Biology and CultureEdit
Kel Dors were a tall race, typically of the same height and weight as Humans, but some were taller. Their skin ranged in color from peach to crimson red. Most had dark, black eyes, although some were born with silver irises, a mark that was often seen as an affinity for the Force. They also had heightened reflexes, a result of extra-sensory organs in their heads. As a species, they were thought to be typically quick and wise, but of a weaker constitution, when compared to other species. Kel Dors were also said to communicate with their minds using a form of telepathy.
Due to Dorin having a unique atmosphere composed of helium and a gas unique to their world, the Kel Dors had to wear an antiox breath mask and protective goggles whenever in atmospheres of a different composition. This equipment protected them from carbon dioxide, nitrogen, and oxygen, which were fatal to a Kel Dor. The breath mask also helped to amplify the Kel Dor's voice, as they must shout to produce any sound when out of their native atmosphere. Without their protective goggles, Kel Dors were considered effectively blind when away from Dorin.The Kel Dors were aware of, and used the Force long before they joined the Galactic Republic and the Jedi; this proud Force tradition was known as the Baran Do Sages. The members of Baran Do Sages often acted as advisors to the rich and powerful Kel Dor families. Initially, their powers centered on weather-prediction, but as the Baran Do Sages learned more about the Force, they realized they had an affinity for detecting, and subsequently preventing, dangerous events. Wars and disasters were often averted simply by the insight of a Baran Do Sage. After joining the Republic, the Baran Do Sages dwindled in power and number, due to the Jedi's greater knowledge of the Force, and their taking of Force-sensitive infants. Those Kel Dors who were even aware of their existence considered them to be eccentric wizards. Some traditional families still sent Force-sensitive children to learn from them though. Because of their obscurity, the sages managed to escape the Jedi Purges, for the most part, unscathed.
Kel Dors were noted for their simple approach to justice, and they typically saw moral issues in black and white. On the one hand, the Kel Dor were noted for their hospitality, they would never turn away a stranger in need. Yet, Kel Dors were not averse to taking the law into their own hands, and had no compunctions about putting to death a thief who was merely stealing to feed himself.
Kel Dor surnames, like Human surnames, were based on ancient family trades or jobs, or even a description of a particularly famous Kel Dor in the family. The Koon family name, for example meant 'explorer'. The given names were based, loosely, on the sounds generated by Dorin's unique atmospheric phenomena. This tradition was highly popular among the Kel Dors, and the upper classes considered it bad luck to name a child away from Dorin. Kel Dor names tended to be short, usually monosyllabic, due to an ancient superstition about the "wind spirits" of Dorin. Upon hearing the sustained wind-sound of a long name, so the story went, the wind spirits would have mistaken the child for one of their own, and carried him or her off to be raised as a wind-child. No one believed in this myth for thousands of years, but the effect it had on Kel Dor naming conventions remained.
The tradition of using the sounds of atmospheric phenomena meant that Kel Dor given names appeared to have almost no meaning to an outsider, but another Kel Dor who had heard the sound in question and could identify the phenomenon would understand the significance and meaning of the name.
Low Light Vision: Kel Dor can see twice as far as a normal human in poor lighting conditions.
Atmospheric Dependence: Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.