they become flexible, so as to prevent injury or breaking of the struts while on the ground. A Graarl must cool their wings before take-of, so as to allow the struts to become rigid, which leads to the before flight 'cool-off'. This is usually a rather swift process.
The webbing of the wings is made of a leathery membrane of skin, extremely light. The skin itself is very simple and rugged, while a network of many nerve-endings and delicate capillaries make these wings extremely sensitive instruments for judging air-currents.
At rest, a Graarl will fold their wings, the elbow resting on the back just outside the spine, while the claws rest just foreward of the shoulder, and the sweep of the wing struts settle on the top of a Graarls rump, one wing crossing the other.
Wings vary in color proportionate to the particular Graarl, but are usually darker on the top, and much lighter on the bottom.
Large, graceful wings are considered an appealing physical feature. The average wing span ranges between 15 and 19 feet, tip to tip, with wings fully spread.
Other Limbs:
The legs of a Graarl resemble the articulation of a large feline's. The forelegs attach at the shoulder, and have a rear-ward bending elbow that splits the leg approximately in half. Weight rests on the ball of the hand-like foot. Each of these feet features forward facing toes, and an opposable thumb. (Very, very similar to the foot of a large bird-of-prey) These toes are tipped by talons, averaging about 3 inches in length, with the males generally having thicker, shorter talons, and females having longer, sharper ones. These feet are quite dexterous, and can resemble hands in many functions.
The rear legs join at the hip, and are thickly muscled. Again, they resemble the proportions of a large feline's. The thigh is relatively short, the foot long, making up about 1/3 of the leg's length. As opposed to the front feet, the toes of the back leg are fused until the last joint, which is free, and also tipped by a large, solid talon. Rear legs have only three toes. Due to the webbed and fused nature of this foot, the three toes are somewhat able to move independently of each other, allowing for a significant splaying of the toes, and flexibility of the shape of the ball of the foot. This adaptation aids in climbing, and reducing shock when landing or taking off.
Talons:
These grow slowly, and are nigh on impossible to break. Over time, the gradual wearing down of the talon keeps them about the same length, and a Graarl will take great care to keep their talons sharp, either by scraping them against a particular type of stone, or hardwood trees.
Internal Biology:
Graarl hearts are large in proportion, with very thick, dense muscle walls. Their lungs are also relatively large, both adaptations designed to allow a Graarl to remain in flight for longer. Their bones are made of a semi-cartilaginous substance, lighter and less dense than human bone. These bones are not brittle, but rather just barely flexible, allowing them to provide strong support, while still being shock-absorbers. Graarl muscles are structured very, very densely, and more energy can be applied with less volume and weight. Graarls have a highly adaptive metabolism, and during food shortages, this slows down considerably. If during a time of food shortage, the Graarl is still required to fly, the body might begin to reabsorb the muscle. However, this is usually resolved by the hunting of ground-dwellers.
Strictly Carnivores, the Graarl digestive system can do nothing with plant matter, and is arranged in a manner similar to any other carnivore.
Graarls have a very sensitive nervous system, and can detect even minute forces working on their scales. This allows them to sense air pressure, wind direction, and speed; all necessary inputs for avians.
Sight is their second best developed sense, with visibility comparable to that of a Hawk. Their night vision, however, is poor. Graarls make up for this with a pair of heat-pits, located just behind the eyes, appearing as a slight depression in their skull. These allow them to sense in the infrared range, and keep their bearings at night. The Graarl sense of hearing is comparable to humans in the usual ranges, though they cannot hear very high-pitched sounds, due to their increased sensitivity in the low-frequency area. Their calls might travel many miles, and this hearing range allows them to understand these.
Graarls have no olfactory system, and instead rely on a very acute sense of taste. Their tongues have a wide base, but taper off to become long and slender. When employing this sense of smell, a Graarl will often stand with their beak open, inhaling slowly so as to draw the air across the tongue, and glean as much information as possible. Graarls rely on this sense very little, save for the testing of the freshness of meat, and gleaning information from the surrounding.
When it comes to vocal cords, the Graarls have an extremely well-developed and complicated set. An extra lung-pouch lies in the throat, and can be filled with air, so that a Graarl may continue employing their vocal cords even while they inhale. This allows them to broadcast long, constant calls across great distances. Externally, the use of this pouch appears as a slight swelling of the neck. Because a Graarl has a beak, rather than a mouth, articulating sounds this way is impossible. As a result, both the vocal cords and throat are quite articulate, able to produce almost any sound without movement of the beak. This can be very disconcerting to aliens, and they often learn to watch the vibration of a Graarl's throat, instead of the actual beak where the sound is broadcast.
Proportionately, Graarls have a very large brain. Most of this is dedicated to logical problem-solving, language, and the senses of sight and touch. The emotional center receives less emphasis, while Graarls have a very developed short-term memory, and a slightly under-developed long-term memory.
Click here for a visual diagram of the rib and shoulder structure of an adult Graarl. (It's not the best picture. Note that the bulges on the fused rib (right image) are simplified representations of the attachment points of the ball-and-socket joints for wing (top) and shoulder (bottom)
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Culture:
Language:
Graaat. The Graarls have no written language, due to the lingual complexity of their oral one. It is extremely representational; if hieroglyphics were sounds, Graaat would be it. For example, to Speak of the Kruunt, another native species, a Graarl would imitate a Kruunt's grunt. The noun 'waterfall' is represented by the imitation of rushing water. Verbs are similar, with 'fly' being the woosh of wings, and 'run' the sound of talons on dirt. Only very abstract concepts, such as love and truth, have 'words', and these are usually deep-throated sounds that evoke a mood related to the concept. (Anger sounds much like a Squawk).
Graaat is heavily dependent on intonation. Subtle variations in the pronunciation of words can represent entirely different ideas. Overall, it has a very earthy, flowing sound to it.
When certain Graaat words are transcribed, vowels are almost always written in sets of three. The Nihran employ this technique to distinguish Graaat from their own language, which heavily favors double-vowels, and also to show that it was unpronounceable by any near-human tongue. Graarls will often simplify names or titles, so that they might be pronounced by other species. This was the case with the species name, Graarl.
Though Graaat cannot be spoken by any other species, due to the demands on the vocal system, Graarls are extremely adept at learning other languages. Due to the symbolic nature of their tongue, their minds are geared toward thinking in sensations, and as such, they have no problem associating words with these representations: there's little to replace. Grammatical structure also comes to them quickly, and in listening to a sampling of the language, a Graarl can usually repeat words in context within the hour, carry on conversation in three, and become fluent in a language after only twenty-four hours worth of (exclusive) observation. Interestingly, this allows them limited communication with the many non-sentients of the planet, though these beasts are hardly capable of understanding abstract concepts.
General Attitudes:
The Graarls tend to be a thoughtful, polite race, and always try to say what ought to be said. Having grown up learning to fly with the drift of the wind, they generally move with the flow of things, and try to avoid causing trouble. They understand well how to use the things around them to their advantage, and have a great appreciation for beauty.
Society:
The Graarls are united by no particular individual. There are a number of Roosts, each of these divided into groups of varying size. Usually, a family group remains at the same Roost, but it is not uncommon for some to drift between them. They keep up with each other via their resounding calls, and news travels quickly. The Elders are usually wise and knowledgeable, and the younger generations look up to them. Crime rarely extends beyond mischief, and when it does, a panel of peers is brought together. Punishment is always equivalent to harm done, in an eye-for-an-eye style. Each Roost employs its own particular system of organization, with tiny quirks and variations. Graarls find a good deal of identity in where they were raised, and particular locations are often very dear to them. Each locale has its own native 'accent', due to the fact that a waterfall in the mountains sounds a little different from one in the plains, etc.
Intelligence:
This is one of the most prized and envied traits. It plays a very large role in Graarl culture. Should a conflict or problem arise, the Graarl judged to be the most intelligent is the one allowed to lead. If he or she performs badly, they are quickly replaced with the next one deemed most intelligent. Observing the environment and making new conclusions are favorite past-times among the Graarls.
Memory:
With no written language, Graarls have a curious system of remembering their history. Their long-term memories are somewhat underdeveloped, balanced by amazingly accurate short-term memories. After a certain amount of time has passed, a Graarl might find it near impossible to remember something, unless they have repeated it at least once. In order to chronicle history, important events are immediately transcribed into songs, the songs memorized, and then easily remembered. This also helps pass down history from generation to generation, and usually every elder Graarl takes it upon his or herself to learn all the songs in their retirement, and teach as many as possible. A few Graarls choose, at a young age, to dedicate their lives to these Ballads of history, and make sure they are never forgotten.
When it comes to specific events, if a Graarl wants to remember it forever, they will take to repeating their tale of the event every day for a moon. That way, they can be sure they will never forget it. Important milestones are preserved like this; the hatching of children, or the meeting of a friend.
Song:
Every Graarl is a musician. They are skilled at putting together sounds into beautiful combinations, often incorporating features of nature into their music. Each Graarl usually favors a specific mood of work, though some dabble in everything. And yet, every Graarl has their own trademark, for it is believed that a Graarl's song is, in essence, a reflection of a bit of their soul.
From its very beginning steps, a Graarl will begin to work on the song of his or her life. It details who they are and who they've been, all that has happened to them, and all they hope to be. Interestingly enough, there are no 'word' representations; simply melodies and moods. It is this particular song that identifies each Graarl, and is often the main way a Graarl chooses a mate.
Courtship and Mating:
The central feature of Graarl mating at courtship is the Song. Young, single Graarls often take to humming their own life-song while they walk about, hoping to catch the ear of another. 'Impressioning' is the basic term used to represent the inexplicable, sudden moment in which a Graarl understands that a certain song is the one. As a Graarl ages, they become more mature, their wisdom grows and they adapt. Small changes in melodies and harmonies of a life-song can make huge differences when it comes to impressioning. Graarls might know each other for years, before one is finally impressioned by the other's song. Sometimes this is mutual, but other times, things are a bit more complicated. Two neutral songs coexist until one changes just enough that the first is impressioned by the second, though the second takes little interest to the first. The process of becoming impressioned changes a Graarl, and it is believed that the discovering of one's mate completes them, in a way. The song of the first changes, and so now this new song impressions the second, and the feeling becomes mutual.
Divorces are non-existent, and no Graarl is ever unhappy in their union. A deep, instinctual drive for teamwork is behind such things, and there is never any doubt as to the compatibility of personalities.
Very, very rarely a Graarl's love may be unrequited. It is an awful fate for the poor impressioned, for they are driven by an instinct beyond their choice. Often, these Graarls go mad, but again, such cases are very, very rare. Most of the Graarl Tragedies (loosely factual songs, telling a tale for the purpose of amusement) include unrequited love in some way, shape, or form.
Once a year, all the Graarls gather. Among other events and competitions, all new pairs are announced, and the bond becomes official and recognized.
Yearly Gathering:
This is held in a different place every year, and the date changes depending on the location. A great feast is held at the beginning, so that for the next three days, no hunting is required. During this festival, there are flying competitions and running races, playful endurance tests and activities for the entire group. Each night, a huge bonfire is lit, and the whole Flock assembles for good-natured rough-housing, and the singing of many a ballad. It is the highlight of the year for many Graarls.
Gender Expectations:
Male: The males are expected to be strong hunters and confident leaders, able to work together to take down the larger plains beasts. Oftentimes, these skirmishes result in personal injury, and scars can become a mark of honor, if paired with the proper story. It is their responsibility to make sure their children understand society's expectations of them.
Female: The females are expected to be agile, able fliers, and work with wit and grace to capture the prey of the air. Their biological clocks usually allow them one egg every five years or so, with an internal gestation time of 4 months, and an external incubation time of 7 months. During this incubation period, a female will remain in the family's nest and tend to the egg, supported mainly by her mate, and also by her family. It is a female's responsibility to ensure that her children understand the world around them, and know how valuable learning truly is.
Funerals:
It is said that when a Graarl dies, their spirit raises to the sky and becomes one with the wind. The Graarl funeral ceremony seeks to create a symbolism of this, for the benefit of the mourners. The body of a Dead is carried by an honor-guard of four Graarls, usually those who knew the Dead the best. The body is usually taken to the mountain foothills, and left in a peaceful spot. Within three days, the bones of the deceased are picked completely clean by carrion birds, who, as if by some sort of reverence, never seem to gnaw or disturb the bones of a Graarl. Now bleached white, the Graarl's closes friend or family member, usually their mate or parent, collect the bones and bring them back to the roost. They are arranged in a place of honor and allowed to dry; a process that takes approximately one week. Remembrance of the dead, and mourning take place during this time, and few Graarls try to suppress their emotions on the matter. After a week, when the bones have completely dried, they collapse into dust. It is an odd phenomenon due to the make-up of the semi-cartilaginous bones. This dust is then collected, and all the mourners gather at the dead's most beloved spot. Here, the dust is allowed to drift into the wind, carried away and becoming one with the earth and the sky. It is a release after the period of mourning, and the gathered rejoiced at the deceased's freedom, and mourn the dead no longer.
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History:
The earliest history of the Graarl race on Astrum V has been lost to the race. However, a few connections and a bit of background knowledge, and one can piece together the story from the records in Arkania...
Dates have been corrupted, but it is suspected that when the Arkanians began this bit of research, the Republic was still small, and relatively new. Ever up to their work on the improving of races, the Arkanians were after a group of servant beasts. Reptillians, for their robust nature. Their research began by manipulating a rare, and now extinct, breed of six-legged warm-blooded reptile. They bred for size, and for intelligence, (for what good is an Arkanian with a dreadfully daft mount?) and yet, this was still not enough. And so, they began to fiddle with the DNA of these beasts, striving for a way to increase the rate of mutation, and allow them to more quickly develop a new race. They were on the brink of nailing this, when it was discovered that the particular backing corporation was under spy surveilance. They shipped their discoveries far away to an Outer Rim planet of neutral landscape; Astrum V. Here, in peace, the ability to encourage mutation was stumbled upon. Quickly, the species began to reach what the Arkanians had been hoping for, all rejects simply disposed of. Then came a most curious development. At first, it had appeared that the forelimbs of a particular species were withering, becoming nothing more than vestigal, while the second and third sets balanced. Curious, they allowed these mutations to propigate, and what had appeared to be vestigal limbs, instead became... wings. These beasts were small, hardly two feet at the shoulder, but they were developing wings.
That was the last report returned to Arkania. The facility was never heard from again. If some Arkanian had returned to investigate, they would have found the facility shattered by earthquake, all its humanoid members devoured by the local wildlife. But none ever returned. The corporation backing the project had finally fallen to its enemy, the one whose spying had initially driven the project to Astrum V. In the upheaval, the top-secret research was simply, forgotten, the location of Astrum V corrupted, and to the rest of the Galaxy, the strange mutating species ceased to exist.
Left to their own devices, the many experiments fled from the facility, and attempted to survive on their own. Only the winged managed to survive, and they quickly propagated. Still, though, their DNA was charged with the tendency to mutate, and as many offspring died as thrived. Their most distinct trait, flight, hugely shaped this base creature.
Over time, three Species developed, two semi-sentient, and one completely self-aware. The Kruunt evolved for strength and power, eventually becoming so large that their wings could no longer hold them, and they withered away into vestigial appendages. Tank-like, they became the terrors of the forest. Second were the Queents, also semi-sentient. They evolved for small size and nimble nature, each barely four feet long. With blazingly fast metabolisms, and a constant drive to eat, they became flock-based omnivores. They are most similar to the original base creature.
The last species to come of this, was the Graarls. Intelligence was the crux of their organization. Only the most clever of Graarls survived, and eventually, they became clever enough to group into packs. In these packs, the smartest were able to lead, and so to become Alpha became a battle of strategy and wits, though all of this was still instinctual. And then finally, one particular Graarl looked into his reflection in the pond, and he became aware of himself. He was the first sentient. Puzzling out the plight of his brethren, he communicated to them as best he could, but they were only on the brink of discovery. He lead his growing pack for many years, before another was born, sentient like himself. They were revered and held in awe by the others. Over time, it was found that this sentience passed down from generation to generation, until finally, the whole Graarl population was aware of its own existence. They had finally distinguished themselves from the crowd.
Years, decades, centuries passed, and the Graarl language and society evolved into basically the same culture as is still in practice. The Population grew and the organization became more firm, and the first remembered ballads come from this era. Intelligence still retained its great importance, and was emphasized in the species. The Graarls eventually became aware of the sentience of another species aboard the planet, the Nihran. They observed this color-changing race from afar, seeking only observation, no contact. Each aware of the other, they lived in peace for long enough. By this time in their history, the Graarls had achieved a significant understanding of advanced mathematics and their relation to nature concepts, as well as having figured out all of the basic laws of the natural world. Aerodynamics and gravity, momentum and inertia were understood to them, though their application was far different than what the humans had done with it. Their mathematics they directed toward predicting weather, choosing shelter, improving the efficiency of flight, and puzzling out patterns in nature. Complicated, abstract concepts came within their grasp, while they possessed only the most basic of technologies; the chief among these being the simple ability to harness fire.
That is, until both populations began to grow. Their territories soon began to infringe upon each other, and the Graarls refused to concede prey ground they had already claimed. Suddenly, they found themselves attacked by the Nihran, shot from the sky by arrows, and struck on the ground by spears. However, the Graarls organized a united front for the first time, and launched a massive counter-attack. The soft-skinned Nihran were no match for the armored Graarls, and though both sides suffered many casualties, the Graarls were, by far, the winners. They hated the war, though, and as soon as they realized the Nihran had been shrunk to a size as to be no longer threatening, they returned to their original territories. There were no heroes of this war, for it was a reluctant and tragic conflict.
Years passed, and the Graarls returned to their ways, unbothered by the Nihran. However, the warrior-race grew once more, and border skirmishes resumed, though no side declared actual war. Finally, the Graarls were surprised by the sudden presence of a Nihran, running great distances on feet instead of wings. She appeared and began to speak before the Roost, and it was not long before they had puzzled out her language. The Nihran were asking not only for peace, but for the two races to unite. It would be advantageous to both races if such an arrangement were made. Naturally, the Graarls accepted, quite liking the idea.
Over the years, this cooperation evolved into a close partnership, with the Graarls fascinated by the hunting techniques of the Nihran. They were a soft, two legged race, bringing down some of the mighty beasts of the planet. How did they do so without sharp beaks, or strong claws? They used their minds, something the Graarls greatly respected. Bands of Graarls began to accompany the Nihran on these hunting trips, learning as much knowledge as they shared. Eventually, these evolved into individual partnerships, and it became customary for a Graarl and a Nihran to choose one another, and work together quite often. These bonds ran inexplicably deep; almost as inexplicably as the impressioning, though certainly different. Initually, the female Graarls helped the Nihran women hunt the beasts of the air, while the Graarl males aided the Nihran men with the plains beasts. However, having a strong guard on aerial trips led to Graarl males teaming up with Nihran women, and the aid of a lookout overhead led to Graarl females teaming up with Nihran men. With the advent of occupations such as messengers, the matching of genders became almost completely unimportant. Logically, most everything was based on skill and compatibility. Despite the claim of the Nihran that they have some say in the deal, every Graarl knows that they're really the one that picks their partner. It's a prideful secret of theirs, and in good humor, the elder Nihran who've caught on, don't share it with the younger.
Thus passed a good deal of time, and the next significant event involved the arrival of a starship. The Graarls, as curious as the Nihran, greeted this new arrival. The creatures who emerged looked very similar to the Nihran, but with pale, one-shaded skin, colored eyes, and hair of varying shades. Humans. A few didn't resemble either race; later to be identified as various aliens. An awkward time passed in which the Head Patriarch of the Nihran attempted to communicate with the leader of the Aliens, to no avail. All Graarls watched and observed, trying to puzzle out the language. The first to accomplish this was a young Graarl, her name simplified to 'Shriiitaaa' by the Nihran. She suddenly began translating, much to the surprise of both parties. The other Graarls were quick to catch on, and while Shriiitaaa continued to mediate between the leaders, other Graarls exchanged information and answers with the Aliens. They were far more open to the newcomers than the Nihran, and sought to learn all they could.
Negotiations eventually concluded in the building of a city. At first, many Graarls were intrigued by the architecture, the technology, the building techniques, but soon they grew bored of these; they were predictable. The Graarls found far more pleasure in the mysteries of nature, and even as the Nihran re-emmigrated out of the city, the Graarls allowed the hype to die, and drifted back into their old way of life.
A few Graarls came to hugely embrace the new window to the Galaxy. Many found a Nihran also willing to go, and the two banded together, supporting each other as they set off into space. A few sought passage on their own, setting off to learn as many languages as they could, explore the galaxy! Most Graarls heeded the tales of the visiting aliens, and knew the gritty truth of the Galaxy was not nearly so fair, and so they remained content upon Astrum V.
And thus, events came to the present. Graarl history employs only a very loose time-line, for they put little emphasis on history, and believe one must know how to properly adapt for the changing situations of the present. For a more complete and structured history, see the history of their fellow sentients, the Nihran.
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Author's Notes: Most Graarls in the galaxy are paired up with a Nihran. If this is the case, the Graarl is to be treated as an NPC for the Nihran character. A Nihran/Graarl pair occupies only one Character slot. A Graarl's physical appearance and personality is best woven into the bio, but may be tacked on to the end of a character bio, under the RP sample, giving a summary of relevant information. (Height, weight, wingspan, etc.)
I reserve the right to be notified of all Nihran/Graarl character applications, so that I might read over them and make sure the culture and characteristics have been interpreted properly. Much thanks. X)
Some Graarls are force-sensitive, but they are extremely isolated. Maybe you can get away with the first Graarl Jedi in all recorded history. Maybe you can't. Good luck.
^ Subject to change.