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by Halfbat |
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- The Keysh: Background - Keysh Species Trairs -
The Keysh - People of the SunBackgroundThough they originated from the planet Keysh'kar (from "Keysh", the sun, and "kar" meaning "four"), the Keysh effectively regard themselves as the "sun people". Whilst their planet was thought to be cold beforehand, the Ice age triggered between 400 and 1,000 years ago has turned much of their planet into an inhospitable waste. Nonetheless, the stoicism of the Keysh has come to the fore, enabling them to accept what has happened and adjust their lifestyles. There are even rumours that highly-skilled Force Healers amongst the Keysh made some basic modifications to Keysh genes to make them more hardy. Whether or not this is true is unknown, though it fits with their stoic nature and attitude towards change. A favourite saying of the Keysh, though paraphrased and translated, runs as follows: "All is change under the sun; the Wise know what to change around them and when to change themselves." This both sums up their stoic nature in accepting what they cannot change, and their stubbornness when believing they are capable of changing something. In reality, their wise "elders" tend to change little unless it is vitally important to do so: and this is rare. The life of the Keysh is simple, communal, honest, open, peaceful and, apart from the harsh climate in which they live, almost idyllic. All possessions bar personal religious icons are treated and regarded as communal "property". They have good healing, cold-weather survival and hunting skills. Occasionally do you find a Keysh off-world working as labourers in difficult climates; their stoicism, though, tends to mean an acceptance of life on Keysh and a lack of curiosity about the rest of the universe. This apparently idyllic and pacifistic lifestyle has led disillusioned romantics from elsewhere in the galaxy to come and try and live with the Keysh. Many do find the peace they are searching for - when they survive the cold - and are rapidly and happily accepted and adopted into the small clans they approach. For some, though, the experience is a surprise: the Keysh may well be peaceful but they are also staunch defenders of the community. Many an off-world slaver or raider has landed on Keysh to steal the people or possessions of a community and have found themselves retreating under a furious counter-attack from all members of the clan they attacked: from young to old, male or female, inform or able. A nd the Keysh never allow unrepentent survivors to live. The Keysh accept what technology comes their way, adapting it as necessary to survive the cold climate. Droids, though, are very rare, as are items such as air-skimmers which may require a great deal of maintenance or are potentially dangerous in the freezing atmosphere. Otherwise they tend to use the hardy local riding beasts or sled-pullers. Though there are a few large predators who have also adapted to the ice age, they tend to be left alone unless an active threat to the community. When they do go off-world, it is either an individual breaking the stoic nature, or for highly important or necessary mission. As a result, the language has spread around the Nebula as the Keysh who have considered it important enough to leave their planet also considered it important enough to ensure communication was lucid and two-way. Remains of this can be found throughout the Nebula where many planetary names have Keyshik suffixes. Keysh Species TraitsPersonality: The Keysh are hardy, stoic, honest and accepting. Within their clans property is regarded as communal. They apparently worship a sun-god (Keysha'kin - the one) and accept religious artefacts or talismans as personal possessions. They tend to not understand deceit and lies, normally negotiating in honesty, in full faith and with a regard to, and acceptance of, the others point of view. Their stoicism does not mean the suppression of curiosity, however: on the contrary it promotes curiosity but couples it to an acceptance of what the find and experience. Physical Description: Humanoid, though stockier and shorter than humans, Keysh are covered with a fine layer of downy fair or blonde hair which helps preserve them from extremes of heat or cold. Their noses are flatter than humans, and their tiny, fur-covered ears rise above their head like a cats. Base height is around 10-15cm less than humans with weight only around 4-8 kg lighter. Language: Keysh speak Keyshik, a rapid and flexible language using a wide range of gutturals, glottal stops and consonants. Together with their tendency towards peaceful resolution of problems this means they are eager to learn to speak other languages to negotiate with or understand foreigners. There is a highly symbolic written language which tends to be reserved for religious records as their culture is primarily oral. Most can speak and understand Basic, though few bother to learn to read it. Adventurers: Keysh are very rarely Jedi - any which were Jedi would have been killed in the attack on the enclave. Keysh can be Force Sensitive, leaders becoming Force Adepts, and tend towards the healing and survival side of that discipline: they are unable to take a combative Force Secret. There are no galactic-scale Nobles - the concept of huge stashes of money is alien to the Keysh, though they can understand it as a intermediary medium for exchange or barter. Likewise, there are no Soldiers among the Keysh, though many are expert hunters. Similarly, there are very few Scoundrels - those that do exist are widely regarded as sick or in need of significant psychological help. Scout is the most common heroic class for a Keysh. Age in Years: Child 1-10; young adult 11-14; adult 15-40; middle age 41-65; old 66-80; venerable 81+ Ability Modifiers: -2 Dex, +2 Con, -2 Int, +2 Wis. Medium Size, Speed 6. Stoic: Naturally tough and accepting, they are rarely physically shocked and receive a +2 species bonus on Fortitude Saves. Honest: With their natural abilities and cultural acceptance, Keysh gain a +2 species bonus on Persuasion checks but a -2 penalty on all Deception checks. Body Down: The freezing water discourages swimming. This, coupled with their acute dislike of getting their down wet, means they receive a -5 species modifier on all Swim checks. If Swim is a class skill, it should be replaced with Ride, though Swim can be taken using Skill Training() once the character is exposed to warmer waters off-world. Skilled Medic: If Treat Injury is taken as a trained skill, the Keysh automatically acquires Skill Focus(Treat Injury) as a free, bonus feat. Languages: Keyshik, Basic (both speak only). If Int is 12 or more, or the Keysh is Force Sensitive, then the Keysh can read and write. -
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Page created 11th June 2004 by Tim Bancroft (Halfbat) |