K'Kree


K'Kree

Herbivorous quadripedal alien race sometimes called Centaurs by humans. They directly control two polities trailing of the Quadrant, the large Two Thousand Worlds and the smaller but more belligerent Lords of Thunder. The K'Kree of the Two Thousand Worlds also sponsor several client states in the region. K'Kree trade vessels can be seen up to two subsectors into the coreward half of the Quadrant.

 

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Traveller Library Data: K'Kree

Category: Alien Races

 

K'kree (Sophont) Synopsis

The K'kree, of Kirur (Ruupiin 0505), are one of the Major Races and are characterized as large, aggressively vegetarian (herbivorous), centauroid sophonts.

The K'kree, once called 'Centaurs' by Solomani humans, are among the most massive of the major races. They bear some resemblance to the centaurs of ancient Terran myth, a trait noted by the earliest human explorers.

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K'kree (Sophont) Physiology & Environment (Ecology)

An adult K'kree stands about 1.5 meters at the shoulder and between 2.0 and 2.4 meters tall when standing erect. Weight averages 550 kg. They are bilaterally symmetrical, hexapodal, and homeothermic.

 

K'kree (Background) Evolutionary History

The K'kree developed as a plains herbivore and are the only one of the major races to be descended from herbivores.

 

K'kree (Physiology) Appearance

The K'kree are covered with a short gray or black fur and with a dense black mane covering the head and neck and upper back of both sexes.

 

K'kree (Physiology) Manipulatory Limbs

The arrangement of the manipulatory organ, or "hand," on the front limb of a K'kree is one of their most interesting biological features. Complex or cartilaginous tubes permit the fingers of the K'kree hand to telescope up out of the way when the hand is used as a weapon. Fully extended, the fingers are mutually opposable to each other and to the "thumb" which is in reality an extension of the ulna.

The K'kree hand is very flexible but somewhat weaker in grasping power than the human hand.

 

K'kree (Physiology) Sexual Dimorphism

The K'kree are a sexually dimorphic species. Males average 15 percent to 20 percent larger than females.

 

K'kree (Physiology) Reproduction & Childrearing

The K'kree have two genders, male and female, and reproduce sexually [i.e. a process that creates a new organism by combining the genetic material of two organisms (lateral gene transfer)]. Typically, the most robust and viable males practice a policy of polygyny (i.e. a form of plural conjugation, in which each male mates with multiple females).

Unlike Terran mammals, K'kree young are fed partially digested, regurgitated food instead of milk.

 

K'kree (Sophont) History & Background (Dossier)

The word K'kree comes from their own language, and translates literally as all the nobles, or more broadly, The Herd.

 

K'kree (Background) Evolutionary History

The K'kree developed as a plains herbivore, who developed intelligence to thwart carnivorous predators. K'kree quickly achieved dominance and, convinced of the righteousness of their ways, committed genocide against a number of meat-eating carnivorous species, called "G'naak" in K'kree speech.

At least one species of G'naak was intelligent and possesed rudimentary spaceflight technology, which they used to escape the K'kree to the Kirur (world)'s, the K'kree homeworld, moon. However, the K'kree were determined to wipe out this species and soon followed them to the moon of Kirur and wiped them out to the last sophont. Not even the name of this intelligent "G'naak" species is known any longer. However, non-K'kree sophontologists refer to this "G'naak" species as the Kirrixurians.

 

K'kree (History) First Contact & Empire

K'kree expansion into space progressed very slowly after the discovery of the jump drive in 4142. The conservative nature of society and the technical limitations placed upon space flight by that society (K'kree spaceships must be very large, for example) combined to inhibit early exploration and colonization.

The discovery of other sophonts caused a xenophobic reaction in K'kree society. The realization that intelligent carnivores might exist somewhere in space sparked the K'kree obsession to convert the universe to herbivorism. This obsession stimulated the growth of the Two Thousand Worlds to its present size and still dominates K'kree culture. Local cultures are tolerated and other aspects of K'kree society are not heavily enforced, but all races within the Two Thousand Worlds are herbivorous.

The K'kree Empire eventually stopped in its expansion. Increasing problems of administration over interstellar distances and contact with other starfaring races, such as Hivers and Humaniti, have stabilized the Two Thousand Worlds at its present size.

 

K'kree (History) Hiver-K'kree War of (-2029 to -2013)

K'kree history is one of constant triumph until the K'kree of the Two Thousand Worlds encountered the Hivers of the Hive Federation. K'kree contact with the Hive Federation was soon followed by the Hiver-K'kree War of -2029 to -2013. The military technology of the K'kree proved superior in the first stages of the war. The war ended due to nonmilitary considerations, however, when the Hive Federation demonstrated a plan to radically alter the K'kree social order through the use of psycho-historical techniques and threatened to implement it. The K'kree withdrew to the antebellum borders, and the border between the two states has remained stable to this day.

 

K'kree (Sophont) Psychology & Philosophy (Mindset)

K'kree psychology is characterized by three dominant values: 1. Conservatism 2. Claustrophobia and... 3. Gregariousness.

 

K'kree (Psychology) Conservatism

K'kree are extremely conservative in all aspects of their culture. Ceremonial military units (such as bodyguards) are armed with equipment which K'kree military technology outdated centuries ago, and (aside from modifications made necessary by the discovery of space flight) K'kree government has not changed significantly in centuries.

 

K'kree (Psychology) Claustrophobia

Because of their origins as plains-dwelling herd animals, the K'kree are claustrophobic and agoraphilic; they cannot stand to be enclosed. K'kree cities are clumps of low, broad, buildings; the interior is never more than one story in height, which allows the sky to be visible. Internal building divisions are achieved with curtains or tapestries.

 

K'kree (Psychology) Gregariousness

K'kree are extremely gregarious. They are never found alone, and will quickly sicken and die if removed from other K'kree for any length of time. Receiving a trade or diplomatic delegation from the K'kree means entertaining the entire family (one or more wives, servants, scribes, assistants, etc.) of the merchant or the ambassador. The K'kree word for "my" refers to a possession of an individual's herd, not to that of an individual. Privacy and individuality are exotic and little understood concepts for the K'kree.

 

K'kree (Sophont) Culture & Society

K'kree controlled space is known as the Two Thousand Worlds or T't'tkahk Xeng Kirr in the K'kree language.

See Two Thousand Worlds for more information.

 

K'kree (Society) Social Organization

In opposition to human psychology, K'kree have little concept of "individuals" and have a hard time conceptualizing themselves as anything other than members of a family. K'kree don't operate as "loners" or "lone wolves" and have almost no conception of "rugged individualism."

 

K'kree (Society) Families

K'kree organize at the lowest social level as Families run by a dominant male with an entourage of several females, children, and an assortment of servants.

 

K'kree (Society) Extended Families

Families organize into larger social units known as Extended Families incuding several dominant males and their entourages.

 

K'kree (Society) Herds

Several extended families organize by caste and form Herds.

 

K'kree (Society) Social Organization (Caste)

K'kree society is divided into castes. The system is a remnant of ancient times which no longer fits K'kree culture perfectly, but the K'kree stick with it because it is traditional.

There are hundreds of castes, but the distinctions are too faint for non-K'kree to understand. For simplicity, castes can be divided into three general groupings: noble, merchant, and servant. It is possible for a family to rise in caste, but this is a rare occurrence.

 

K'kree (Society) Nobles (Leadership Caste)

Nobles form the highest level of caste and are cmposed of governmental officials (the Krurruna and others), the high military officers, diplomats, and heads of trade and manufacturing concerns. Nobles are usually garbed in much more ornate fashion than the lower castes.

 

K'kree (Society) Merchants (Professional Caste)

The second-highest caste, the merchants, includes most skilled workers, scientists, engineers, technicians, scribes, and government administrators, as well as merchants and businessmen.

 

K'kree (Society) Servants (Labor Caste)

The lowest caste level, the servants, has come to include farmers, factory workers, and unskilled laborers as well as servants for all classes.

 

K'kree (Society) Females (Casteless)

Female K'kree are casteless, and take on the caste of their father or husband. Females have no position in government or society other than the rearing of young. Those females not attached to a male in some fashion form a fourth caste of "untouchables," which are generally composed of outcasts or orphans.

 

K'kree (Society) Social Organization Synopsis

K'kree social organization can be summarized as:

 

K'kree (Sophont) Government & Politics (Leadership)

The basis of K'kree government is rooted in the traditional herd system. The basic unit of government is the herd, which consists of thousands of individuals of all sexes, castes, and ages led by krurruna (literally: bosses) under a single Steppelord. The Krurruna herd system resembles the Terran Medieval Feudal System in many ways. The Steppelord is the highest government leader and Steppelords will always organize themselves by dominance, with a most powerful Steppelord, a sort of "Emperor of Steppelords" or "Steppelord of the Two Thousand Worlds", ruling over the entire system of K'kree space in a sort of federalized autocracy.

In recent times, most herds have been assigned specific geographic areas (several may be assigned to a city or a single herd may be assigned millions of hectares of farmland). A number of herds are governed by a single "lord of steppelords" (usually the ruler of a planet); and the K'kree race as a whole is ruled by a "Steppelord of the 2000 Worlds."

For information on the forms of governments used in the Two Thousand Worlds, please see K'Kree (government).

 

K'kree (Government) Types

From the human point of view, the K'kree have little in the way of a government structure. Most K'kree worlds are given a government code of 0 in human descriptions of world types. Some UWP catalogs use more specific codes:

K'kree Government Codes
Code Name
P Small station or facility maintained for the good of a family
Q Ruled by a krurruna or a group of krumunak answerable to an offworld steppelord
R Ruled by a steppelord on-planet

 

K'kree (Sophont) Language & Letters (Communication)

The K'kree language is shared by all K'kree as a common language and culture. It is highly conservative and tradition-bound. The language is characteristic of the society it reflects — old, slow to change, and highly complex.

See K'kree language for more information.

 

K'kree (Sophont) Calendar & Timekeeping

The K'kree calendar is based on the period of Kirur (Ruupiin 1315) (the K'kree homeworld) around Gzang, its star. The K'kree Pim!bigr (year) is 439.56 standard days in length.

See K'kree calendar and Date Conversion for more information.

 

K'kree (Sophont) Technology & Trade

(Economy Most K'kree worlds are TL 7 to TL 11 averaging TL 9 to TL 10. Although much of K'kree merchant fleet uses lower technology vessels. Additionally, many K'kree worlds use infrastructure considerably less advanced than the TL 9 to TL 10 standard set by the government.

K'kree merchants and traders are not well-known in Imperial space.

 

K'kree (Sophont) Military & Intelligence (Force Projection

Every male K'kree must serve a term in the military upon coming of age. Warriors are drawn from all castes; rank in the military is determined by the caste of origin (nobles enter the service as general officer trainees, merchants as lower officers and noncommissioned officers, etc.). Upon completing the required term of service, a warrior returns to his original caste and position.

 

K'kree (Military) Servants (Warriors)

Warriors are the only K'kree permitted to bear weapons, and they are further distinguished by their peculiar flared and horned helmets.

Unlike most of the societies of Humaniti, the K'kree have a much wider definition of military service. Under the K'kree concept of soldiery, K'kree not only fulfill military functions, but also what many human societies think of as Civil Service or Paramilitary functions. Accordingly, K'kree warriors serve not only as soldiers, nut also as police, firefighters, and bodyguards. K'kree bodyguards mostly serve on diplomatic and mercantile expeditions.

K'kree mercenaries are almost unheard of in the Two Thousand Worlds. K'kree Steppelords think of K'kree mercenaries with the same distaste as ancient Terran leaders of Japanese origin regarded Ronin (warriors without a master).

 

K'kree (Military) Claustrophobia & Military Equipment Design

Due to K'kree claustrophobia (fear of enclosed spaces) and agoraphilia (love of large, open places), K'kree design massive military vehicles and starships with large crews. One-man fighters are near unheard of in K'kree military circles and any K'kree willing to operate a vehicle alone would be considered insane.

 

K'kree (Military) Strategy & Doctrine

K'kree military strategy favors large, coordinated military maneauvers making decisive pincer or crushing charge movements. K'kree don't operate in penny piecemeal military formations; K'kree don't use hammers, they use massive lines of sledgehammers. Modern K'kree military strategy bears strong similarities to Terran military strategy developed during the age of equine cavalry.

 

K'kree (Military) Conflicts

The K'kree have fought one war with another Major Race the Hivers see Hiver-K'kree War.

 

K'kree (Military) Naval Architecture

One example of their naval architecture is the Kirunika'rra Class Battleship. A smaller design is the Uxkoong Class Frigate.