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Raharrs use a duodenal number system. Due to their quantitative superiority in the population of the Alliance, most civilizations were pressed to take the duodenal system as the second standard.

1 2 3 4 5 6 7 8 9 # % 0
1 2 3 4 5 6 7 8 9 10 11 0

Growing up

The way raharrs grow up is quite similar to the human attainment of adulthood. Up to a certain point, the younger generation remains with its parents' cell, who takes care of them while they lead a practically human childhood filled with carelessness, games, and the exploration of the world. Raharrs are born completely white, but when they reach a certain age, they enter into the so-called "period of attaining maturity." Within one or two months, or even weeks, a pigment pattern begins to appear on the body of a young raharr. This usually happens somewhere around the age of 5-6 years (or 12-15 years in Earth time). However, scientists have not determined the evolutionary reason for the emergence of this process. Patterns in time and duration of pigmentation are very different for every raharr and do not correlate directly with puberty (which was one of the first and most popular theory), and abnormalities such as extremely early or extremely late pigmentation were frequent. Despite this, a medical examination could quite accurately determine the year, and sometimes even the month in which the young raharr would begin the period of maturity. Some poetically described the pigmentation period as "a time when a pure and innocent child smeared their body in the dirt of our world, becoming the same as everyone else." Researchers have noticed that the fossil remains and the preserved animal branch of the ancestors of the raharr also have a similar mechanism of pigmentation, but it appeared after a few weeks of the baby’s life, not years. Raharr with a fully manifested pattern enter the period of "full-age", lasting for the rest of their life. Full-aged raharr had (although not compelled) to leave the parents' cell and begin a separate and independent life. The attitude towards them also changes. Children begin to prepare for entry into full-year long before the onset of pigmentation. Many actions and habits that are frowned upon or disliked by full-aged raharrs are forgiven to children. However, upon entering full-age, the young raharr receives a burden on their shoulders in the form of etiquette and duties, but they also gain privileges. They began to be treated as an adult and they had to start behaving accordingly, discarding their habits from childhood. Some raharr never found their pigmentation, remaining completely white until the end of life. Because of this, they (as well as those whose “acquisition” still comes, but much later) were most often treated condescendingly and patronizingly, the lack of pigmentation is perceived as a sign of immaturity and unwillingness of Raharr to leave childhood. This, in turn, gave rise to a vicious circle - Raharrs who never find their pigmentation begin to believe that they are immature and frivolous and behave accordingly, which further convinces others about the correctness of their impressions. Even less often than non-pigmentation, raharr could have hyper-pigmentation - there is no pattern and the skin became completely and evenly dark as a result. Such an anomaly occurs most often among the Riykians, since their pigmentation is higher than normal.


Raharrs have no cemeteries. Traditionally, the deceased were put in the nearest river on a small raft, the ocean serving as the goal of this last trip. With the development of cities and an increase in population, this practice became increasingly less convenient (a large number of rafts attracted aquatic predators, and later interfered with ship movement), so the practice switched to cremation and launch of the rafts directly from the shores of the oceans. The rafts were most often equipped with some simple mechanism to ensure that the raft went out to the open sea and did not end up washed back to shore somewhere else. Modern burial rafts self-sink as soon as they are far enough from the shore and pull the deceased to the seafloor.


Raharrs practice a system of dynasties that is somewhat similar to human dynasties. Raharr dynasties denote something close to the concept of family business and are not a restrictive social structure. It is in a way a family, not limited by blood ties. Transitions between dynasties are not considered to be a big deal.

Each dynasty is dedicated to its own highly specialized task - repairing technology, cooking, and so on. Previously, the number of dynasties was much larger, but with the development of globalization, dynasties engaged in identical or similar fields of activity preferred to merge.

Providing commercial services in the domain of one of the dynasties, while not being of that dynasty, is generally frowned upon unless there's a good reason (such as the necessary dynasty not having a presence in the area).

With the development of industrialization and in the face of the social changes it brought, the dynasty of art became the only dynasty that effectively ceased to exist permanently. In modern times, art is considered to be a career that anyone can pursue without restriction.

Internally, dynasties are divided into "cells" - functional analogs of human families connected by "threads" of generations.


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Yaybaharr[1] is a classic Raharr instrument, which was invented approximately 900 P.R., together with the invention of a spring. The use of springs in the design gives it an extremely specific sound, full of reverb and echo, resembling both a cello and a flute. The instrument is held with one lower hand, while the other controls tension of the springs, allowing to control the amount of reverb and changing the sound. The upper arms play the instrument basically like a cello, with pressing the strings against the fingerboard and vibrating them with a bow.

Religion, philosophy

Before the Realization, there were about fifteen major religions on the surface of Harr, and several thousand sects or interpretations based on these religions. Virtually all raharr religions died away and were abandoned during the Realization Event and the years that followed. Nowadays, only one type of monotheistic religion is preserved; it is divided into two currents, differing from each other in the long run only in their opinion on the Ancients - one current considers the Ancients to be direct messengers of God and the performers of his will, while the other denies any connection between the Ancients and God, considering them equal in this regard with any other civilization of the universe. There is an obscure number of sects worshiping the Ancients as gods, but most are localized and do not have a large number of followers.

Religion in Raharr society is considered an intimate thing, which is not supposed to be talked about with strangers. Raharrs also are not supposed to show their religious affiliation by actions or appearance. According to anonymous polls among the population of the Alliance, at the moment about 28% of the raharrs are believers in any kind of religion (including those brought from the outside of Harr), 70% adhere to atheistic or agnostic worldviews, and 2% have not decided. Religion was and remains a volatile topic in contact with other civilizations, which served only to increase the intimacy of topics related to religiosity.

Awareness gave rise to a powerful philosophical trend that for several hundred years captured the minds of almost the entire planet, and penetrated even into the moral and ethical foundations of society. According to this philosophy, intelligent life in general, and civilizations in particular, are the greatest treasure of the Universe, and all actions of each civilization at some point in its history should be aimed at helping the emergence and spread of intelligent life throughout the Universe.

  1. Yaybaharr is based on the real-life instrument Yaybahar, which was developed by Istanbul musician Görkem Şen, and sounds basically identical to it. Examples of the music produced by such an instrument can be found here [1] and here [2].