From Hidden Frontier
| This article may require cleanup to meet Hidden Frontier Production's quality standards. Discuss.
Please improve this article using the edit function if you can.
Reason: Need to investigate source material. If determined to be from Memory Alpha, break down into smaller articles and create links as appropriate. Otherwise, should mark for possible deletion.
Klingons evolved battle-ready bodies on a harsh planet. The ferocity of their circumstances molded their minds, making aggression a virtue, candor a must, and utility the only criteria by which to measure value. Every Klingon is a warrior, training in both the use and spiritual significance of a wide range of weapons. Bound by honor, steeped in tradition, Klingons look to recreate a glorious and blood-spattered past. All social relationships, whether between man and woman, or the young and the old, are colored by their fearsome martial attitudes. The pride they take in their controlled savagery can be seen in their art, and even tasted in their formidable, writhing cuisine.
To look at the planet Qo'noS, it seems a wonder life evolved there at all. Ranges of colossal volcanoes rake the landscape, flooding the lowlands with periodic cascades of deadly molten lava. They belch out vast poisonous clouds that blot out the sun. Lava reshapes the land so frequently nothing gets a chance to erode. There are no soft, rounded shapes in its natural world. Rocks are always jagged. Rivers rage through hard, sharp banks. Expect sudden cliffs, not gentle, rolling hills.
But life has a way of seizing whatever opportunities an environment presents it with, no matter how limited. Klingon plant developed armored shells to protect their green flesh from Qo'noS' acid winds, and vicious spikes with which to penetrate up through its hard-caked soil. Klingon herbivores grew razored teeth to punch through plant armor, and thick hides to protect them from the inevitable punctures made by botanic spear, spikes, and serrations. Predators evolved armored scales of their own to blunt the teeth of prey animals, and redundant organs allowing them to shrug off gorings, tail lashings, head butts, and slashing bites. Klingon hominids evolved from the most successful and vicious of these beasts, becoming the planet's most effective hunters. Adding to their ancestors' toughness, the biped's maneuverability and capacity for tool use, as well the wonders of stereoscopic vision, proto-Klingons tore their way to the top of the food chain. Like their prey, they lacked tear ducts; Qo'noS' atmosphere is so corrosive that its creatures had to evolve thick, scratch-resistant corneas to protect their eyes from damage.
Modern Klingons have their planets's brutal environment to thank for their robust physiques. They're bigger, stronger, and faster than Humans. Like other predatory fauna on Qo'noS, they enjoy organ redundancy, a feature Klingons call brak'lul. Wounds that would kill most other species merely slow a Klingon down. They have two livers, eight heart chambers, and an astounding twenty-three rib pairs. Qachqeb, a substance in Klingon blood cells, accelerates healing by rapidly carrying oxygen and needed nutrients to injured areas, and gives Klingon blood its lavender color. Doctors call the process by which nutrients are ferried to an inflamed area the veK'tal response - the measure of Klingon physiological condition. A fast veK'tal response indicates good health, while a dropping response suggests the body's healing mechanisms are overtaxed, and that the patient's life is in serious danger.
Klingon medicine is oriented more towards repairing injuries than fighting disease. Many basic maladies remain without cures. The most dreaded include the degenerative nerve disease Yabl; HeHmln, a neurological disorder that sends false depth perception information to the brain, and Y'moraghu, in which the blood begins to mine healthy tissue for nutrients with which to repair wounds. The latter term translates to "cycle of perpetual wounds," which sums up the effect. As one injury heals, a new break in the flesh spontaneously opens elsewhere on the body. More prosaic disorders include rop'ngor, an ailment similar to Human measles.
Klingons are innately aggressive. Both males and females produce large quantities of Qul'Iw, a hormone chemically similar to Human testosterone. Large areas of the Klingon brain are given over to receptors to identify and process this chemical when the body produces it. A wide range of experiences stimulate the production of Qul'Iw: the threat of physical danger, sexual arousal, the visual image of a predatory animal, failure to succeed at a task, sensory experiences evocative of combat, or close proximity to another Klingon producing the hormone. Qul'Iw dissipates much more slowly than it permeates the brain and body. Klingons get angry easily and forgive only with time and effort. Presence of the hormone in the brain not only sharpens reflexes, ramps up the veK'tal response, and shuts off pain receptors; it increases by 13.9% the brain's ability to reason and process sensory input. Thus a Klingon mathematician benefits as greatly from a surge of Qul'Iw as a warrior would, provided he's sufficiently angry and frustrated. When a Klingon enters puberty (jak'tahla), his or her glands produce incredible amounts of Qul'Iw. He experiences mood swings and heightened aggression, as well as break-outs of gorches (Klingon pimples). This can be a difficult and embarrassing time for Klingon teens.
Qo'noS' bruising environment granted evolutionary advantage to individuals best able to channel their Qul'Iw responses. Early Klingons survived by hunting. The fastest, strongest hunters brought down the biggest and most protein-rich game animals. The protected their catches from other Klingons who tried to take them. They became tribal leaders. They defended the best shelters. The won the mates most like themselves. Thus they passed on their traits and skills to later generations.
As small hunting bands evolved into larger communities, aggressive individuals seized the reins of leadership. Leaders held onto their authority by being better than anyone else at hunting and community defense. They in turn gave extra shares of food, favored living places, and better equipment to the most aggressive men under them. The weak were fed poorly, if at all, and died off, their inferior genes dying with them. Aggression meant survival. To suggest to a Klingon that he'd do better without it would be like telling Humans to abandon their ingenuity.
Because Klingon senses remain perpetually alert for threats, it is important to avoid accidentally activating another's aggressive instincts, expressions and behaviors associated with weakness. Whispering, failing to make eye contact, and standing aloof from others all trigger the release of Qul'Iw. A Klingon catching another hiding, eavesdropping, or spying on someone also undergoes the response. In order to avoid such triggers, Klingons developed a forthright manner of speaking. The Klingon must appear to be giving voice to his feelings; if he seems to be holding back, his interlocutors assume he's planning something sneaky and threatening. On the other hand, he must also avoid insulting or menacing the person he speaks to, because that triggers the Qul'Iw response, too. The Klingon speaker walks a tightrope between boldness and discretion, choosing words carefully but speaking without hesitation. It's difficult to do this well, which in part explains the Klingon penchant for brawling. A Klingon who wants to take offense can always find an insult in another's words.
In an aggressive society where arguments can easily lead to fights, phrasing an opinion correctly increases the chance of survival. While Klingons do not shirk from battle, it is important that not every disagreement or divergence of opinion lead to bloodshed. Klingons hone their skills at rhetoric, to stay out of pointless fights. Like other species, Klingons treat honesty as a cardinal virtue and seldom lie. Rather, they leave thoughts unspoken.
The Klingons produce few full-fledged telepaths. The substance that 'fires the Klingon heart'- QuI'Iw - prevents most from focusing their minds effectively enough to use psychic powers, though rarely mutations occur. While Klingon warlords fiercely covet the ability to read an enemy's mind, at the same time they despise mind-reading as a cowardly act. Where is the challenge in defeating an enemy already known? What of the "mystery of battle?" Its like cheating - tempting to know the answers, but ultimately missing the point of the exercise. Those who attain such power find being surrounded by the violence of Klingon minds to be overwhelming. Prolonged exposure often leads to neural degradation, violent hallucinations, and death; mind-readers tend to live short and miserable lives. Some Klingon lords force telepaths into near slavery, despite the conventional opinion. Those who escape are typically hunted down and lynched by other community members.
The Klingon House
The concept of the Klingon House is central to their society. It provides an identity, a sense of pride, a direction, and a place in history. A Klingon obtains self worth and personal honor from the House they serve. A warrior is nothing without his House - he has no one to sing his songs, no one to fight alongside, no place in society. Every deed he does reflects upon his House, every honor the House wins rebounds on him. Finally, the House serves a political function. Much as fiefdoms did on ancient Earth, each administers and defends their own territories. Without the power and organization of these great powers the Empire would fall into anarchy, dishonor, and weakness.
Klingon society resembles that of Earth's ancient, Northern European medieval culture. Those born into a ruling family - either a great or minor House - hold more status than that of a commoner. Unlike class systems on other worlds, however, the ability to fight and a willingness to die provides the keys to upward mobility. The commoner who proves himself capable in war could join a House’s army, then through bravery and skill go on to found his own House - as General Martok proves. A coward or scoundrel, however, will find himself tumbling down the social ladder. The worst receive discommendation - banishment by society.
Klingon society generally recognizes four social classes:
- Ha'Dlbah: At the bottom of the social order, these are the inhabitants of planets conquered by the Empire. They are expected to serve and support the Empire, by paying taxes and supplying goods and services. Unlike the Romulans, Klingons allow their subjects to keep their own culture, traditions, and political systems, so long as they don't cause trouble. They find it easier to leave the existing social order in place, but make it accountable to Klingon authority. Although not considered property, Ha'Dlbah have no standing in Klingon society. They must obtain permission to move from their local lord or regional governor. They may not own weapons, nor serve in the military. They may not bring grievances against a Klingon, and crimes against Klingons are punished severely. Their lands can be seized without compensation, nor do they enjoy protections against unreasonable search and seizure. Ha'Dlbah who behave, however, have little to fear, and can even gain a measure of prominence. They can not, however, climb the Klingon social ladder. This term means, literally, "dog, cur, inferior person," and Klingons consider it a grave insult.
- vumwl': These are the accountants, weapon-smiths, nursemaids, and thousands of other second-rate professions needed to keep society functioning. Generally, these Klingons were refused induction into a House's army, because they lacked the mettle, though many simply chose to follow in the family business. Without belonging to a House, they have little opportunity to fight, and thus earn fame or respect. They have no songs to sing nor deeds to celebrate. They are still Klingons, however, and expected to act with honor. They have the right to protect their good name, and can seek redress under Kahless' code. They enjoy freedom of movement, as well as protection under Klingon law - they may bring complaints against other Klingons, no matter their rank, and officials must have reason to enter a Klingon home. Their property may be seized, but with just cause and due process.
- Suvwl': Those who intend to walk the warrior's path seek admission in the military of a particular House. This rank is not hereditary, though kinship with a loyal warrior counts in the applicant's favor. Thousands, sometimes millions, of Klingons seek to enlist in a House and claim association with it. Without being formally adopted, however, warriors do not enjoy the same power or privileges as the nobility; they are not truly "of the House." They serve as retainers, forming much of the household. In return, membership gives warriors something to belong to, and a greater purpose. They fight in the House's name, and therefore have many chances to gain honor. When they die, their spirits journey to Sto-Vo-Kor, and the House celebrates their deeds at Ty'gokor. Legally, a warrior's word carries more weight in disputes, and they receive preferential treatment.
- chuQun: These are the nobility, and the only true members of the House. They make up a small percentage of those who live and fight under a particular lord's standard. Standing at the top of the social order, they receive their authority by virtue of the lands they control and the army at their command. Presumed to be the most honorable, the nobility enjoys the most power and privileges in society.
What is a House?
The concept of a House (from the Klingon word tuq, also translated as "tribe") finds its origins in ancient history, when families merged together for mutual protection from raiders. As society evolved and grew so did the Houses. Powerful families subsumed weaker ones, becoming small kingdoms unto themselves. Thus the great Houses grew to become political as well as familial groupings, centers of power within Klingon society second only to the Emperor himself (and later, the High Council).
The Houses divide the Empire's territory between themselves. They rule directly over their lands - ranging from small planetary regions to entire planets, or, in the case of the most powerful, several planets - with absolute authority. Little more than a federation of petty fiefdoms, bound together for mutual benefit, the Empire resembles one of Earth's ancient feudal societies more than a modern, 24th century state. The Klingons tried a centralized government under the High Command during the 23rd century, and ended up disillusioned and disaffected. The traditional ways were found to be better.
Most Houses maintain their own military forces and training facilities, arsenals, and even shipyards. Successful Houses earn the devotion of their retainers through their great deeds. The more successful a House appears - winning battles and controlling vast tracts of land - the more warriors want to join. Few Klingons want to seek their destiny with a weak House.
Every warrior of virtue and honor serves his house with undying devotion, willing to draw his sword and lay down his life at a moment's notice for the greater glory of the House. Even the lowliest servant hopes that through glorious battle and famous victories he might share in the glory and attain some measure of honor himself. Those who serve well hope their lord might formally adopt him into the family proper.
Greater and Lesser Houses
Klingons do not distinguish between lesser and greater Houses in name or title, addressing both as tuq. The difference lies in the size of their holdings and the might of their armies. Simply put the stronger a House's army, the more land it can seize and hold, and thus, the larger it becomes. In this "norgh eat norgh" environment, a House's status, and fortunes, depend on its ability to dominate.
Great Houses control much of the Empire's wealth through their military might, and get to decide its fate. Like the primitive chieftains of a war council. Other, lesser, Houses have far less influence, lacking the man power to snatch it. They circle the edges of the pack, squabbling over the leavings, looking for new prizes for the taking. They seek out new worlds to conquer, or look to absorb still weaker Houses. For survival, minor Houses often seek out alliances with Great Houses. Often, a powerful enemy casting a greedy eye over a House's territory can be bought off with an alliance. Alternately, the right Great House ally can scare off potential invaders. For their part, the Great Houses gather the lesser tuq about them as gob flies to a targ, for use as pawns.
The relationship between Great Houses and their weaker brethren can become cutthroat and complex. Weaker houses look for protection, advantage, and the chance for greater honor by fighting behind the banner of a Great House. Victory swells the ranks of a minor House as much as a Great House. And every morsel of territory adds to the House's holdings. At the same time, these minor Houses look for signs of weakness, ready to pounce on a Great House ally and supplant it. The Great Houses use the lesser in turn, as pieces in the great game of politics and warfare; these they use to bolster their own armies, and they make excellent surrogates. Often, these alliances capitalize on existing rivalries; Klingons understand clearly the old Human saying "the enemy of my enemy is my friend."
Since the number of seats on the Imperial Council is limited to those with the Emperor's private trust, many Houses receive no representation and wield no influence. Perhaps the most dangerous House is the one who deserves to sit on the Imperial Council, but doesn't. Power and disenfranchised, these Houses represent the greatest threat to sitting Imperial Council members. The political maneuvering surrounding these potential upstarts can becomes furious. Their desire fueled by the promise of wealth and power should the challenger succeed in its bid to oust a sitting Great House, other Houses flock to the rival's standard. One day's enemy can become the nest day's ally in the near-constant search for the "right" alliance. Some "lesser" Houses remain content to keep a low profile, influencing the Council Members by holding the threat of an overthrow over the sitting members' heads. Usually, however if a House has the strength to make a move it will. Klingons never shrink from an opportunity to fight a stronger opponent. At the opposite end of the political spectrum lie the newest and weakest Houses. Usually established when the Emperor rewards a brave warrior with the honor of establishing his own House. These Houses rule over a few kilometers of land, perhaps with only one Bird-of-Prey in its fleet. Thousands of these Houses exist, and most don't survive for long. Most joH of this sort treat the title as an honorific, and continue to loyally serve their original House. Yet even the newly ennobled lord earns the right to field his own army and rule over whatever lands he can seize, perhaps one day succeeding in the long climb towards earning the private trust of the Emperor to be allowed into the Imperial Council.
The eldest dominant male leads each House. Klingons believe might makes right, and as a result their society is constructed around the strongest warriors. While positions of power are earned by force of arms, the position of joH is hereditary. When a lord dies in battle, or completes the Hegh'bat, leadership passes down to his eldest living son. This by no means ensures succession. Far from being discouraged, fights between brothers over the right to rule ensure the strongest leader assumes the title. Only a son my inherit the title of joH, all others must fight for the privilege.
There are no old warriors. When a ruler's strength begins to fade he faces an inevitable challenge from one of his relatives. This ensures that the strongest and most cunning warriors rise to positions of power, but are removed when they lose their edge. A rightful challenger can only make the claim when he believes the current joH no longer has the strength and intelligence to lead., or if the lord behaves dishonorably. For a Klingon ruler there is no greater honor than to die in battle against a worthy foe, especially if he is your own son.
Tradition allows warriors not "of the blood" to duel for the position. Klingons consider this right and proper, not disloyal; if the joH were behaving appropriately, he wouldn't have been challenged in the first place. Should a simple SuvwI' kills his master in a fair duel, he assumes the title. He undergoes brek'tal, and he and his family ascend to chuQun, thus supplanting the family of the now-dead joH. The new lord can expect challenges from the male relatives of the slain joH, eager to restore their position. Although fair duels cannot, under the Code of Kahless, be contested, envious relatives look for any excuse to issue a challenge. This period of a new lord's reign, known as the "time of knives," can either strengthen the new joH or speed his soul to Sto-Vo-Kor. To ensure their position, some banish the previous ruling family form the House altogether or arrange a political marriage.
Klingon Houses tend to take their names from their current Leader. A name change typically occurs with the change in Joh, especially if he assumes power under especially auspicious circumstance. The now infamous Duras renamed his House rather than preserving his father's name - the House of Ja'rod - after killing him in a duel. Some prefer to memorialize the name of a famous joH by preserving it as the House name, as with the House of Chang. Klingon make a study of heredity and lineage to keep track of all the changes.
Although Klingon law discourages women from heading a House, they have great say over a House's affairs. The Mistress of the House, the lord's wife, manages finances, oversees marriages, and administers discipline with an iron fist. Alternatively, should a joH die accidentally, without leaving a male heir, customs grants consideration to his wife with the approval of the Emperor. Should she marry, however, her husband assumes all rights and privileges.
Klingons employ a simple system of noble titles, foregoing the counts, dukes, and barons of other cultures. Every house has but one lord. His various brothers, uncles, nephews and children hold no formal titles, though they receive preferential treatment. They get the best training, command the best ships, live in the best Klingon style, and lead in the greatest battles. Thus they perpetuate their standing in society, by ensuring the finest opportunities for themselves.
Klingons believes that blood runs true. The greater the deeds in a noble's lineage, the more exalted he appears in the eyes of Klingons. Those of proud lineage, such as the House of Kang, are presumed to share the fine breeding of their forefathers. Even Duras, son of Ja'rod, proves this true; he followed in his father's footsteps by betraying the Empire to the Romulans. Thus members of oldest families often look down upon the newer, less well pedigreed warriors who rise in power within the Empire. They believe one Klingon's achievements cannot measure up to the honor of a hundred generations. They say these upstarts have "thin blood," a grave insult when uttered face-to-face. Remember, no amount of genealogy can ennoble a coward or weakling.
Some warriors and vumwI' look back fondly on the Empire's totalitarian past - before the Great Houses regained power after the Praxis explosion. Back then, any Klingon could be elected to the High Council, with no need of noble or blood connections. Martok's rise to the post of Chancellor gives many of them hope, because of his "common" background. Having climbed so far and so fast, Martok represents every warrior's dream and every noble's nightmare. Many on both sides predict change to the social order.
The Imperial Council sits at the top of the political order, but they hold little authority over the fiefs of individual Houses. Every joH maintains absolute control over his lands and military might. While the Emperor typically dictates foreign policy and matters affecting the entire Empire, the Imperial Council does not interfere with what is considered an internal House matter. Indeed, if a matter warrants their attention, something is very wrong.
In general, Klingon lords do not concern themselves with the day-to-day lives of their subjects. Noble warriors have little time to spend thinking about farm reports. Produce the amount of food, materials, or weapons required and the joH pays little mind. The lord maintains order in his territory. He makes the laws by which his subjects live - establishing everything from tax rates to criminal punishments. Citizens of a the Suy'va district for example, make an annual payment of three targs to the House of Kozak, while on Drovos, the House of Kang requires all businesses be closed on the anniversary of the local lord's Rite of Ascension.
House authority ends where the Empire begins. The Emperor, backed by the Imperial Council, would not sit still for another House of Duras. A House who attacks the Federation, for example, violates the Empire's treaty, and would be dealt with sternly. With their limited power over Houses, the Imperial Council must bring crude strength to bear - the threat of attack, confiscation, or discommendation. The combined force of just a few Great Houses is enough to bring most Houses to heel. Because of the challenge to House authority, the Council uses measure sparingly. Finally, the Council serves as arbiter when Houses come into conflict, but even then its power is limited.
The Klingon's high metabolism makes eating and drinking an important activity and Klingons take great pride in their recipes. Chefs guard them vigorously. It is a misconception that Klingons eat all their food raw or even live. Many recipes involve cooking and elaborate preparations.
boqrat: A type of animal. As a food item, boqrat livers are stewed in their own blood.
bregit lung: (bIreQtagh) A dish made of the breathing organ of any of a number of Klingon animals prepared in a manner that preserves its tough texture and blanched color.
Durani lizard skins: A delicacy served dried and thinly sliced. This dish was discovered by a Klingon military unit stranded on Durani I without supplies for six months.
Emperor's Meat: A food dish where aged meat is marinated in a sauce made with animal parts, blood and/or fruit juices.
fire skin: A food dish where animal skin is cut up and soaked in a strong liquor, then removing them and setting them alight just before serving. The pieces are eaten quickly while they are still burning.
finova bean: A type of bean that is deadly if not prepared properly. Commander Kleevas was forced to kill his cook when a badly prepared finova dish killed both his gunner and first officer.
glasht: Dark and leaf-like, it might not be a vegetable. Often served with a sauce. Think mushroom soup only with palm-sized slices.
heart of targh: A traditional dish. Only the heart of the wild targh is eaten. targhmey are also breed for food but their hearts have been weakened by domestication and are not consumed.
Hurgh: A food dish made with a marinated peb'ot fruit.
Kayvak's Food: A fermented meat dish named for a famous ancient warrior for now forgotten reasons.
pipius claw: A traditional food dish. It is not served cooked but neither is it served live or just killed. Chefs carefully guard their recipes for tearing the creatures apart and marinating the various pieces in some sort of animal fluid to add flavor and chemically alter the texture. The pIpyuS has a hard shell and, while the specifics have not been defined, it may be some sort of crustacean
Qaj: A type of animal. Its tail is served as a food.
qagh: A dish of serpent worms, best when served live. In preparing the dish, the worms are fed diluted animal blood, which the worms find unappealing and will eat only when they are starving. Just before serving, the now ravenous worms are placed in a thick sauce. The worms eat the sauce, including an herb ingredient that is toxic to them and kills them in just a few minutes. Leftover qagh is served as a stew. When referring to the serpent worms themselves, before being prepared as food, the tlhIngan Hol word is ghargh. It is also served with m'ressa twigs.
qa'raj: A type of animal with claws that can be served as food in a number of ways.
qettlhup: A sauce prepared by thickening chanDoq, a marinade.
raHta': A Klingon food. Some type of worm similar to qagh that is also best served live.
rokeg blood pie: A traditional dish. Blood pie is difficult to prepare properly and chefs protect the secrecy of their recipes fiercely. A blood feud was precipitated between the House of Rengat and the House of Dor when warriors of each house claimed to have the better recipe.
slimy tongue balls: A klingon food served as an entree.
stuffed toDbaj legs: A Klingon food traditionally brought to the host on the QI'lop holiday.
zilm'kach. (tlhImqaH): A Klingon food. An orange fruit (?) served in sections.
In Klingon culture, water is the antitheses of blood. Blood is strong while water is weak. Therefore, Klingons seldom drink plain water. Their choice of beverages operate under the concept that the less water-like, the better.
baqghol: An native alcoholic beverage consumed heated and out of surprisingly small glasses.
blood wine: A non-native beverage that is very popular in the Empire. It is very dark red in color and best served at body temperature.
boiling worm wine: A strong alcoholic beverage.
chechtlhutlh: A strong alcoholic beverage. The word is derived from the tlhIngan Hol verbs tlhutlh "to drink" and chech "to be drunk." The loose translation would have chechtlhutlh something one drinks for the sole purpose of getting drunk.
nektai: A Berani beverage popular among Klingons. It is fatal to the lesser species, Humans, Romulans and Ferengi for example, and can be dangerous to Klingons who do not take care. It is said to be reactant fluid distilled in the blood of nektai warriors. As Gowron said, "An interesting drink."
qa'vIn: In tlhIngan Hol, the word for the Terran beverage coffee. Klingons consume the beverage very strong and usually black, although some kind of liquor is commonly added. In this case, the beverage is called ra'taj.
ra'taj: A Klingon beverage of qa'vIn, a very strong coffee, mixed with liquor. It is said that the drink was originally named ra'wI' taj, "Commander's Knife" but this etymology is not confirmed. A version using a nut-like flavoring instead of liquor, called raktaj in Federation Standard, has been developed for export. The fashion of adding cream, called raktajino after the Terran beverage cappuccino, is now popular served hot or cold, with or without extra cream and with or without the rind of some fruit to add even more flavor. These beverages bear little resemblance to either the original qa'vIn or ra'taj.
sour tea: A beverage said to cure all forms of gastral-intestinal disagreement.
'awje': A native Klingon carbonated beverage made from, among other things, the bone marrow of the teghbat. It is often, incorrectly, compared to the Terran beverage root beer.