- Fitness 2 
- Vitality +2
- Coordination 1 
- Intellect 2 
- Perception +2
- Presence 2 
- Psi 0 
- Any Science (choose Specializations) 2 (3) (3) or 2 (4)
- Athletics (Swimming) 1 (3)
- Culture (K'kinnin) 2 (3)
- History (K'kinnin) 1 (2)
- K'kinnin 2
- World Knowledge (Idara II) 1 (2)
- Typical Advantages/Disadvantages
- Aquatic Breathing (+2), Armor (2 points) (+4), Curious (+1), Doesn’t Sleep (+1), Pacifism (-3), Physically Impaired: Cold Intolerance/Hibernation (-1), Physically Impaired: Molting Torpor (-1)
- Idara II, the K’kinnin homeworld, is a temperate world with one moon.
Land mass accounts for approximately 20% of the surface.
Inland areas are uninhabited by native sentient life, though a variety of
animal and plant species (no mammals) are present. Inland ruins are all that remains of the original, humanoid
inhabitants, the Idarans. K’kinnin
settlements are uniformly located along shorelines.
- The K’kinnin descend from a
bio-engineered crustacean species created by the mammalian Idarans.
The K’kinnin were originally created as a semi-sentient, aquatic worker
race. The proto-K’kinnin were
designed and used to exploit ocean resources, but were left without masters when
the Idarans exterminated themselves and all mammal life native to the planet
through biological warfare. Over
the course of several hundred years, the K’kinnin eventually developed full
sentience, then very rapidly developed a culture, using available Idaran relics
and ruins as a source of inspiration. The
word “K’kinnin” (the species’ name for themselves) roughly translates to
‘those who think.’
The Idara system is located far
from the Federation core worlds, near Gorn space.
Federation survey teams first encountered the K’kinnin nearly 70 years
ago, but left them alone because they had only attained Level 5 technology.
The situation changed markedly in 2352, when the crew of the U.S.S. Crazy
Horse discovered that a large band of Orion rogue merchants had set up base
on Idara II and developed a cooperative relationship with the K’kinnin,
trading advanced technology for the K’kinnin’s assistance in undersea
mineral mining operations. Although
the Orions were rounded up and dealt with, the damage had already been done; the
K’kinnin now knew there was other sentient life in the galaxy, and after
seeing the wonders of replicator technology and advanced energy systems, they
were very interested in being part of the galactic community.
Federation survey missions to
Idara II went well. The K’kinnin
already had a planetary government, and in fact the K’kinnin society had
always been fairly uniform, save for minor regional variations in architecture,
cuisine and similar cultural trappings. K’kinnin
only very rarely fight among themselves, and war was unknown to the species.
As the K’kinnin demonstrated remarkable adaptability (including
reverse-engineering of warp drive technology from Orion ships damaged during the
Crazy Horse’s interdiction) and were
very interested in joining the Federation, the K’kinnin were granted
membership in an unusually short period of time, receiving full member status in
2363. Some in the Federation have
pointed to the K’kinnin to argue that the Prime Directive need not always be
rigidly applied, but this is a minority view.
The K’kinnin are considered an exception, due to their placid and
curious nature, to the chaos that typically occurs when pre-warp societies are
contaminated by outside interference.
After receiving Federation
membership, the K’kinnin have done fairly little with it, other than bringing
in new technologies aimed at improving their lives, accessing new knowledge and
the means to generate further knowledge, and interacting with Federation science
teams and tourists who have started visiting Idara II with increasing frequency.
Their curiosity about the galactic community satisfied, and their access
to its benefits guaranteed, the K’kinnin have largely gone back to doing what
they have done since achieving sentience: taking
care of themselves and studying the natural world.
- The K’kinnin live in seaside
communities of anywhere from a few hundred to several thousand individuals.
K’kinnin architecture displays the value the species puts on function
and order; it is plain and intended only to protect from the elements.
The K’kinnin have been the dominant life form on their planet since the
Idarans exterminated themselves; they have never had enemies other than disease,
the elements and a few species of large, aquatic predators.
Aesthetics is a minimal factor in K’kinnin society; they define value
by how well things work and how useful, informative and/or convenient they are,
not how they look, taste, sound or smell. The
K’kinnin do not produce anything other species would recognize as art, though
they do place high value on particularly clear and descriptive writing and
speeches. Even household
features that might look decorative to outsiders uniformly have a function or
educational purpose; K’kinnin may keep tanks of fish or insects, but only to
study and learn about them, not because the fish were brightly colored or the
insects made pleasing sounds.
Family is also not a factor in
K’kinnin society. K’kinnin take
turns throughout their lives raising and educating the young in their
communities, with no favoritism based on genetic lineage.
Work is also divided equally among K’kinnin, though individual
preferences and skill are taken into account in choice (or, as necessary,
assigning) of tasks. Most of the
time, each of the K’kinnin does whatever she wants with her time, and most of
the time this consists of solitary study, observation or experimentation. The K’kinnin travel freely between communities, and most
end up living in at least five different communities during their lifetimes.
This wanderlust seems to be driven mostly by curiosity and a desire to
experience and learn new things, but some biologists theorize it also serves to
maintain diversity in the gene pool. Theft
is unknown among the K’kinnin; if somebody has something another needs or
finds useful or interesting, it is shared or given away freely.
Each K’kinnin has two names, the first designating the individual, the
second the community he or she was raised in.
The K’kinnin find it somewhat annoying that other species are usually
unable to pronounce their names with the appropriate resonance; in order to
avoid or minimize this minor irritation, they typically use the shorter of their
two names, or a shortened version of the individual name, when dealing with off-worlders.
All mature K’kinnin are
considered equals in their society. The
K’kinnin government is a Council, consisting of one representative from each
K’kinnin community, chosen by vote of the community members, typically because
of demonstrated problem-solving skill or understanding of group process.
The Council members serve for as long as they are able, and all matters
are decided by binding majority vote, typically following extended discussion.
Fairly few issues actually require Council action, as the K’kinnin tend
to think very much alike and to be fairly unconcerned about differences;
sometimes the Council does nothing during a given year other than discuss issues
of personal interest and share information.
The K’kinnin Council chooses Federation representatives from among its
Ever since achieving sentience,
the K’kinnin have focused on understanding themselves and the world around
them. Long before the Orion interference, the K’kinnin had
developed fairly sophisticated science and technology on their own, sometimes
using remnants of Idaran science as a model but avoiding the exploitative and
lethal paths which typified the predecessor species’ technology.
Life, physical, planetary and basic space sciences are all widely studied
among the K’kinnin. Traditionally, relatively few K’kinnin have focused on
study of social structures, but this has started to change as they have started
interacting with other societies; similarly, with the arrival of the Orions and
subsequent Federation involvement, some K’kinnin have gravitated toward
advanced space sciences.
- Physiology and Psychology
- The K’kinnin are humanoids of
strongly crustacean appearance. Their
hairless bodies are covered by chitinous exoskeletons, ranging from bright red
to beige in color. They have large,
unblinking eyes and pronounced brow ridges; several small, wiggling antennae
(looking much like catfish whiskers) protrude from the brows, and they have a
prominent, fin-like crest running front to back atop their heads.
The K’kinnin lower face consists of a beak-like structure, and their
tongues end in sharp, bony ridges. Because
of these unusual mouth apparatus, K’kinnin speech sounds unusual even when
translated by UT technology; while quite understandable, it is interspersed with
clicks and heavy accents on sharp sounds. The
K’kinnin have nostrils, but lack visible ears; their antennae are very
sensitive auditory and olfactory sensory organs.
The K’kinnin have three fingers and an opposable thumb; these digits
are segmented and end in sharp claws.
The K’kinnin are minimally
warm-blooded, but their bodies do not function well in prolonged cold
temperatures. When exposed to prolonged temperatures lower than
approximately 15 degrees C., a K’kinnin falls into a state of hibernation.
Sustained, unprotected exposure to freezing temperatures is very quickly
fatal to K’kinnin. They are amphibious, able to breathe equally well underwater
and on land. Aspects of the
K’kinnin brain structure make them innately non-psionic, though their brains
are not so different that their thoughts and feelings cannot be detected
psionically. The K’kinnin have extremely efficient neural-muscular systems,
such that they also do not become fatigued and do not sleep, though they can be
rendered unconscious by systemic shock or concussion. Throughout their growth cycle, K’kinnin periodically shed
and replace their exoskeletons. This
process takes about 3 days, during which time the K’kinnin isolates himself
and is physically inactive but mentally aware; the K’kinnin report that they
use this time for deep, uninterrupted thought.
Mature adult K’kinnin shed approximately every other year.
Among the K’kinnin,
reproduction is an unusually unemotional affair.
Mature females produce eggs every 3-5 years, during which time they feel
a weak biological imperative to seek out males.
If mating occurs, the female lays a clutch of 6-10 eggs a day or two
later. That is typically as involved as the parents get in the
matter, unless by chance one of the parents is taking a turn caring for the
eggs/young in their community during that time.
Proto-K’kinnin buried the eggs in sand and left the hatchlings to fend
for themselves, but with the development of higher sentience and culture, the
K’kinnin recognized the logic of caring for their young.
K’kinnin achieve maturity at age 14.
K’kinnin have an average life-span of 60 years.
The K’kinnin mindset is
characterized by a desire to find things out, to know how things work and
understand the rule and order of things. Once
something is understood, however, it becomes less important, except as a step
toward further understanding. The
K’kinnin do not react well to situations in which the rules change, and their
focus on order and understanding makes them very conservative in some ways.
As a rule, the K’kinnin love puzzles, mysteries and exploration and are
because they have never really had enemies or been significantly threatened
(even their relationship with the Orions was more cooperative than
exploitative), or perhaps because they were genetically engineered to work
together, K’kinnin tend to be helpful and to work well with others.
They are not particularly social, as a rule; they interact as necessary
to perform tasks for the common good, or to work together on large problems or
projects, but they also value their own time, which they typically spend
studying and researching topics of interest to them.
K’kinnin ideas about equality and the value of the individual make them
uncomfortable in command roles, though their conservative nature usually means
they have no problems submitting to a command structure or following orders once
they understand the rules and what is expected of them.
So far, relatively few K’kinnin have joined Starfleet, but that is
starting to change as more and more young K’kinnin develop interests in
branches of knowledge that can best be explored off-planet.
K’kinnin who do enter Starfleet uniformly request postings that will
involve research, exploration and travel. Most
enter the Science or Medical branches; for reasons noted above, K’kinnin make
poor Command personnel, and their placid nature makes them very poorly suited as
- Editor's Note
- Nice writeup...we should all be this thorough!
- Submitted by Jeffrey Kramer