Cardassian
Intelligent Lifeform Index |
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Cardassian | |
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Four Letter Code | CARD |
Federation Status | Netural |
Planet of Origin | Cardassia Prime |
Encountered | TNG: The Wounded |
T/E Rating | T0/E0 |
Current Tech Level | N- |
List of Named Cardassians | |
Full ILI Gallery • Permitted Species Gallery | |
The Cardassian race is a humanoid species from the Alpha Quadrant. The Cardassians are native to the planet Cardassia Prime, capital world of the Cardassian Union.
Physiology
Overview
The Cardassians evolved from reptilian ancestors, and they prefer a darker, hotter, and more humid environment than humans.
Externally, Cardassians are easily recognizable by their two thick vertical neck ridges that recede back to the crown of the head and an inverted tear-shaped ridge in the center of the forehead. The ridge is thickest immediately above the eyes, protecting the eyes and making them look especially deep-set. All cardassians also have 2 secondary spinal cords on either side of their primary spinal column. Most Cardassian men have poker straight hair with jet-black to dark brown shades that are slicked back as inconspicuously as possible while the women have more varying hairstyles.
Appearance
The modern Cardassian still possesses a number of physiological features that make plain his reptilian forebearers. For example, his brow ridges, neck structure, sternum, and thighs all have scale-like skin structures. The scales show faintly in some Cardassians, prominently in others; the finer or less prominent the scales, the more refined and "weaker" the Cardassian, according to popular - and physiologically unfounded - belief. Perhaps the most conspicuous of the Cardassian features are the thick neck structure and the upside-down teardrop-shaped feature on the forehead. Cardassian necks have less of a circular shape (as on most humanoids); instead, they have a roughly oval cross-section created by a series of bones that flare out from the neck towards the shoulders.
The distinctive shape of these bones sometimes leads species fighting the Cardassians to collect one neck bone from each Cardassian killed to wear on thongs as proof of a kill.
Thanks to this neck structure, Cardassians have a more limited range of neck motion than most humanoids; where a Human can turn his neck far enough that he can see things in about 240 degrees round him, a Cardassian only has about a 180-degree range of motion/vision, forcing him to turn his body to view things that a Human could see by craning his neck. A few Cardassians can forcibly disconnect their neck bones and turn their heads through a nearly 300-degree range of motion; other Cardassians refer to this painful (and to them, impressive) stunt as the "Cardassian neck trick." Because of the structure of the Cardassian neck, attackers find it very difficult to strangle or choke a Cardassian, and for a Cardassian to break his neck accidentally is almost unheard of.
The cartilaginous, spoon-shaped forehead protuberance - the chufa - is primarily a throwback to the Cardassians' cold-blooded reptilian ancestors, who needed such features to dissipate bodily heat and regulate internal temperature. On a modern Cardassian, the chufa serves no real purpose, like the appendix in Humans. The chufa has a bluer color in females.
Internal anatomy
Cardassians are known for their dislike of cold temperatures. While Cardassians are warm-blooded, the average temperature on their homeworld is significantly higher than that on Earth, Bajor, Betazed, or most other species' planets. Thus, Cardassians prefer warmer environments; in fact, some studies show that they "feel better" and are more likely to remain emotionally healthy in such settings. Cardassians consider the average starship or station temperature maintained by most humanoids uncomfortably chilly; conversely, a Human or Bajoran visiting a Cardassian facility or vessel will quickly break into a sweat.
Due in large part to the harshness of Cardassia Prime, the ancestors of the Cardassians were tough, durable animals able to withstand injuries and periods of deprivation which would have killed equivalent animals on Earth. They passed this trait down to modern Cardassians, who have a high tolerance for pain. For example, Cardassians have thicker, more durable bones that can withstand more force before they fracture than Human bones can, and Cardassian epidermis retains scale-like qualities of toughness that make it harder to cut than Human skin.
On the other hand, their quasi-reptilian ancestry leaves the Cardassians with at least one vulnerability which no other known humanoid species possesses: to them, cobalt diselenide, a fairly common substance used in a variety of industrial processes by several humanoid species, is extremely poisonous. Exposure to cobalt diselenide can quickly cause illness and death in Cardassians - a fact exploited by the Maquis rebels on several occasions when they laced planets with the substance, driving the Cardassians away forever.
Racial diversity
As a species, the Cardassians divide themselves into three distinct races, though of course by 2376 these races have become so intermingled that finding a "pure" example of one is relatively uncommon.
The primary race, from which the majority of Cardassians descend, is the yhodan. Yhodan Cardassians are marked by an evenly grey skin tone and slightly smaller neck ridges. They originally come from Okaba, Venarhond, and southern Patka. The hottest regions of Cardassia - Rekonda, most of Sotara, and central Patka - gave rise to the Neldan race. Neldan Cardassians have darker skin than other Cardassians. In some cases, their skin is so dark as to be almost black. They tend to be larger and sturdier than other Cardassians.
Ka'radan Cardassians are from the northern torrid and temperate zones of Cardassia Prime. There's a sort of umber-colored undertone to their skin that, to some Cardassians, gives them a slightly sickly look. Where most Cardassians have roundish brow ridges around their eyes, ka'radans' brow ridges are a little more ovate (which gives them slightly better peripheral vision).
Cardassian brain
Compared to most humanoid minds, the Cardassian brain is a model of efficiency. Its ability to process nerve impulses, sensory input, and information is greater than that of most humanoid brains, due to its physiological structure and neurochemistry. As a result, the average Cardassian tends to be smarter and more perceptive than the average Human (or more "cunning," as Starfleet officers who have fought the Cardassians might say). This trait allows the Cardassians to train their children so that every Cardassian develops a photographic memory.
Society
Unlike humans, Cardassians do not avoid or try to slow the aging process, instead welcoming old age and the power and wisdom it denotes. The education system implemented on Cardassia dictates that intellectual pursuits begin at the young age of 3 or 4. Every Cardassian is raised with an appreciation of fine arts and culture, though the government may not have always been so like-minded in its policies. Educational attainment is regarded as a major source of social status and the source of creativity in Cardassian society. The Cardassians are known for their photographic memories, while some even have the ability to resist a Vulcan mind meld.
Family is considered a Cardassian's greatest asset, with three or more generations in one home. However, orphans are outcasts and are forgotten.
Men, as well as women, may serve in the military, though it may be that only men are drafted.
Cardassians give their first molar to the Cardassian Bureau of Identification at age ten. (DS9: Tribunal)
Cardassian society has the most rigid and, to the Federation, incomprehensible of all legal systems. All suspects are guilty before even appearing in court, their sentence already spelled out - almost always death. No prisoner ever escapes the death penalty, and only very tempting incentives can change the sentence to a lifetime one in a labor camp. The criminal is given a Conservator, equivalent to a public defender, only the Conservator is not supposed to win, but to prepare the criminal for a moving confession of guilt on the floor of the court. The accused is also permitted an advocate, the nestor, to advise them during the trial. The Chief Archon, or judge, of the court plays to a televised audience, her duty not to judge the prisoner's innocence or guilt, but rather to give an emphatic display of the futility of crime in Cardassia and reinforce the public's trust in the justice system.
Culture
All Cardassian citizens, whether they are soldiers or not, are expected to live or die for the Cardassian Union. During their lives they are expected to serve the state selflessly in any manner they can and at any time they are called upon. While this looks good on paper, most Cardassians serve the state graciously out of one motivation: fear.
Over the shoulder of every Cardassian citizen is the Obsidian Order, peering into their public and personal lives. It is said that a Cardassian cannot sit down to eat without the meal being duly noted, categorized and approved by the Obsidian Order. This is not an exaggeration; indeed, the Obsidian Order spies on its own citizenry with great alacrity using every means at their disposal. Because of this invasion of privacy, few Cardassians living in the Union enjoy civil liberties unless powerful friends protect them. Free speech is unheard of, as people have been known to disappear for voicing their opinions. The right to bear arms is denied the civilian citizenry unilaterally, though some civilians keep some sort of weaponry in their home illegally. Assembly of the citizenry (for any reason) without proper license is grounds for arrest. Communiqués are regularly tapped, mail opened, and homes bugged. People are paid handsomely for turning in their treasonous neighbors and can usually gain vesala by doing so. Families are encouraged to do the same; after all, dedication to the state should come before blood.
Citizens are free to establish businesses so long as they have the requisite approvals from the Ministry of Industrial Affairs. The private sector exists to serve the state, and the state controls commerce with an iron hand. The military is the largest consumer for these businesses, for without the military's patronage a business is sure to fail.
Vesala
Who you know, not what you know, is one of the most important factors for getting along in Cardassian society. A Cardassian's elaborate elaborate network of contacts and favors is of prime importance to them. This network is know as vesala. Vesala is used like a currency or commodity; favors are traded back and forth among members of Cardassian society for personal or political gain. This is a sort of informal stock exchange of name-dropping and favor swapping that gives a Cardassian personal power over other Cardassians.
Everything on Cardassia is available for a price. Vesala can be used to purchase promotions, political offices, titles and benefits. It is because of this that a Cardassian does not use his vesala lightly. Calling in too many favors at one time will deplete the resources, and could hinder dealings in the future. Some Cardassians perform favor after favor and rarely call their own, thus accumulating vast amounts of vesala for use in one fell swoop. One of the few things that cannot be bought with vesala is a Cardassian's social standing.
It does not matter that a Cardassian has never worked with the individual they are asking a favor from; such 'blind favors' are made all the time. Reputation means more than acquaintance. If a Cardassian is known as someone who does not repay in kind, their name will start to circulate as being untrustworthy and favors will be hard to call in. But be sure the provider can actually perform the requested favor. If they have to go through someone else, the cost in vesala can skyrocket.
Family
Cardassian families are tightly knit. Usually, parents will have between three and ten children, and sometimes more. An only child is an anomalous occurence. Families live together in the Cardassian household, with the father being the head of the house. It is not uncommon for the family unit to be extended from unmarried aunts and uncles to grandfathers and grandmothers, all living together in the same household. The Cardassian people venerate age, and elder Cardassians are seen as wise to the ways of the universe.
Cardassian families share in the disgrace of one of their members; therefore much pressure is put on the individuals to uphold the family name. If a family member stumbles, much effort is put into concealing the fact from the powers that be. If concealment cannot be achieved or the action is quite dastardly, then the member is usually ostracized by the family and turned into a pariah. Usually the member will accept this disgrace to avoid having his family disgraced in his name.
Divorce is uncommon among the Cardassians, except in cases where the acts of the husband or wife would bring disgrace unto the house as a whole. Generally two Cardassians who marry will do so for life, howerver a certain amount of philandering is almost expected by the males of the species. While this is frowned upon by society, the people tend to turn a blind eye toward this type of behavior among the males. The female Cardassians do not enjoy this privilege, as they can be outcast for such loose moral character. A disgraced woman carries a heavy social burden.
Cardassian mating is different from other species, and sometimes those differences are very misunderstood by outsiders. A potential mate indicates interest by expressing a bickering, almost beligerent attitude. This bickering has caused more than one interstellar snafu as misunderstanding spring from hot debates between diplomats. Fertility is of paramount importance, as a mate that cannot bear children is shamed. Men prefer spirited women, and the females of the species tend to prefer strong, dominant males.
Social structure
By the dawn of the Second Hebitian period, a class system evolved on Cardassia. This class structure has survived for centuries, even though the government and society that spawned it did not. The social classes are, from lowest class to highest; Scralan, Ti'alek, Hibalek, Amarlek, Ra'malek, and Trelek.
This class system traditionally marks a Cardassian's place in their society and determines what he or she can achieve in his or her lifetime. Only the upper classes can attend the finest schools without someone in the upper echelons to sponsor them. If they do manage to obtain a sponsor, they will receive the education necessary for achieving great things on Cardassia.
In the past, the Cardassian class system was much more hard and fast than it is today. Socializing with those outside your class was frowned upon socially. On modern Cardassia, however, a Cardassian can actually jump classes, making the class disinction much more ephemeral. In theory a modern Cardassian is marked by his service to the state, not by an outdated and ancient class structure. Socializing, and even marriage across class lines occur. The greater disparity between the classes, the less common this is, as the higher classes cling to their titles more than the lower classes do. A Trelek woman would probably be ostracized for courting a Ti'alek or Hibalek.
This class structure has survived and flourished despite the military's attempt to quash it. It has evolved into an undercurrent of subtle prejudice and superiority rather than a class that a Cardassian is locked into. In the eyes of the modern state, all Cardassians are equal.
Social classes
The following section describes the six different social classes. When the text refers to population percentage it is referring to all Cardassians in the Union, and does not include non-Cardassians or client/servitor races.
Scralan: The Scralan class really isn't a class at all, not having the 'lek' suffix (which means 'resource' in Cardassian). In fact, the word 'scralan' actually means 'useless'. The Scralan are made up of Cardassian untouchables who have fallen from Cardassian grace as well as the non-Cardassians living in the Union. These untouchables are generally met with distaste and disdain from other Cardassians (even those others of the Scralan). It is extremely difficult for the Scralan to jump class, as even noted accomplishments are met with sneers from the other social classes. Even getting small tasks accomplished is difficult, as few of the other classes will take the Scralan seriously. Generally, Scralans have little love for the other classes. Most see the other classes as a means of keeping them at the bottom of the social ladder. Approximately eight percent of the population is of the Scralan class.
Ti'alek: The Ti'alek is the lowest of all socially acceptable Cardassians. They traditionally make up the labor class, such as janitors, ore miners and field hands. In modern Cardassia, this class still performs the work that other Cardassians find demeaning. No non-Cardassian may progress above this class level, even through dedication and service to the Union. The Ti'aleks are generally the 'have-nots' among the Cardassian people, living in the more squalid of the conditions on Cardassia, and make up approximately thirty-one percent of the populace.
Hibalek: The Hibalek class, next on the social ladder, is traditionally a service class. This class is usually relegated to performing service for the other Cardassians. Housekeepers, gardeners, and waiters are all examples of jobs for the Hibaleks. Most common foot soldiers come from this class, as do teachers, lawyers, and small business owners. The Hibaleks generally consider themselves lucky; while they are not the highest class, they do enjoy a certain amount of prosperity not being among the labor class. Most Hibaleks view their position among society to be necessary. They believe that without, the state could not function successfully, so they over-glorify their place in society. While they may not have power, they do have responsibilities and a strong sense of duty to perform their role in society. Approximately twenty-nine percent of the population is made up of the Hibalek class.
Amarlek: The Amarlek class, or Bureaucratic class, primarily made up the bureaucracy and government of the Second Hebitians. This tradition has continued, as most modern low-level Cardassian bureaucrats are recruited from this class, as are low-level military officers. The Amarleks shuffle paperwork across the data-nets for the glory of the Union. They enjoy their middle-class lives, and especially the vesala that usually comes with their positions in society. Most of the Ministries are made up of members of the Amarlek class. They generally view their little slices of Cardassian government as their own little private fiefdoms, and most tend to run them as such. Approximately fifteen percent of the population is made up of the Amarlek class.
Ra'malek: The Ra'malek class, or Merchant class, is mostly a holdover from the glory days of the Second Hebitians. Wealthy landowners and businessmen made up the middle echelon of the government for the Second Hebitians. While the wealth has drained away for the modern Ra'malek, the families still cling to the title desperately. Even though the Ra'maleks are not as prosperous as they once were, they still enjoy a certain amount of power and vesala from their place and position in Cardassian society. This class makes up most of the high-level positions within the military and government. Approximately twelve percent of the population makes up the Ra'malek class.
Trelek: The Treleks are the nobility of the Cardassian people. They have the most sway in governmental affairs (in fact, most of the Detapa Council, the leaders of the Central Command, and the leaders of the Obsidian Order come from this class). Most of Cardassia's political strife comes from the struggle of thiss class against itself, as the upper echelons of power struggle against each other for control of the government. Treleks are proud of who they are and where they come from. They look down on the other classes with smug superiority. They wield the most vesala per members than any other class, and this is what keeps them on top. The Treleks protect that power with veracity, and are generally the meanest spirited when it comes to the lower classes. They will do just about anything to protect what they have. This includes murder, treachery, and deceit. Approximately five percent of the population is made up of the Trelek class.
Changing class
A modern Cardassian Ti'alek, upon showing significant ability, can obtain a sponsor to attend a military academy. The same Ti'alek can now become an officer, achieve great things, and make a name for himself (and thereby his family). Once he has earned the respect of his peeers and supervisors, his family name could grow in status, and perhaps his children will be known as Amarleks, Ra'maleks, or even quite possibly (if his achievements are great enough) become a Trelek and join the ranks of nobility. Earning enough respect for this may be difficult, as those of the higher classes tend to cling harder to their titles than the lower classes.
Likewise, embarrassments and disgrace can send a Cardassian and his family down the social ladder, leading to ostracism and even exile. Smart families are quick to disown the disgraced Cardassian to prevent him from dragging them down with him. Usually these families maintain contact with their ostracized members, but they try to avoid aiding and abetting them.
Note that a raise in class is one of the few things a Cardassian cannot buy with their vesala. Performing extraordinary deeds for the Union is the only way to get one's family name blazing across the stars.
The Feeds
Early in Cardassian history, the Obsidian Order learned that well-entertained masses are often too distracted to be mindful of revolution. The best way to remain in power was to placate the citizenry with the Feeds. The Feeds are a network of broadcast screens throughout the Cardassian city streets that broadcast propaganda to the masses all day long. Each home on Cardassia is required by law to have a Feed. On the streets, huge monitors show speeches, trials and executions. In the home, the Cardassian has a choice of five Feeds, however all of them are essentially the same. All extol the glory of the Union. All insist that service to the state brings happiness. And of course, the main Feed broadcast the appropriate propaganda of political speeches, trials and executions. Frequently the Feeds show the exact same thing on all channels, and the home feeds can be operated form the source, forcing the message to play in the home whether the homeowners want it or not. The same propaganda Feeds are broadcast throughout the Cardassian Union, not just on Cardassia.
Some unscrupulous individuals modify their Feed unit, allowing them to receive Federation broadcasts or to block the propaganda Feeds. These individuals are criminals, and the Feed units can report such alterations during random automated diagnostics, so most Cardassians choose to just leave them along. At least one criminal a day gets executed for Feed unit alteration, and that keeps the citizens reminded that the Feed units are the property of the government and are not to be modified by unauthorized personnel.