#Latransmearnsi
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Home and Half Galra Headcanons
I have owed @latransmearnsi this for forever, finally trying to squeeze a few drops of blood minutes out of a stone out of my day to share a whole bunch more worldbuilding Galra headcanons connected to my fic Home and a Half.
How long do Galra live?
I know the show was all about Alteans living hundreds of years compared to humans, but then considering that plot line was promptly dropped and never brought up again, and the fact that Zarkon and co. are the only Galra implied to have lived for 10,000 years due to the power of the rift, Iâm just going to go with Galra living slightly but not much longer than humans. In fact, since it was never clear if Coranâs comment about years meant 600 Earth years or 600 Altean years, Iâve elected to just go with the idea of Altean years being notably shorter than Earth years. And since Altea and Daibazaal are in the same system in my personal headcanon--more on this later--they share somewhat similar year lengths. Alteaâs years are 8 Earth months long, and Daibazaalâs are 10. Of the three species, Alteans live the longest (max about 150 Earth years), and Galra the second longest (max about 125-130 Earth years).
But this is somewhat a moot point, since military service is mandatory for a huge portion of the adult Galra population, and casualties are high; therefore, most Galra do not live long enough to reach the maximum lifespan.
What are some other traditions or games?Â
I think Iâve mentioned two games so far: Renni, which is a card-based game that is similar to both Magic the Gathering/Yugi-Oh and chess (there are multiple types of cards--such as defensive, trap, spell, and attackers--and certain cards are placed in certain locations on a set board. Each card can move in a set way and distance; the objective is to get an attacking card through the enemyâs defenses and traps to strike their âcastleâ). Although Iâm saying âcardâ here, of course what I mean is paper-thin electronics that project holograms in the shapes of monsters and weaponry.
Renni is a favorite past-time of Prince Lotor, by the way!
A second tradition/game is âMarfeil,â the hunting game children play on their clan day. A high-powered flying device (basically the equivalent of a super-powered Earth drone) is released in a set area, and all the clanâs children are set loose to track, hunt, and capture it. Itâs a free-for-all where alliances are made and broken in an instant, and only one kid can make it back victorious with the prize in hand. Itâs a test of the childrenâs athleticism and ability to tenaciously pursue a target. Big bragging rights go to the winner!
In terms of stuff I havenât talked about before... The Galra battle arena is about as âancient traditionâ as they come, although the violent, horrific battles of Zarkonâs late reign are not what it was always like (just like the gladiatorial fights in Rome were not originally intended to be fights to the death). According to headcanons I wrote earlier, the Galra population was originally divided into autonomous clan groups that were eventually united under a king. However, especially in early centuries, the union of the clans was tenuous at best, and disagreements over territory and resources frequently sparked up into small-scale combat. Originally the arena was founded as a way for clans to do battle with each other in a relatively organized and more civilized manner--the two clans would send representatives who would duel fairly; the winner of the duel would correspondingly âwinâ the feud for his whole clan.
Eventually, clan feuds died out as power began to accumulate in the hands of the monarchy. Over time, religious views--more on this in a bit too--were altered to promote the kings and queens of Daibazaal as absolute monarchs, invested with the power of the goddess, and the arena took on a new meaning: it became the primary vehicle for choosing Daibazaalâs âchampion,â the planetâs strongest fighter, who, once crowned, was appointed the right-hand of the king or queen. (Check out the religious question below for more on the symbolism here.) The champion was entrusted with protecting the lives of the ruling family, and enforcing the monarchâs word as law. It was once am extremely noble and revered position that Galra would train their whole lives hoping to attain, and even to this day, the concept of the âchampionâ is so engrained in Galraâs cultural consciousness that finding out Shiro is the current champion would absolutely blow Dulsaraâs mind and sheâd never want to hang out with anyone else ever again.
What determines the treatment of the natives of conquered planets?
This depends on two things: 1) who conquers them and 2) what theyâre being conquered for. Although all of Zarkonâs generals and fleets report back to high command, thereâs still flexibility in the way they carry out their orders. I.e., ten generals in a galaxy might be given the same order to conquer new systems, but each general might conquer in a different way--some in a bloody massacre and some in a significantly less violent manner. Generals are effectively the rulers of the planets they conquer (until they are called to conquer a new planet, and a viceroy is appointed instead), and therefore each of the conquered planets is ruled uniquely. Many of Zarkonâs generals are hand-picked for their violent, bloodthirsty behavior though, so unfortunately, many conquered peoples are brutally slaughtered or oppressed. There are a few rare situations where the opposite is true, however. In certain cases, Galra intervention has provided planets with lifesaving technologies that improve quality of life for the original inhabitants, leading to a few somewhat mutually beneficial situations.
Likewise, the reasons for occupying a planet also change how the populace is treated. Sometimes planets are conquered merely to eliminate strongholds for allied anti-Galra forces, and the conquered planet itself has no special use for the Galra. In these cases, sometimes nothing more than a single large base is built on the occupied planet, resulting in a situation where Galra occupation doesnât massively inhibit the original lives of the planetâs people. This was case with the base where Niresh, Dulsara, and Xerciâs families lived--they were a military outpost for moving supplies and information, but the planet itself had no meaning to the Galra and therefore the original inhabitants were mostly left alone unless they attempted to interfere with the operations of the base. On other planet, Galra occupation has prompted important economic revivals that have turned impoverished civilizations into flourishing galactic hubs.
Unfortunately this is not the case everywhere--on planets rich with natural resources that the Galra empire needs, the planetâs original inhabitants are typically enslaved to serve as a workforce to extract the planetâs resources until the planet is no longer valuable; then the inhabitants are rounded up and exported for service elsewhere in the empire.
Itâs not a pretty picture, but itâs also not a simple âThe Galra are always bad.â
What do Galra eat? Mealtime customs and etiquette?
Galra are mesocarnivores with strong metabolisms. Traditionally their diets consisted of primarily meat proteins (about 60% of their diet was meat and eggs), with the rest being made up of fruits, mushrooms, and what would qualify on Earth as leafy greens. Nowadays, the Galra Empire largely runs on synthetic food goo, which is significantly cheaper and less resource-demanding than actual food and prevents the likelihood of Galra troops ingesting poisonous matter on the wide variety of planets they conquer. Galra stationed in space will pay large amounts of GAC for illicitly traded foodstuffs gathered by those stationed on planets, but food poisoning is alarmingly common because, despite their physical strength, Galra are chemically sensitive to many compounds which are not naturally found in their own star system. The list of things Keith is âallergicâ to is actually obnoxiously long; Neuhahn once accidentally sent him into shock by allowing him to eat vanilla ice cream. When heâs in a good state, Keith is the teamâs notoriously picky-eater, right up there with Pidge (who has issues with strange textures). Unfortunately, when Keith gets reallyyyy hungry, his thought process usually devolves into:Â âNothing Iâve eaten has successfully killed me so far, so Iâm sure Iâll survive.â Chomp.
On the other hand, there are some things Galra are not allergic to that would straight up kill humans; fugu fish and deathcap mushrooms are no problem for purple space cats.
One other aside about eating: there are a lot, a lot of mixed Galra in the universe since their DNA (if not their behavior) plays well with other species; generally a mixed Galra will still be sensitive to the same chemical commands that affect full-blooded Galra, but may have slightly different dietary needs. For example, Xerci is a granivore whose diet leans more toward staple grains and plant matter than meat. This actually makes the lives of mixed Galra much harder, as they have to account for their dietary limits as a Galra while also attempting to appease the diet needs of their other species.
In the current Galra Empire, mealtime customs are kind of a thing of the past for most people--soldiers just donât have the time or energy to make a big fuss over food goo. As the empire spans on and Galra colonies become more and more remote from the source of their own heritage, the complex etiquette of the past is going by the wayside somewhat. Traditionally, Galra coalitions would gather together at mealtimes to eat as a family unit, and proper table manners were drilled into the younger generation by the older members of the family--sit up straight, no elbows on the table, etc. One notable faux pas that is still true today is sharing food directly from your plate to someone elseâs. Doing so is a big insult to the cook--because either you didnât like the food enough to eat it all, or your host didnât serve their guests properly (Why are you trying to feed someone else? Are you saying I didnât give them enough?). Because of this, Galra have a reputation among other species for being stingy with food--do not ask your Galra friend for a fry, you wonât get one--but itâs really just a matter of finding it rude not to eat everything that is placed on oneâs plate. Keith has never heard of this rule. His habit of pinching from Shiroâs plate is an absolute scandal to the Blade of Marmora.
Table manners among royal families is a Big Deal(tm). Lotor has the rules for silverware on 200 different planets burned into his brain.
What exactly does Galra courtship entail?
Most of the answer to this is âI canât tell you because spoilers.â But there are some things I can say, chief among which is: at all levels of the social hierarchy, Galra courting is just really, really... different.
In most human societies, the (highly heteronormative) goal is to meet a person, marry them, and raise a family. The opposite is true for Galra: having children isnât at all tied to being in a couple relationship (there is no baby mama drama in the Galra world), so many of them have children first and then go looking for a permanent life partner later. The basic reason for this is that Galra are a lot more serious about the ââtil death do us partâ concept than humans are; when they finally settle on a person, thatâs it, theyâve settled for the rest of their lives.
I donât mean this in a soulmates AU kind of way--itâs not âthis person I met at 17-years-old is my One True Loveâ itâs a lot closer to âWow, I canât believe it only took me until 52 to find the person Iâd be happy to live with for the rest of my life!â They wait until they are absolutely, 100% sure of their choice before courting and formally settling down. (Caveat: Not everyone gets to choose. The higher up the social hierarchy, the less likely it is that a Galra would be free to pick their eventual match; Nireshâs parents had an arranged marriage, for example. The only reason Lotor isnât betrothed to anyone is that Zarkon doesnât want to run the risk of challenges from multiple potential heirs and also Lotor is not about that life thank you.)
So, long story longer, courting happens more among older Galra and less among impetuous teens. Also, it would be extremely rare (and foolish--ah, but they do say love makes fools of us all) for a Galra to court someone they donât already know very, very well. That 100% sureness comes specifically from knowing the other person inside and out. Itâs not unusual for Galra to be living together for years before finally declaring their intention to formally court.
The actual courting is... equally weird. The most common way to signal interest in courting is engaging the other personâs coalition in the Galra equivalent of âflytingâ--you insult the person youâre interested in in front of every one of their family members. Your insults serve two purposes: first of all, the more detailed and personal your insults are, the more obvious it is that you completely and fully know the person youâre interested in. If you can fairly point out every single bad habit and negative point about them, then youâve paid close enough attention to know them deeply, as well as their family does. Second, being brave enough to insult someone in front of their very close-knit family is a must in Galra courting. If you shy away from the challenge of facing the family, youâre not worth anyoneâs time.
After your insults, the family answers back in the opposite, with nothing but praise for their family member, and a back-and-forth battle begins assessing the person in question. The final goal is for the courter to "be persuadedâ that of course, of course the family is right and the person in question is worth all the effort in the universe and more. Itâs a game designed to demonstrate your knowledge of the other person as well as air out any grievances or sticking points before the courtship proceeds.
(You can see where other speciesâ might struggle with this--many an intentional insult has been mistaken for the opposite.)
After that, things get even sillier, but in the interest of time and space, Iâll leave this answer here.
What are their views on pets?
Galra are big pet keepers! Historically the âpetsâ were war animals that aided the clans in their conflicts with other clans, but over time pets have come to just be beloved household companions. Unfortunately, military members are not allowed to keep pets, no matter HOW incredible the critters they find on their space travels are. This doesnât stop everyone. Many an escaped secret pet has caused serious issues on-board Galra battlecruisers. Civilian Galra family groups often have a motley collection of pets. Two problems: 1) The illegal pet trade is hyper-aggressive in the Galra Empire. They import thousands upon thousands of species of animals, without too much regard for the long-term species survival of these animals. 2) What qualifies as a âpetâ to the Galra sometimes includes the citizens of other planets. It does not pay to be a small fuzzy person (or a big scary fuzzy person) in the Galra Empire. Sometimes slaves who escape the arena end up in the pet trade instead. Pet abuse is strangely not okay in the Galra Empire, but that doesnât mean that being treated like a pet instead of a person is any less horrific.
(God help Keith when the kids finally reason out the argument, âAllura has mouses, so why canât WE have a pet?â)
What's Galra mythology like? Religions?
Iâm glad you asked this because this is actually at the heart of a lot of Galra plot line in HaaH. As I mentioned earlier, in this fic, Daibazaal and Altea were both in the same quadrant and although they werenât particularly near each geographically, they were close enough to each other that they inherited some surprisingly parallel mythologies, shared with numerous other planets in their general region of space. In particular, both Altea and Daibazaal prominently feature legends related to a lion goddess. On Daibazaal, the legend goes that the creation of everything we know began with the lion goddess, the first star. The roar of the goddess shook the universe and created the ever-expanding waves of space and time; the shine of her eyes in the void became the burning cores of stars; the weight of her swift passages formed gravity and orbit. She breathes and life flows over planets. (In short, the lion goddess is a sort of visual representation or embodiment for what we humans would just call âenergyâ or âorderâ.)
But the very existence of the goddess ensured the existence of her diametric opposite--the antithesis of all creation, the extermination of all life, all energy, all differentiation. This being has no form of its own (it is what all things will become when they become nothing--entropy or chaos itself, if you will), but it constantly fights to upset the balance in the universe, to claim more than its fair share.
The legends say that four times the lion goddess took a physical form and came to defend Daibazaal from the onslaught of darkness--once by fire, once by water, once by earth, and once by vine--and at last when the whole planet rang with the force of her being, she put part of her soul itself into a mortal, her first champion, that he and all his descendants would be blessed with the power to combat evil wherever they roamed.
Of course, you can see how this kind of origin story might lend itself to propaganda. The early kings and queens of unified Daibazaal used the legend to their advantage, first claiming that they were direct descendants of the blessed champion, and then a step further--that, by possessing the strongest remnants of her soul, they ought to be treated and revered as physical manifestations of the goddess herself. This evolved over time alongside other cultural fixtures like the arena, until religion became irreparably tied to politics for the Galra: by the time Zarkon took the throne, the general agreement was that whoever was emperor/empress was the representation of the goddess made physical, and the champion crowned in the arena was the one blessed and bound to carry out both the power--and the will--of that âgoddess.â
Over Zarkonâs reign, the influence of the religious aspects have waned significantly--it was not beneficial for the Galra to believe in a higher power instead of their immortal emperor--and so the importance of the goddess has been continually downplayed while the importance of the emperor has grown. Although most people still treat Zarkon as if he were a god and âthe championâ is still an awe-inspiring figure, the significance behind âthe goddess gave us power so that we could fight evilâ has definitely been lost behind âwe have power and itâs only right for us to use it.â
(You can see the obvious links to Voltron here. Itâs definitely not accidental, but Iâm not going to say much more than that.)
What are some common Galran phrases?
Ha ha oh man, I donât want to write anything here and then have to take it back later when I inevitably over-think language stuff...
"Sticks and flungrâ is a very unflattering why of saying someone doesnât have their shit in order. A messy house might be described with this saying, or turning in a half-assed report at work. (For reference, itâs referring to the Frinunnel birdâs habit of making lopsided, disheveled nests out of well... sticks and poo.)
âVrepitsatirâ is a âyes man,â a military flunkie who mindlessly agrees to everything the higher-ups say without questioning it.
âNotchesâ is a way of referring to past lovers, based on the common habit of ear-nipping between partners.
âBe careful--Zarkonâs watching!â is an empire-wide joke, especially among the lower-level military, when you find out someone is up to something they shouldnât be. The effect is pretty close to the joking Earth phrase âOoohh, Iâm tellinggg.â
Phew, I think that covers it!
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