Gharr Neht Ra
|Date of death:||
By nature, Gharr is a pacifist and idealist, always believing in a bright future and in the fact that if not all, then most of the intelligent beings have the ability to cooperate with each other for the common good.
He is able to make friends with himself relatively easily, and the concept of "xenophobia" in his brain seems to be completely absent - he treats absolutely everyone with whom he communicates well, no matter what their appearance, so long as they do not shoot back.
He does not like and, perhaps, even despises (although it would be more appropriate to say "pity for") xenophobia in any of its manifestations, especially the aspects that lead to the suffering of others, such as persecution and slavery.
Gharr did not always want to study other civilizations. At some point in his youth, he just wanted to become a computer technician.
However, by the will of fate, he ran into a representative of the insectoid species and they began a conversation. The alien logic rekindled an interest in the raharr that he had not previously known. Insectoids have a double brain, resulting in an extremely unusual line of thought and philosophical outlook on life. Gharr was amazed, never having communicated with such a different mind before.
With starting out as a simple question about directions, the conversation quietly turned into an acquaintance and a five-hour conversation in a cafe.
After that, Gharr decided to change his professional ambitions and began studying xenopsychology.
A couple of years after that, Zane Htrua Sha, the future commander of the fifth research expedition, who was only an assistant captain of one of the ships back then, became interested in Gharr's potential. He was a distant friend of Gharr's parents, and Zane had some connections, thanks to which he was aware of the upcoming expedition and that the organizers had already begun to outline future candidates for key posts. Zane himself hoped to get there at least as the captain of one of the accompanying ships. He liked Gharr for his expressed enthusiasm, so Zane advised him to start training as a xenobiologist in parallel, since biology often influenced psychology, and was already included in the xenopsychology course in a simplified form anyway.
The two were able to become close friends, so when Zane become a full captain of his own ship, he often chose Gharr on flights that required a diplomacy specialist.
As a result, by the time the expedition was officially announced, Gharr had earned himself quite a decent "field experience" for his age. Zane was able to get into the expedition, but to his surprise, not as a ship captain, but as a commander of the entire fleet. As soon as he got used to his new role, he immediately submitted a recommendation for Gharr to be included in the expedition as a xenopsychologist and first contact specialist, and additionally one of the leading xenobiologists, which was approved.
In the expedition, Gharr plays the role of a xenobiologist and xenopsychologist, responsible for studying the found biomes and for assessing and establishing contact with an intelligent civilization, if one is found. He runs a small laboratory but prefers to go to field research himself, even if research reveals that there is nothing on the planet except protozoa and rudiments of flora in most cases. There is a certain unyielding spirit of the explorer in the xenobiologist, demanding to be at the forefront of events and to be the first to observe any discovery, even if this is to the detriment of his safety or even in contradiction to official research guidelines. Gharr tries to never resort to recklessness, always trying to assess the situation soberly and impartially. Although he performs well in his areas of specialization, in everything that does not directly tie to it he understands much worse, up to possessing only the vaguest ideas about it and needing to constantly use a search engine in order to learn things that should be obvious in hindsight.
Gharr can go headlong into work and research, forgetting about the rest of the world completely and not respond to external stimuli for hours or even days. In one of the worst "attacks" of workaholism, he had disappeared in the laboratory for a whole week.
The most interesting thing for Gharr seems to be the cultural aspect of various civilizations since it is the most unpredictable element, which can be strikingly different even within the same population. In this regard, Earth appeared to him as a Klondike - a bunch of cultures for every taste and color, from relatively advanced ones mastering thermonuclear fusion to primitive hunter-gatherers; a disunited civilization consisting of thousands of fragments.
In addition to his main specialization, Gharr possesses a modest knowledge of xenoarcheology and has received basic military training in case of unforeseen problems during field missions. Problems, predictably, have arisen. Learning, predictably, didn't help.
Currently, he is stranded on Earth after the shuttle crash.
|Pangalactic Alliance | Leaving the Cradle | The Cliff World|
|Organizations||Alliance | Independent Worlds | Science Corporation | Politics|
|Technologies||Hephrene | Interstellar Travel | Spaceships|
|Places||Planet Harr (Star Harr) | "Shining" Space station | "Dawn" class spaceships | Artifact X | Artifact Spindle|
|Characters||Gharr | Zane | Hekaht | Ahshu | Quantum | Nea | Dan | Mark | Val | Virus|
|Further reading: | Civilization development stages | Instruments | Ideas ||