Post by Kella on Oct 20, 2009 18:23:15 GMT -5
Link to Graarls (related species)
Species Name: Nihran (Ni-Hron)
Species Type: Near-Human
Planet of Origin: Astrum V (link)
Average Maximum age: 140 years, 110 being considered venerable. Signs of aging manifest themselves far later than in other humanoid species. This is partly due to genetics, and party due to the lifestyle of the active Nihran.
Age of Maturation: 15
Average Height: (Women) 5'9 (Men) 6'1
Average Weight: 120 - 200 lbs.
Black. All Nihran have fine jet-black hair, with no curl or wave to it whatsoever. The women traditionally grow their hair longer, while customs vary among men. Keeping the hair longer, shaving one half of the scalp, and securing the remaining hair in a tie is a common style, along with many others. Hair holds little significance in tradition, and so styles vary by individual.
Black. The entire eye appears a dark, glossy black, and due to pigmentation, the pupil is indiscernible from the rest of the eye. The more pure the black, the more beautiful the eye. As the Nihran ages, his or her eyes will begin to dull and become dark grey; this is a sign of wisdom and venerability.
In general, the males are taller and more muscular, while the females are slightly shorter, with slimmer athletic builds. This plays into the culture of the Nihran.
This is the most defining feature of the Nihran race. In the layer of skin where many humanoids have melanin, the Nihran have a far more complex system of pigments, in the colors Red, Yellow, Blue, Brown, White, and Black. Depending on the individual, these pigments function very similarly to those in Chameleons or Squid. They can be turned 'on' or 'off' to varying degrees, and different combinations of this can form other colors. (i.e., red and yellow pigments mix to create a ruddy orange) The concept is very similar to the colors in newsprint; various dots of red, yellow, and blue combine to create full-color pictures.
The skin pigments of a Nihran may change on a regular basis, or may remain the same for an extended period of time. The Nihran have no conscious control over this, nor does it function as a camouflage adaptation or a display of emotion. The causes are quite mysterious, but when the Nihran enter a certain stage of sleep, their skin colors have the potential to change. This does not happen every time they enter this stage, but it does not happen at any other time. Not surprisingly, this very unique adaptation plays a huge role in Nihran culture (to be discussed later).
Patterns most often take the form of geometric shapes, and/or animal markings. Oftentimes, the representation of an animal might be present, in a geometrically stylized form.
The Nihran are a very hardy people. Their culture requires them to be physically fit and active, and as a rule, they all take good care of themselves and their bodies. As a result, the Nihran age more slowly than other humanoid races, and may appear decades younger than in comparable species. This also contributes to their life expectancy, which settles at around 140. Very few Nihran die of disease, due to relative isolation, and an aggressively evolved immune system.
Four limbs, two arms, and two legs. (Near human)[/center]
Praataal (Literally, speak-tongue. Outsiders usually refer to it as Nihrani.)
Author's note: Praataal is based on various African dialects.
Speakers of Praataal who learn basic usually have a distinct accent, with a sort of smooth emphasis of the vowels.
All those above age 15 possess basic reading skills, with 15% being considered basic, 30% considered proficient, and 40% considered fluent. The remaining 10% possess advanced reading/writing skills. All Chroniclers fall in this last 10%
The family is the main body of the Nihran culture, and is valued above all else. Next comes the tribe, then the Clan, then self (ideally). Degree of Apathy or interest toward the Clan varies among different tribes. Nihran are generally slow to accept change, slow to trust, yet fast to forgive those they trust. They plan ahead, before a problem even appears, and act quickly when it does. When forced to improvise, Nihran act unapologetic-ly. They value the past and the lessons to be learned from it. Failure is embraced and learned from, but repeating the same mistake is considered the epitome of stupidity. In fact, one of the harshest Praataal insults, 'tweekeer-skop' means 'twice-fool'.
The Nihran are brutally honest, and being frank is not considered rude. In fact, not giving one's full and unedited opinion can be considered quite an insult. Individual Strength, love of family, determination, perseverance, confidence and patience are all important values.
Nihran wed for life. They believe each person has one true soul mate, and matches are often made based on the Gedaante (see Patterns). To give up on a marriage would be considered compromising the warrior's spirit, and is unheard of. When a spouse dies, Nihran do not remarry.
Wedding ceremonies vary by Tribe, but usually involve the patriarch of the groom approaching the patriarch of the bride. Negotiations and arrangements take place. Over the years, this has become more of a ceremony, the actual planning and choosing done by the couple themselves. Several days of celebration lead up to the wedding ceremony, including feasts and bonfires. Finally, the Tribe Patriarch weds the couple. Over the next few days, family members bestow the couple with gifts, at their leisure.
The amount and type of farming done depends on the location. Most farming takes place near rivers, with their natural irrigation. In the rainforests and surrounding areas, fruits are plentiful, and need not be cultivated.
Animals are neither tamed, nor captured.
There is only one formal meal of the day, eaten just after sunset, and comprising freshly cooked games, and a vegetable or meat stew, with other cultural favorites. This is the only time of day fresh meat is eaten. Dried meat and raw vegetables form unscheduled snacks throughout the rest of the day, though the main focus is on the night-meal, or nag'kos.
Youths often play games to prepare them for hunting, including archery competitions and competitive races. Many youths enjoy sitting around fires in the evening, making up stories to tell one another. Games are common, as long as they involve running or other vigorous activity; the young Nihran have a great deal of energy to spend.
Adults find joy in their work, that of a hunter and a warrior. Their games often revolve around competitions involving related skills.
There is only one city on the planet, Lawaailig (the noisy light). All technology is based in this city. It's a low-rise sprawl, separated from the rest of the planet by a high, patrolled wall. All outsiders are required to stay within the city, which does have a spaceport. Common technology in the city is about 50 years behind the norm, and its importance is downplayed. Some Nihran tribes live in the city, or travel between it and the plains, but most tribes prefer to keep to the plains and their classic way of life. The city is simplistic but efficient, and most shops sell either the most basic of supplies, or local crafts.
No law or cultural taboo prohibits a Nihran from leaving their planet. Most would never think of leaving their family, but a few are called away by wanderlust, all the same. While rare, it's not unheard of to see a Nihran some other place in the galaxy, with an odd occupation or other. As long as they retain their warrior heart, they are always welcome back. Within the planet itself, many tribes are nomadic, while some split their time between city and wilds. As a rule, Nihran do not become attached to a particular place.
The unique skin of the Nihran plays a humongous role in their culture. It is believed that a Nihran's skin is a picture of his/her innermost spirit (the Gedaante). This goes beyond mood and whim to represent a Nihran's most basic essence. Certain symbols and colors signify different traits. For example, a great deal of red represents a temper, but a desire to preserve the blood of one's clan. Loose, flowing lines symbolize an easy and laid-back spirit; one that is willing to go with the flow. Peace of mind, anxiety, confidence, shyness; all of these can manifest themselves in the patterns of a Nihran. No matter how they change, however, certain features will always set one Nihran apart from all the others; no two Nihran ever have the same markings. Despite these changing designs, Nihran rarely have trouble identifying each other. Secrets are nigh on impossible to keep, since the resultant anxiety manifests itself visibly. As a result, Nihran are brutally honest about matters of importance, and rarely lie. Crime is simple and small in Nihran society, because guilt is so apparent. White lies come at no consequence, but the general opinion follows the logic; 'if I don't lie about the big things, why lie about the small things?' Due to this cultural aspect, being frank or outright honest is never considered rude; in fact, suppressing one's opinion is considered an insult.
The revelation of the inner-self is the center of many aspects of Nihran culture. Because outward beauty can be improved by improving the inside, the Nihran are motivated to learn such things as patience, temperance, and empathy from an early age. The Patriarchs of the family groups, tribes, and even the clan are determined by examining their Gedaante; and therefore the mental state of the leader. Parents also get together and discuss potential matches among their children, suggesting pairings based on each young adult's Gedaante.
Despite this interpretation, the Nihran know that a person's interest; and therefore their destiny; often change, and personalities can shift. The Nihran as a people stress personal discovery through examining one's own Gedaante, and the elder's warn against making predictions based on the Gedaante of another.
The Nihran are defined by their warrior's spirit, and their refusal to relent to hardship. The very worst fate a Nihran can experience is to loose this warrior's spirit: their skin turns completely black. Usually, this only happens under the most extreme of circumstances, and during a time in which the individual has been away from Nihran society for a very long time. However, the death of a loved one, or a culminating series of disasters might prove to break a Nihran, even surrounded by the tribe. Once this happens, the Nihran is shunned, rejected and disowned from society. They are no longer a Nihran, but rather labeled a 'Moorte', one with no soul. It is a fate worse than death, and it is not uncommon for a Moorte to commit suicide, or convince a family member to kill them. However, some Moortes have fallen far from their home; and have become cold, ruthless, and feared, a few garnering recognition as bounty-hunters.
When a Nihran dies, their skin bleaches and they become completely white. This represents the fresh, clean slate of the after-world. In the funeral ceremony, a chronicler writes upon the white body of the deceased, recording in black ink a verse that represents the summary of the individual's life. This reminds the soul of the deceased about their life with the Clan, so that they will not forget in the after-world. The body is then ceremonially burned with incense in a funeral pyre after a period of mourning, to cleanse the tribe of their mourning.
There are four ceremonies by which a Nihran might first prove their warrior's spirit. Each Nihran chooses which ceremony to complete, and only needs to complete one. If a Nihran fails, they will continue to try and try again. Changing ceremonies after a failure is not unheard of, but bears a slight stigma. A warrior never gives in, and many Nihran take many years and many attempts to pass. Most die in the process by this point, if they have failed, for if they give up they will become a Moorte, and be condemned to a fate worse than death. The first of the four rites is a test of survival. Taken to the jungles and left and one side of a particular stretch, a youth must make it out the other side alive prove themselves worthy. This requires them to be resourceful, brave, and physically fit. The second of the four rites is the scaling of one of the planet's mountains. It is a test of endurance and determination, for while there are no animal threats, one must remained focused and committed throughout the entire rite. The third proof of spirit is to lead a Hunt. The performance of the youth is judged by the other hunters, who 'grade' the youth on his/her ability to lead, their decision making, and their discretion in listening to advice. The last of the four rites is the killing of a Kruunt. Three others journey with the youth as witnesses, but they may interfere in no way. To prove their spirit, the youth must slay a Kruunt single-handedly. This requires a Nihran to know intimately their own strengths and weaknesses, and how to use them.
A youth may attempt a trial anytime they believe themself ready, and no trial is considered more prestigeous than any other; all tests different parts of the warrior's mind and body.
Most youths attempt their rite at age 15, and a youth must pass by age 18, or risk exile. Very, very few Nihran are exiled at age 18; those who could not pass the test, died trying. It is a fact of Nihran life. They are a hardy people, however, and a vast majority pass the test.
The center of Nihran government is the Chroniclers. These comprise a dozen venerable Nihran, both men and women, who have proved their wisdom both through their Gedaante, and their past actions. So greatly do they dwell upon words of the past and future, their Gedaante often grow to include written passages of history, or ballads which their minds dwell upon. The Chroniclers record every detail of Nihran history, examining the past to enrich the present, and provide a plan for the future. They are respected above all else, and though they have a great deal of power, humble themselves by simply advising the head Patriarch. Those Head Patriarchs who have gone against the advice of the Chroniclers have always met disastrous fates. A corrupt Chronicler can be impeached at any time by the people, but this is rarely a problem; the transparent nature of a Nihran's Gedaante encourages integrity. To aid the Chroniclers, each tribe as a scribe which records the doings of that particular tribe. There are only a dozen Chroniclers at any given time; no more, no less. Most begin their careers as scribes, though a few are retired patriarchs. For some inexplicable reason, the Chroniclers seem to outlive their counterparts; not a single one has died of natural causes, while being younger than 110.
Histories are first transcribed onto parchment in short-hand, as dictated by a chronicler to his scribe. The scribe then packages copies of these parchments, then sends them off to the Chroniclers' village, where the Head Chronicler then carefully transfers the writing from parchment, to standard-length on thin clay slabs. These slabs are unbreakable once fired, and the preserved histories are carefully filed away in a hut located in the Chroniclers' village. It is at this point that important matters are discussed. Meanwhile, the scribes refer to the completed slabs and re-copy the events, still in standard-length, onto parchments. These parchments can be rented out or dispersed to any members of the tribe, and each village has a library containing important works of history. The Chroniclers stress the importance of learning about their heritage for themselves, and reading these publications is strongly encouraged.
The Council of Chroniclers, (or the Council of Elders) advises the Head Patriarch, who oversees the whole Clan (The 'Clan' describes the entire Nihran nation.) This Head Patriarch is the Patriarch of his own family group; the High Tribe. A Patriarch is usually replaced by his son, but when this is not the case, the new Patriarch's family becomes the High Tribe. The Head Patriarch oversees disagreements between the two dozen tribes, which are all headed by their own Patriarchs. These tribes usually comprise three to ten family groups, and individual tribes each have their own way of life, their own territory, and their own minor customs. (Nomadic tribes often share land). Each of these family groups comprises a patriarch (lowercase 'p') and his direct descendants.
These patriarchs solve family disputes and address issues that affect their family, the tribe Patriarchs solve disputes between families and deliberate on things that affect the whole tribe, and the Head Patriarch solves disputes between tribes and orchestrates things that affect the whole Clan.
When a crime is committed, or the decision of a Patriarch is challenged, the Council of Chroniclers is called in, and oversees the judgment. Their decision is final, and can only be called into question by a 'week of appeal', that is, a person waits one week before asking the case be re-tried. Usually, though, this is not necessary.
Pre history: The Nihran race evolved as a Hunter-Gatherer society. During the Autumn and Winter, the men hunted Quarinuu and other large, land-dwelling herbivores, while the women gathered seasonal fruits and kept the villages warm and tended to. During the Spring and Summer, the women went out in arching parties to hunt the different migrating avians, while the men were in charge of relocating the nomadic camps, and gathering the plentiful fruits on the way.
The first recorded history comprises fables and tales, recorded for posterity's sake. Suddenly, daily accounts of business and stock appear among the tales, the first instance recorded as the first day of the rule of Patriarch Aminidab. Later generations would consider him the father of the Chronicle, for he commissioned the very first Chronicler. Over the years this role expanded, and historical events can be told with more accuracy.
Time passed, and the singular Clan grew in size, until the Patriarch designated family groups to operate semi-independently. These family groups grew as well, as as the Clan expanded, clusters of Family groups broke off, living in similar climates and locals, working independently of each other. Conflicts between groups were few, and these clusters began to find their own identities, coming together into sets of family groups eventually known as tribes. About fifty years after these tribes established themselves, each ruled by their own Patriarch, a series of deadly earthquakes raked the planet. The tribes were set into a flurry, each begging another for help, but nobody having any idea of how to give it. Patriarch Taarlzek, head of one of the smaller clans, compelled the other tribes to follow him, under guidance of his Tribe's Chronicler. Taarlzek united the tribes into a Clan once more, and led them through the disaster. He attempted to step down when things had calmed once more, but the tribal Patriarchs took a vote, and recreated the position of High Patriarch, to unite the entire Clan once more. Taarlzek had great respect for his Chroniclers, requiring one be present for every tribe. However, his successors were less enthusiastic, and though the position remained, the Chroniclers came to be seen more as novelties and relics, than having actual power.
The Keer y Een (Era of Unity) came and passed, and the Clan lived in stability, growing steadily and expanding its borders.
Inevitably, the Keer y Een came to an end, with the first murmurings of the Voedsel Oorlog, the War of Prey. For centuries, the Nihran had lived peacefully alongside the Graarls, a species of sentient repto-avians. There were more than enough prey herds to support both. However, with the population of both societies growing, territories began to infringe upon each other. The warrior spirit of the Nihran was incited, and when the Graarls refused to back down, Patriarch Betemok led the people into a war. The Chroniclers all warned him strongly against this, insisting that the Graarls could be reasoned with, but Betemok would hear none of it. He wanted blood.
And blood he received, in a lengthy conflict that resulted in more Nihran casualties than Graarl. As it eventually turned out, the Graarls took the high route and abandoned the war, once they realized that the Nihran were no longer strong enough to launch another counter-attack, nor large enough to pose any food problem, they returned to their territories. This enraged the Nihran people. They turned their anger not upon the Graarls, but upon Betemok, who had disgraced them. He was killed by his own people, and as was the course of things, his son, Tetemok was given the position, for the revolutionaries thought they could use him as a puppet Patriarch. However, he proved far more assertive. Having tailed his father closely, he remembered the warning of the Chroniclers, and had observed their wisdom. Wishing to wipe his family of the scorn of his father, Tetemok restored the hierarchy, with one major change; the Chroniclers were given a major position of authority. Thus ended the Voedsel Oorlog.
For the next two centuries, the Nihran people went through a period known as the TweeGeboorte, the Rebirthing. Slow changes according to the wisdom of the Chroniclers established a standard of justice, and a system of runners to maintain communication within the tribes. The Chroniclers became known as impeccable judges of Gedaante, and their wisdom was trusted in almost every manner. The Nihran people flourished once more, and at the end of the TweeGeboorte, their numbers were even greater than they had been before the Voedsel Oorlog.
The Graarls too had grown in size, and tension remounted. Border skirmishes were common, though neither side declared full war. The Chroniclers recognized the great need for resolution, and consulted with the Head Patriarch. A runner was sent to the Graarls, and met with more than small opposition. However, her bravery and respect became the object of Nihran legend, as she was able to win over the Graarls, and convince them her intentions were peaceful. Initially, language was a barrier. However, it turned out that the Graarls, artists of imitation, were also stunningly fast at learning new languages, and the runner was quickly understood. For the first time, the two peoples would meet in a diplomatic, peaceful setting.
Negotiations lasted upwards of seven days, breaks only very short, while each side learned a great deal about the other. The Graarls were far more intelligent and organized than the Nihran had assumed, and the Nihran were far less barbaric, and far more honorable than the Graarls had assumed. In the end, the two sides not only agreed to be in peace, but they also launched a huge cooperation effort, mixing certain tribal lands, and working out a treaty concerning prey.
This treaty, known as the Kuip Vrede, the Great Peace, marked the ending of the TweeGeboorte, and the beginning of the Keer y Nuut Afsprak, the Era of New Agreement. Over time, the relationship between the Nihran and the Graarls evolved into a very close one. Joint hunting parties eventually became individual partnerships. The numbers were even enough that each Nihran hunter had a Graarl that he or she grew very close to. These relationships were unbreakable, and oftentimes, the two became inseparable. It was a strange compatibility for teamwork between two very different species, and became a unique symbiotic relationship. Pairs were chosen by comparable personalities and skills, and since each culture had different expectations of males and females, gender played only a very small role in the way pairs were chosen.
In Praataal, the Nihran of a pair was known as the vriend ((feminine) vriendin), while the Graarl of a pair was known as the voel((feminine) voelle). These were generic terms.
These relationships were never romantic, however; though Graarls did tend to propose romantic interests for their Nihran, and vice-versa. It became common for a vriend to fall in love with a vriendin, while her voel had fallen in love with his voelle. This was simply common, however, since the gender combination of many pairs made this set-up impossible.
This development occupied much of the first half of the Kuip Vrede, and the remainder of this passed in peace. It required the combined effort of the Graarls and Nihran to fend off hoards of Kruunt, semi-sentient savage beasts, who were distant relatives of the Graarls. Killing a Kruunt single-handedly became a coming-of-age rite for the Nihran, now the fourth of such rites. Koptek and Queer, vriend and voelle, became honorable slayers of Kruunt and protectors of their people, their escapades recorded in the Chronicle, but immortalized in legend.
As the Kuip Vrede grew to a close, something new and strange came to the world of Nihran and Graarls. A starship. A motley crew emerged, representing several species, though predominately human. They allowed the Nihran to approach them, for the local people were fascinated by the strange creatures. The Humans looked like them, but were so different. Their skin had hardly any color whatsoever, except for shades of brown and tan. It seemed like all the color was in their hair and eyes, but the Nihran soon realized that these had only one color. Hopeless questions and negotiations pittered on for ages, with no side communicating anything meaningful. Finally, a young Graarl stepped forward, by the name of Shriiitaaa. She had been listening the entire time, and stunned both the Nihran and the Humans; for she now spoke fluent Basic. Negotiations resumed, with more and more Graarls catching on, and translating for both sides. The Graarls and Nihran learned that the group had come in a 'staar sheep' (there was no translation in Praataal), and were looking for a place to set up a stopping point along an outer-rim trade-route. The Chroniclers asked many, many questions, and after much deliberation, determined that the greed and ambition of these humans could devastate the Nihran people. They allowed for the construction of one city, and one city only. All foreigners would remain inside the city at all times, and to ease the hype of temptation, Nihran were allowed to come and leave as they pleased. The deal pleased the Nihran greatly, for they would be allowed to learn and grow, while safe from the perceived threat.
One Nihran was not happy, however. Once, his name was Irik, but his actions made him unworthy of the title. He is known simply as Moorte; the first of the black souls. Moorte was lured by the humans and their tales of riches, their sensational stories about how they could make the planet better. He first served as messenger to them, but then began to work closely with the starship crew, giving them information about the landscape and resources, while they filled his head with stories of the galaxy. He was warned by the Chroniclers, but still, he did not listen. Moorte was consumed by the greed and ambition of the aliens, but he also became consumed by cowardice. Moorte had lost his warriors spirit, and like a curse, his skin became darker and darker, eventually settling into the deepest of blacks. Even as the city was completed, and deemed Lawaaili, Moorte was exiled by the Chroniclers, and therefore shunned by his people. The first starship away from the new city saw him off into the galaxy, and never again was he known by the Nihran people. This alienation seemed the worst fate of all to the clan-centric Nihran, and the people took this warning to heart.
The first decade of Lawaailig's completion was marked by a massive emigration into the city; mostly young Nihran who had yet to pair with a vriend. They soon found, however, that city life and the alien technologies were not nearly as exciting as they had expected, and over the years, most of the inhabitants drifted back into the Wilds again. The Clan remained the center of all Nihran culture. Alien weapons and technologies never made it out of the city, though there was no ban to motivate this. Simple pride in their own accomplishments as a people, their sense of honor, and the respect they held toward the prey they captured were enough to compel the Nihran to abandon this technology with no hesitation.
And thus, the completion of Lawaailig, and the re-emphasis on the value of culture, marked the beginning of the Keer y Gesin, the Era of Family.
This era saw a shift away from strict Tribe territories. Villiages began to dot the entire continent, growing into bustling market towns. Certain activities, like smelting and butchering, became specialized jobs, though nearly all possessed the basic skills. The wives of smelters and builders became artists, weavers and sculptors, these art works sold in the city, but simple gifts of good-will among the Nihran. Whatever they did during the off-season, every Nihran adult participated in the seasonal hunts, regardless of occupation. They were now a vast and varied people, though they still stuck by their simple set of values. Tribes were more loose associations now than tight-knit clans, for the great mingling of people and places had mixed the tribes around. However, twice every year, on the winter and summer solstices, the tribes would each gather to remember their family and who they were, and perform one hunt together.
Every Nihran knew at least one friend-of-a-friend who had been struck with wanderlust and journeyed off into the galaxy. A few had returned, still with their warrior's spirit, to tell of civilized races and great Republics, wars and enemies, and strange beings called 'Jedi'. And yet, every Nihran had enough respect for their race, and enough pride for their culture, that they would never dare suggest adopting the customs of the strange and distant worlds.
A small population of Nihran took up permanent or semi-permanent residency in the city. Most of these were merchants, selling local wares in exchange for credits. Credits sustained them in the city, though had no use out of it. Many young Nihran would aid Merchants in exchange for these credits, which they used to buy passage to places across the galaxy. Other Nihran, however, remained in the city simply because of all the learning there was to be done. They became scholars, queer people, obsessed with learning about the galaxy at large. Eventually, all of these scholars earned enough credits to see the wonders for themselves.
The Chroniclers remained in their venerable and honored position, while the Head Patriarch still oversaw all, making circuits around the many villages and communities of the continent. As of 3602 BBY, the Keer y Gesin is still in progress, and has been for 112 years.
Author's Notes:
Most Nihran in the Galaxy are Moortes, who have become bounty hunters, assassins, gamblers, etc. They appear quite different from their colorful brethren.
A Nihran character may be paired with a Graarl. If this is the case, then the Nihran is treated as the Character, while the Graarl is treated as an NPC. A Nihran/Graarl pair occupies only one character slot.
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)
Species Name: Nihran (Ni-Hron)
Species Type: Near-Human
Planet of Origin: Astrum V (link)
Average Maximum age: 140 years, 110 being considered venerable. Signs of aging manifest themselves far later than in other humanoid species. This is partly due to genetics, and party due to the lifestyle of the active Nihran.
Age of Maturation: 15
Average Height: (Women) 5'9 (Men) 6'1
Average Weight: 120 - 200 lbs.
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Notable biological features:
Hair Color:
Black. All Nihran have fine jet-black hair, with no curl or wave to it whatsoever. The women traditionally grow their hair longer, while customs vary among men. Keeping the hair longer, shaving one half of the scalp, and securing the remaining hair in a tie is a common style, along with many others. Hair holds little significance in tradition, and so styles vary by individual.
Eye Color:
Black. The entire eye appears a dark, glossy black, and due to pigmentation, the pupil is indiscernible from the rest of the eye. The more pure the black, the more beautiful the eye. As the Nihran ages, his or her eyes will begin to dull and become dark grey; this is a sign of wisdom and venerability.
Build:
In general, the males are taller and more muscular, while the females are slightly shorter, with slimmer athletic builds. This plays into the culture of the Nihran.
Skin Color:
This is the most defining feature of the Nihran race. In the layer of skin where many humanoids have melanin, the Nihran have a far more complex system of pigments, in the colors Red, Yellow, Blue, Brown, White, and Black. Depending on the individual, these pigments function very similarly to those in Chameleons or Squid. They can be turned 'on' or 'off' to varying degrees, and different combinations of this can form other colors. (i.e., red and yellow pigments mix to create a ruddy orange) The concept is very similar to the colors in newsprint; various dots of red, yellow, and blue combine to create full-color pictures.
The skin pigments of a Nihran may change on a regular basis, or may remain the same for an extended period of time. The Nihran have no conscious control over this, nor does it function as a camouflage adaptation or a display of emotion. The causes are quite mysterious, but when the Nihran enter a certain stage of sleep, their skin colors have the potential to change. This does not happen every time they enter this stage, but it does not happen at any other time. Not surprisingly, this very unique adaptation plays a huge role in Nihran culture (to be discussed later).
Patterns most often take the form of geometric shapes, and/or animal markings. Oftentimes, the representation of an animal might be present, in a geometrically stylized form.
Other:
The Nihran are a very hardy people. Their culture requires them to be physically fit and active, and as a rule, they all take good care of themselves and their bodies. As a result, the Nihran age more slowly than other humanoid races, and may appear decades younger than in comparable species. This also contributes to their life expectancy, which settles at around 140. Very few Nihran die of disease, due to relative isolation, and an aggressively evolved immune system.
Number of limbs and Type:
Four limbs, two arms, and two legs. (Near human)[/center]
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Culture:
Language:
[/color]Praataal (Literally, speak-tongue. Outsiders usually refer to it as Nihrani.)
Author's note: Praataal is based on various African dialects.
Speakers of Praataal who learn basic usually have a distinct accent, with a sort of smooth emphasis of the vowels.
Literacy rate:
[/color]All those above age 15 possess basic reading skills, with 15% being considered basic, 30% considered proficient, and 40% considered fluent. The remaining 10% possess advanced reading/writing skills. All Chroniclers fall in this last 10%
General Attitudes:
The family is the main body of the Nihran culture, and is valued above all else. Next comes the tribe, then the Clan, then self (ideally). Degree of Apathy or interest toward the Clan varies among different tribes. Nihran are generally slow to accept change, slow to trust, yet fast to forgive those they trust. They plan ahead, before a problem even appears, and act quickly when it does. When forced to improvise, Nihran act unapologetic-ly. They value the past and the lessons to be learned from it. Failure is embraced and learned from, but repeating the same mistake is considered the epitome of stupidity. In fact, one of the harshest Praataal insults, 'tweekeer-skop' means 'twice-fool'.
The Nihran are brutally honest, and being frank is not considered rude. In fact, not giving one's full and unedited opinion can be considered quite an insult. Individual Strength, love of family, determination, perseverance, confidence and patience are all important values.
Marriage:
Nihran wed for life. They believe each person has one true soul mate, and matches are often made based on the Gedaante (see Patterns). To give up on a marriage would be considered compromising the warrior's spirit, and is unheard of. When a spouse dies, Nihran do not remarry.
Wedding ceremonies vary by Tribe, but usually involve the patriarch of the groom approaching the patriarch of the bride. Negotiations and arrangements take place. Over the years, this has become more of a ceremony, the actual planning and choosing done by the couple themselves. Several days of celebration lead up to the wedding ceremony, including feasts and bonfires. Finally, the Tribe Patriarch weds the couple. Over the next few days, family members bestow the couple with gifts, at their leisure.
Agriculture:
The amount and type of farming done depends on the location. Most farming takes place near rivers, with their natural irrigation. In the rainforests and surrounding areas, fruits are plentiful, and need not be cultivated.
Animals are neither tamed, nor captured.
Cuisine:
There is only one formal meal of the day, eaten just after sunset, and comprising freshly cooked games, and a vegetable or meat stew, with other cultural favorites. This is the only time of day fresh meat is eaten. Dried meat and raw vegetables form unscheduled snacks throughout the rest of the day, though the main focus is on the night-meal, or nag'kos.
Recreation:
Youths often play games to prepare them for hunting, including archery competitions and competitive races. Many youths enjoy sitting around fires in the evening, making up stories to tell one another. Games are common, as long as they involve running or other vigorous activity; the young Nihran have a great deal of energy to spend.
Adults find joy in their work, that of a hunter and a warrior. Their games often revolve around competitions involving related skills.
Technology:
There is only one city on the planet, Lawaailig (the noisy light). All technology is based in this city. It's a low-rise sprawl, separated from the rest of the planet by a high, patrolled wall. All outsiders are required to stay within the city, which does have a spaceport. Common technology in the city is about 50 years behind the norm, and its importance is downplayed. Some Nihran tribes live in the city, or travel between it and the plains, but most tribes prefer to keep to the plains and their classic way of life. The city is simplistic but efficient, and most shops sell either the most basic of supplies, or local crafts.
Travel:
No law or cultural taboo prohibits a Nihran from leaving their planet. Most would never think of leaving their family, but a few are called away by wanderlust, all the same. While rare, it's not unheard of to see a Nihran some other place in the galaxy, with an odd occupation or other. As long as they retain their warrior heart, they are always welcome back. Within the planet itself, many tribes are nomadic, while some split their time between city and wilds. As a rule, Nihran do not become attached to a particular place.
Patterns:
The unique skin of the Nihran plays a humongous role in their culture. It is believed that a Nihran's skin is a picture of his/her innermost spirit (the Gedaante). This goes beyond mood and whim to represent a Nihran's most basic essence. Certain symbols and colors signify different traits. For example, a great deal of red represents a temper, but a desire to preserve the blood of one's clan. Loose, flowing lines symbolize an easy and laid-back spirit; one that is willing to go with the flow. Peace of mind, anxiety, confidence, shyness; all of these can manifest themselves in the patterns of a Nihran. No matter how they change, however, certain features will always set one Nihran apart from all the others; no two Nihran ever have the same markings. Despite these changing designs, Nihran rarely have trouble identifying each other. Secrets are nigh on impossible to keep, since the resultant anxiety manifests itself visibly. As a result, Nihran are brutally honest about matters of importance, and rarely lie. Crime is simple and small in Nihran society, because guilt is so apparent. White lies come at no consequence, but the general opinion follows the logic; 'if I don't lie about the big things, why lie about the small things?' Due to this cultural aspect, being frank or outright honest is never considered rude; in fact, suppressing one's opinion is considered an insult.
The revelation of the inner-self is the center of many aspects of Nihran culture. Because outward beauty can be improved by improving the inside, the Nihran are motivated to learn such things as patience, temperance, and empathy from an early age. The Patriarchs of the family groups, tribes, and even the clan are determined by examining their Gedaante; and therefore the mental state of the leader. Parents also get together and discuss potential matches among their children, suggesting pairings based on each young adult's Gedaante.
Despite this interpretation, the Nihran know that a person's interest; and therefore their destiny; often change, and personalities can shift. The Nihran as a people stress personal discovery through examining one's own Gedaante, and the elder's warn against making predictions based on the Gedaante of another.
The Nihran are defined by their warrior's spirit, and their refusal to relent to hardship. The very worst fate a Nihran can experience is to loose this warrior's spirit: their skin turns completely black. Usually, this only happens under the most extreme of circumstances, and during a time in which the individual has been away from Nihran society for a very long time. However, the death of a loved one, or a culminating series of disasters might prove to break a Nihran, even surrounded by the tribe. Once this happens, the Nihran is shunned, rejected and disowned from society. They are no longer a Nihran, but rather labeled a 'Moorte', one with no soul. It is a fate worse than death, and it is not uncommon for a Moorte to commit suicide, or convince a family member to kill them. However, some Moortes have fallen far from their home; and have become cold, ruthless, and feared, a few garnering recognition as bounty-hunters.
Funerals:
When a Nihran dies, their skin bleaches and they become completely white. This represents the fresh, clean slate of the after-world. In the funeral ceremony, a chronicler writes upon the white body of the deceased, recording in black ink a verse that represents the summary of the individual's life. This reminds the soul of the deceased about their life with the Clan, so that they will not forget in the after-world. The body is then ceremonially burned with incense in a funeral pyre after a period of mourning, to cleanse the tribe of their mourning.
Coming of Age:
There are four ceremonies by which a Nihran might first prove their warrior's spirit. Each Nihran chooses which ceremony to complete, and only needs to complete one. If a Nihran fails, they will continue to try and try again. Changing ceremonies after a failure is not unheard of, but bears a slight stigma. A warrior never gives in, and many Nihran take many years and many attempts to pass. Most die in the process by this point, if they have failed, for if they give up they will become a Moorte, and be condemned to a fate worse than death. The first of the four rites is a test of survival. Taken to the jungles and left and one side of a particular stretch, a youth must make it out the other side alive prove themselves worthy. This requires them to be resourceful, brave, and physically fit. The second of the four rites is the scaling of one of the planet's mountains. It is a test of endurance and determination, for while there are no animal threats, one must remained focused and committed throughout the entire rite. The third proof of spirit is to lead a Hunt. The performance of the youth is judged by the other hunters, who 'grade' the youth on his/her ability to lead, their decision making, and their discretion in listening to advice. The last of the four rites is the killing of a Kruunt. Three others journey with the youth as witnesses, but they may interfere in no way. To prove their spirit, the youth must slay a Kruunt single-handedly. This requires a Nihran to know intimately their own strengths and weaknesses, and how to use them.
A youth may attempt a trial anytime they believe themself ready, and no trial is considered more prestigeous than any other; all tests different parts of the warrior's mind and body.
Most youths attempt their rite at age 15, and a youth must pass by age 18, or risk exile. Very, very few Nihran are exiled at age 18; those who could not pass the test, died trying. It is a fact of Nihran life. They are a hardy people, however, and a vast majority pass the test.
Chroniclers:
The center of Nihran government is the Chroniclers. These comprise a dozen venerable Nihran, both men and women, who have proved their wisdom both through their Gedaante, and their past actions. So greatly do they dwell upon words of the past and future, their Gedaante often grow to include written passages of history, or ballads which their minds dwell upon. The Chroniclers record every detail of Nihran history, examining the past to enrich the present, and provide a plan for the future. They are respected above all else, and though they have a great deal of power, humble themselves by simply advising the head Patriarch. Those Head Patriarchs who have gone against the advice of the Chroniclers have always met disastrous fates. A corrupt Chronicler can be impeached at any time by the people, but this is rarely a problem; the transparent nature of a Nihran's Gedaante encourages integrity. To aid the Chroniclers, each tribe as a scribe which records the doings of that particular tribe. There are only a dozen Chroniclers at any given time; no more, no less. Most begin their careers as scribes, though a few are retired patriarchs. For some inexplicable reason, the Chroniclers seem to outlive their counterparts; not a single one has died of natural causes, while being younger than 110.
Histories are first transcribed onto parchment in short-hand, as dictated by a chronicler to his scribe. The scribe then packages copies of these parchments, then sends them off to the Chroniclers' village, where the Head Chronicler then carefully transfers the writing from parchment, to standard-length on thin clay slabs. These slabs are unbreakable once fired, and the preserved histories are carefully filed away in a hut located in the Chroniclers' village. It is at this point that important matters are discussed. Meanwhile, the scribes refer to the completed slabs and re-copy the events, still in standard-length, onto parchments. These parchments can be rented out or dispersed to any members of the tribe, and each village has a library containing important works of history. The Chroniclers stress the importance of learning about their heritage for themselves, and reading these publications is strongly encouraged.
Organization and Hierarchy:
The Council of Chroniclers, (or the Council of Elders) advises the Head Patriarch, who oversees the whole Clan (The 'Clan' describes the entire Nihran nation.) This Head Patriarch is the Patriarch of his own family group; the High Tribe. A Patriarch is usually replaced by his son, but when this is not the case, the new Patriarch's family becomes the High Tribe. The Head Patriarch oversees disagreements between the two dozen tribes, which are all headed by their own Patriarchs. These tribes usually comprise three to ten family groups, and individual tribes each have their own way of life, their own territory, and their own minor customs. (Nomadic tribes often share land). Each of these family groups comprises a patriarch (lowercase 'p') and his direct descendants.
These patriarchs solve family disputes and address issues that affect their family, the tribe Patriarchs solve disputes between families and deliberate on things that affect the whole tribe, and the Head Patriarch solves disputes between tribes and orchestrates things that affect the whole Clan.
When a crime is committed, or the decision of a Patriarch is challenged, the Council of Chroniclers is called in, and oversees the judgment. Their decision is final, and can only be called into question by a 'week of appeal', that is, a person waits one week before asking the case be re-tried. Usually, though, this is not necessary.
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History:
Pre history: The Nihran race evolved as a Hunter-Gatherer society. During the Autumn and Winter, the men hunted Quarinuu and other large, land-dwelling herbivores, while the women gathered seasonal fruits and kept the villages warm and tended to. During the Spring and Summer, the women went out in arching parties to hunt the different migrating avians, while the men were in charge of relocating the nomadic camps, and gathering the plentiful fruits on the way.
The first recorded history comprises fables and tales, recorded for posterity's sake. Suddenly, daily accounts of business and stock appear among the tales, the first instance recorded as the first day of the rule of Patriarch Aminidab. Later generations would consider him the father of the Chronicle, for he commissioned the very first Chronicler. Over the years this role expanded, and historical events can be told with more accuracy.
Time passed, and the singular Clan grew in size, until the Patriarch designated family groups to operate semi-independently. These family groups grew as well, as as the Clan expanded, clusters of Family groups broke off, living in similar climates and locals, working independently of each other. Conflicts between groups were few, and these clusters began to find their own identities, coming together into sets of family groups eventually known as tribes. About fifty years after these tribes established themselves, each ruled by their own Patriarch, a series of deadly earthquakes raked the planet. The tribes were set into a flurry, each begging another for help, but nobody having any idea of how to give it. Patriarch Taarlzek, head of one of the smaller clans, compelled the other tribes to follow him, under guidance of his Tribe's Chronicler. Taarlzek united the tribes into a Clan once more, and led them through the disaster. He attempted to step down when things had calmed once more, but the tribal Patriarchs took a vote, and recreated the position of High Patriarch, to unite the entire Clan once more. Taarlzek had great respect for his Chroniclers, requiring one be present for every tribe. However, his successors were less enthusiastic, and though the position remained, the Chroniclers came to be seen more as novelties and relics, than having actual power.
The Keer y Een (Era of Unity) came and passed, and the Clan lived in stability, growing steadily and expanding its borders.
Inevitably, the Keer y Een came to an end, with the first murmurings of the Voedsel Oorlog, the War of Prey. For centuries, the Nihran had lived peacefully alongside the Graarls, a species of sentient repto-avians. There were more than enough prey herds to support both. However, with the population of both societies growing, territories began to infringe upon each other. The warrior spirit of the Nihran was incited, and when the Graarls refused to back down, Patriarch Betemok led the people into a war. The Chroniclers all warned him strongly against this, insisting that the Graarls could be reasoned with, but Betemok would hear none of it. He wanted blood.
And blood he received, in a lengthy conflict that resulted in more Nihran casualties than Graarl. As it eventually turned out, the Graarls took the high route and abandoned the war, once they realized that the Nihran were no longer strong enough to launch another counter-attack, nor large enough to pose any food problem, they returned to their territories. This enraged the Nihran people. They turned their anger not upon the Graarls, but upon Betemok, who had disgraced them. He was killed by his own people, and as was the course of things, his son, Tetemok was given the position, for the revolutionaries thought they could use him as a puppet Patriarch. However, he proved far more assertive. Having tailed his father closely, he remembered the warning of the Chroniclers, and had observed their wisdom. Wishing to wipe his family of the scorn of his father, Tetemok restored the hierarchy, with one major change; the Chroniclers were given a major position of authority. Thus ended the Voedsel Oorlog.
For the next two centuries, the Nihran people went through a period known as the TweeGeboorte, the Rebirthing. Slow changes according to the wisdom of the Chroniclers established a standard of justice, and a system of runners to maintain communication within the tribes. The Chroniclers became known as impeccable judges of Gedaante, and their wisdom was trusted in almost every manner. The Nihran people flourished once more, and at the end of the TweeGeboorte, their numbers were even greater than they had been before the Voedsel Oorlog.
The Graarls too had grown in size, and tension remounted. Border skirmishes were common, though neither side declared full war. The Chroniclers recognized the great need for resolution, and consulted with the Head Patriarch. A runner was sent to the Graarls, and met with more than small opposition. However, her bravery and respect became the object of Nihran legend, as she was able to win over the Graarls, and convince them her intentions were peaceful. Initially, language was a barrier. However, it turned out that the Graarls, artists of imitation, were also stunningly fast at learning new languages, and the runner was quickly understood. For the first time, the two peoples would meet in a diplomatic, peaceful setting.
Negotiations lasted upwards of seven days, breaks only very short, while each side learned a great deal about the other. The Graarls were far more intelligent and organized than the Nihran had assumed, and the Nihran were far less barbaric, and far more honorable than the Graarls had assumed. In the end, the two sides not only agreed to be in peace, but they also launched a huge cooperation effort, mixing certain tribal lands, and working out a treaty concerning prey.
This treaty, known as the Kuip Vrede, the Great Peace, marked the ending of the TweeGeboorte, and the beginning of the Keer y Nuut Afsprak, the Era of New Agreement. Over time, the relationship between the Nihran and the Graarls evolved into a very close one. Joint hunting parties eventually became individual partnerships. The numbers were even enough that each Nihran hunter had a Graarl that he or she grew very close to. These relationships were unbreakable, and oftentimes, the two became inseparable. It was a strange compatibility for teamwork between two very different species, and became a unique symbiotic relationship. Pairs were chosen by comparable personalities and skills, and since each culture had different expectations of males and females, gender played only a very small role in the way pairs were chosen.
In Praataal, the Nihran of a pair was known as the vriend ((feminine) vriendin), while the Graarl of a pair was known as the voel((feminine) voelle). These were generic terms.
These relationships were never romantic, however; though Graarls did tend to propose romantic interests for their Nihran, and vice-versa. It became common for a vriend to fall in love with a vriendin, while her voel had fallen in love with his voelle. This was simply common, however, since the gender combination of many pairs made this set-up impossible.
This development occupied much of the first half of the Kuip Vrede, and the remainder of this passed in peace. It required the combined effort of the Graarls and Nihran to fend off hoards of Kruunt, semi-sentient savage beasts, who were distant relatives of the Graarls. Killing a Kruunt single-handedly became a coming-of-age rite for the Nihran, now the fourth of such rites. Koptek and Queer, vriend and voelle, became honorable slayers of Kruunt and protectors of their people, their escapades recorded in the Chronicle, but immortalized in legend.
As the Kuip Vrede grew to a close, something new and strange came to the world of Nihran and Graarls. A starship. A motley crew emerged, representing several species, though predominately human. They allowed the Nihran to approach them, for the local people were fascinated by the strange creatures. The Humans looked like them, but were so different. Their skin had hardly any color whatsoever, except for shades of brown and tan. It seemed like all the color was in their hair and eyes, but the Nihran soon realized that these had only one color. Hopeless questions and negotiations pittered on for ages, with no side communicating anything meaningful. Finally, a young Graarl stepped forward, by the name of Shriiitaaa. She had been listening the entire time, and stunned both the Nihran and the Humans; for she now spoke fluent Basic. Negotiations resumed, with more and more Graarls catching on, and translating for both sides. The Graarls and Nihran learned that the group had come in a 'staar sheep' (there was no translation in Praataal), and were looking for a place to set up a stopping point along an outer-rim trade-route. The Chroniclers asked many, many questions, and after much deliberation, determined that the greed and ambition of these humans could devastate the Nihran people. They allowed for the construction of one city, and one city only. All foreigners would remain inside the city at all times, and to ease the hype of temptation, Nihran were allowed to come and leave as they pleased. The deal pleased the Nihran greatly, for they would be allowed to learn and grow, while safe from the perceived threat.
One Nihran was not happy, however. Once, his name was Irik, but his actions made him unworthy of the title. He is known simply as Moorte; the first of the black souls. Moorte was lured by the humans and their tales of riches, their sensational stories about how they could make the planet better. He first served as messenger to them, but then began to work closely with the starship crew, giving them information about the landscape and resources, while they filled his head with stories of the galaxy. He was warned by the Chroniclers, but still, he did not listen. Moorte was consumed by the greed and ambition of the aliens, but he also became consumed by cowardice. Moorte had lost his warriors spirit, and like a curse, his skin became darker and darker, eventually settling into the deepest of blacks. Even as the city was completed, and deemed Lawaaili, Moorte was exiled by the Chroniclers, and therefore shunned by his people. The first starship away from the new city saw him off into the galaxy, and never again was he known by the Nihran people. This alienation seemed the worst fate of all to the clan-centric Nihran, and the people took this warning to heart.
The first decade of Lawaailig's completion was marked by a massive emigration into the city; mostly young Nihran who had yet to pair with a vriend. They soon found, however, that city life and the alien technologies were not nearly as exciting as they had expected, and over the years, most of the inhabitants drifted back into the Wilds again. The Clan remained the center of all Nihran culture. Alien weapons and technologies never made it out of the city, though there was no ban to motivate this. Simple pride in their own accomplishments as a people, their sense of honor, and the respect they held toward the prey they captured were enough to compel the Nihran to abandon this technology with no hesitation.
And thus, the completion of Lawaailig, and the re-emphasis on the value of culture, marked the beginning of the Keer y Gesin, the Era of Family.
This era saw a shift away from strict Tribe territories. Villiages began to dot the entire continent, growing into bustling market towns. Certain activities, like smelting and butchering, became specialized jobs, though nearly all possessed the basic skills. The wives of smelters and builders became artists, weavers and sculptors, these art works sold in the city, but simple gifts of good-will among the Nihran. Whatever they did during the off-season, every Nihran adult participated in the seasonal hunts, regardless of occupation. They were now a vast and varied people, though they still stuck by their simple set of values. Tribes were more loose associations now than tight-knit clans, for the great mingling of people and places had mixed the tribes around. However, twice every year, on the winter and summer solstices, the tribes would each gather to remember their family and who they were, and perform one hunt together.
Every Nihran knew at least one friend-of-a-friend who had been struck with wanderlust and journeyed off into the galaxy. A few had returned, still with their warrior's spirit, to tell of civilized races and great Republics, wars and enemies, and strange beings called 'Jedi'. And yet, every Nihran had enough respect for their race, and enough pride for their culture, that they would never dare suggest adopting the customs of the strange and distant worlds.
A small population of Nihran took up permanent or semi-permanent residency in the city. Most of these were merchants, selling local wares in exchange for credits. Credits sustained them in the city, though had no use out of it. Many young Nihran would aid Merchants in exchange for these credits, which they used to buy passage to places across the galaxy. Other Nihran, however, remained in the city simply because of all the learning there was to be done. They became scholars, queer people, obsessed with learning about the galaxy at large. Eventually, all of these scholars earned enough credits to see the wonders for themselves.
The Chroniclers remained in their venerable and honored position, while the Head Patriarch still oversaw all, making circuits around the many villages and communities of the continent. As of 3602 BBY, the Keer y Gesin is still in progress, and has been for 112 years.
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Author's Notes:
Most Nihran in the Galaxy are Moortes, who have become bounty hunters, assassins, gamblers, etc. They appear quite different from their colorful brethren.
A Nihran character may be paired with a Graarl. If this is the case, then the Nihran is treated as the Character, while the Graarl is treated as an NPC. A Nihran/Graarl pair occupies only one character slot.
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)