Hiigara

Clans

 * 1) Clan Marec (Tyrol), Karas, Kayla, Aegor, Corvus, Xeno: Known for their leadership and mountain combat skills, they can see long distances if eyesight is focused. However, this ability can lead to disorientation or strain on the eyes and potential severe headaches
 * 2) Clan Kurze (Konrad), Astrid, Jarrus, Adalia: Known for their terror tactics and ruthless attitude. They can also see in the dark but prone to heavy light sensitivity in this state
 * 3) Clan Maggnus (Oliver), Volker: Known for their diplomacy and silver tongue. Have a knack for sorting out disputes, however resort to diplomacy over fighting
 * 4) Clan Teuton (Alaric): Known for their strongholds and fortifications, they have a knack for making the strongest defenses around. They are very strong, but are known to be very reserved and prefer to stick to themselves and close allies
 * 5) Clan Impaler (Vladimir): Known for their strict order, known to be merciless and resistant to fire, although they have an issue with arbitrary actions
 * 6) Clan Steel (Matthew): Known for their desert warriors and ability to survive without lots of water. Weak in cold climates, however.
 * 7) Clan Rictus (Azuriah), Galan: Known for their treasonous ways. Known to backstab and use hit and run tactics, have an affinity with swampy and marsh terrain making it easy for them to move in. Very prone to disgracing any alliances made and unreliable
 * 8) Clan Cimbri (Alexis): Known for the snow combat skills. Highly resistant to cold weather, weak to heat
 * 9) Clan Sanguine (Sanguinius), Alucard, Zuriel: Known for their berserker warriors, have a curse which requires them to maintain composure in the presence of blood, or lose themselves and become savages with the intent on drinking the blood of those around them. They also have a heightened sense of smell. If lost to the blood rage the only cure is death.
 * 10) Clan Soban (Elson): Known for their marines and capable boarding parties, fierce fighters in space combat, weak in any combat other than boarding parties
 * 11) Clan Nabaal (Lucan): Known for their production of ships and vehicles, have the knack to quickly assemble orders. Dont have much combat prowess however and make up for lack of quality in quantity
 * 12) Clan Reaper (Elayna): Known for their nomadic ways and ability to move around without begin disorganised. Aren't adapted to civilised life and find it hard to cope
 * 13) Clan Shadow (Ida): Known for their ability to infiltrate enemy ranks, perfect spy's and saboteurs. Weak military and diplomacy, perfect intrigue skills
 * 14) Clan Azure (Yazmine): Known for their trade skills and logistics. Prefer to stay out of conflicts unless they have to join, peace lovers rather than fighters
 * 15) Clan Crow (destroyed)
 * 16) Clan Howler (Brandon): Known for their farming and agricultural society. Very rebellious if tossed around like slaves
 * 17) Clan Vandal (Kindar): Known for their ability to survive in harsh environments and with little resources. Known to waste resources if in abundance due to using too little
 * 18) Clan Helion (Lilly): Known for their industrial skills and factory workers, great with production capabilities. Similar to the Nabaal. They don't have much combat prowess, but have been known to go into overdrive in times of danger.
 * 19) Clan Dred (destroyed)
 * 20) Clan Umbra (Kayda), Atheane: known for their stealth, they are light footed and difficult to hear or spot when hiding, and are skilled with light blades. However tend to stick to themselves and don't have great social skills

Kingdom/Planetary information
The Hiigarans have access to several shipyards, Zersium mines, several types of food stuffs and kybercrystals. They dedicate a minor 3 planet system next to the Hiigaran system as their industrial sector, handling items such as weapons, armour and ship building. Outcome produces enough to maintain all the clans and keep the reserves full with the occasional surplus rarely. 2 other planets in the Hiigaran system are used for farming and Zersium mining, enough is produced to sustain the kingdom with the occasional excess which usually gets traded off. Hiigara has a supply of kyber crystal mines running through the mountains in Marec clan territory.

Hiigarans have genetics similar to humans, while not human themselves they are distant cousins of the human species. Hiigarans live up to 200 years, extra if they’re force sensitive and have all the artificial organ implants, having both can increase life span by double however the life expectancy is 150 years due to their warlike nature.

Hiigara is home to many sorts of Creatures that live in different areas of the the planet. In the Plains, and the forests, prides of [Https://starwars.fandom.com/wiki/Tusk Tusk Cats] roam the area, feasting on smaller animals. Clan Umbra tames them and uses them as trackers, and mounts to get around faster within the grassy plains of their territory. Avrils live within the mountains of Clan Marec Territory, and their images are in the center of the Clan Marec Flag. [We are working on more, Each clan has their own animal that serve as their companions.]

The climate on Hiigara is very moderate, temperatures vary depending on location from 6-15 (41-60 F), 16-30 (61-91 F) and 31-40 (91-110 F) degrees celsius Spring tends to sit around mid 20s in celsius while winter tends to sit around low 10s and can go down to -16 in the mountains during winter. Summer tends to be low 30s but can rise depending on location and climate factors. The Desert areas of Hiigara can have the widest spread of temperature ranging from 0 to 45 degrees. A few clans have a preference when it comes to temperature, the Marec’s prefer mountain climate and like the windy cool climate, they also don't mind when it gets cold and snows, but they do prefer the windy climate over the snowy climate. Clan Rictus prefers the muggy climate due to living in a swampy area and are known to handle themselves better in such conditions.

While Hiigara experiences monsoons and volcanic eruptions these are in isolated areas, monsoons tend to affect the south eastern continent while the volcanic eruptions happen around the mountain ranges in certain areas and on a few volcanic islands off the coast of the main continent. Rarely will these events take lives however severe storms and eruptions have been recorded.

The Hiigarans have several sectors for industrial purposes, which produce weapons, machinery and commercial equipment. Shipyards produce ships however most are reserved for military production with the small few being left to create commercial and civilian ships. The Hiigarans also have a booming agricultural industry due to their lush land however it’s enough to fill supplies and keep reserves stocked with the occasional surplus every few years which gets traded off to prevent spoilage. Kyber crystal and Durasteel mines operate as well, rarely will these products get shipped off and are mostly kept for internal use by the Kingdom itself. The Hiigarans despite having a surplus of resources are very conservative with their supplies. Rarely will they allow anything to go to waste and they won’t create/mine anything that isn’t needed so the resources can be preserved for a time when they are needed.

The Tribes of Hiigara fight with a mix of modern weapons (guns, missiles ect) and olden day weapons (swords, axes, bows ect), many still prefer to fight using olden weapons however with a modern spin such as a cortosis weave and a few clan leaders fight with a lightsaber like variant of their clans choice weapon, however refrain from using WMDs as they consider it dishonourable, the clans do fight amongst each other however they’re very careful with how they fight, they prefer to leave the civilian population intact as much as possible and try to limit collateral damage as that wastes resources fixing the damage caused and by leaving the civilian population intact it saves them having to move crews over to do tasks that are required. Even though they fight among each other the clans have to be careful with how they declare war, due to a previous clan using aggressive expansion methods if a clan doesn't have a strong legitimate casus belli to declare war, the others clans will often form a coalition to defeat the aggressive clan to prevent them from aggressively expanding.

The regular army (external army) consists of 100k, made up of the 18 clans, these men fight the other powers in the galaxy, they fight for Hiigara rather than their clan and fly the standard of Hiigara into battle. Each clan has their own internal army which answers only to their clan chief. Clan Kurze has the largest of 125k followed by Clan Impaler of 100k. The smallest army Clan Marec has 20k.

A new leader is generally the oldest male since most clans follow the Agnatic-Cognatic primogeniture line of succession (females inherit on the same ground as males as long as there is no suitable male to inherit and the oldest inherits all holdings with the younger siblings becoming pretenders). Clan chiefs have the absolute authority on their lands over everyone else, though higher ups such as the king will be respected and have their authority recognised. The clans swear loyalty to the Ruling clan and are expected to provide assistance when asked in the face of external threats (invasion from another group e.g republic, empire), it is also expected they provide resources if need be in cases of emergencies and are expected to provide a levy of troops to the regular army. Disputes are usually dealt with by a tribal moot, all clan chiefs will gather and will try to find a resolve to the dispute to prevent any conflict. Minor disputes tend to be solved via the 2 or more involved clans, if a resolve isn’t formed it’ll be pushed to the tribal moot, if not resolve is found there it’ll be dealt with via the Varangians.

The Hiigaran Kingdom is made up of 2 stars, The Hiigara system (main system) and the Kaurava system (primary industrial system). The Hiigaran system has 3 planets, Hiigara and 2 established colony planets (Kronos & Nomadia). Kaurava has 4 planets (kaurava I, II, III, IV. Karuava III is uninhabitable and a barren desert planet with no life). What makes travel to these 2 sectors is the gravitational anomaly in the area, when it comes to hyperspacing a safe zone is set up. If one tries to hyperspace outside of this safe zone they’ll either rip their ship apart or disable all systems turning the ship into a derelict. Hence why the Hiigarans have very little territory, it prevents expansion and only small groups may come and go at a time. A beacon is placed at the safe zone so incomers can be guided safely, however in the face of danger the safe zone beacon will be disabled and one will have to input the coordinates manually. The Hiigaran tech is very similar to that of the Empire with a few pieces of tech that are similar to Republic designs as well. While their ships are identical in appearance, Hiigarans will actually change up the structural layout of their ships to prevent the enemy from the structural weakness of the ship. The armour and weapons have their own design, each clan having a different style to reflect the clan’s personality.

Varangians and Seer
Seer is a living person, he has sworn off his former identity and has dedicated himself to serving the force and Hiigara. He is immortal through age but can still be killed by physical means. Seer grants favours towards an individual however the price is heavy and most of his grants are temporary with the extremely rare few being permanent (if one was to ask him to grant him the strength of 10 men so he can defeat a chief in combat and become leader. He will grant the wish at a cost, that person will then have to either complete a task for him or hand over a son or loved one to work for him. Once this person has defeated the person he wished to fight his strength will wear off and revert to how he was before. Seer can choose to collect the price before, during or after the boon has been granted. Seer will offer to resolve conflicts to prevent clan absorption or destruction and similar tasks, but such tasks that require more intervention have a higher price to pay). The Varangians are specially selected individuals who are generally force sensitive. Many and most are orphans so they won't have weakness or ties and are trained from a young age. However some are selected from the clans and the selected individual must swear off all former ties and are forbidden from letting personal attachment get in the way. 42 Varangians are kept in active combat roles, 1 leader, 1 SIC and 40 combatants. While there are more kept in an acolyte position and steward position (most of the acolytes and stewards aren’t force sensitive), these 42 are the ones that’ll handle any issues. They handle disputes, observe treaties and when called upon will act as a standing force to fight others (primarily against a clan that is the target of a defence Coalition or invasion from an external threat). The Varangians also have mystics in their ranks, while all 42 knights of the Varangians are male, the mystics are all female as it is believed that females have a calmer mind and are better suited for planning and leadership.