"Every planet within the Sal'kiir System is an exercise in extremism. Either the natural landscape, or the created habitats, are intense and varied. The main planet contains multiple regions with very little "blending." It goes to reason, then, that the people inhabiting these worlds would be just as extreme and intense." ~ Dannor Elin, Starfleet Diplomat
Type-G Yellow Dwarf (Larger than Sol) "Kiir"
Class J World (Sal'kiir Homeworld) "Sal'kiir"
Class D World (Terraformed) "Hya'kiir"
Class D World (Terraformed) "Jin'kiir"
Asteroid Field "Sal'kiir Field"
Class Y World (Colonized by Dome Systems) "Ehl'kiir"
Every planetary body in the Sal'kiir System is subject to extreme forces of various natures. This has produced terrains and environments of an extreme nature, as well as intense individuals that live upon them. The weather systems are severe and harsh, the desert so hot that fire erupts at random and the plains seeing regular thunderstorms and tornados. The persons tend to be equally extreme, their appearance and natures based upon the region they were born in. They define themselves by these four elements--fire, air, earth, and water--and every Sal'kiiran is able to manipulate those elements to some degree, though they are stronger in the element related to their native region.
Sal'kiir is the home world in the system, with other planets and moons being colonized by the Sal'kiiran people later on. Sal'kiir has two uninhabited moons, and the system has three other planets.
The primary planet of the system is marked by points on both ends of the climate spectrum and the technology spectrum. The cities are near the height of technological advancement as well as a mix of natives from every region, living and working together.
Outside of the cities, the Earth Sal'kiirans make their homes inside the mountains while the Air Sal'kiirans create their cities atop them. Earth villages tend to be low-tech, while Air towns outpace even the cities for their technology. The Water regions are verdant, full of forests and rivers with villages verging on medeival Earth levels of technology. And the deserts? Are something else all together. Scarce technology, with violent nomadic peoples and a tendency to gout fire at random times and random places.
The capital city of the planet Sal'kiir is named Korsal, and it is the primary destination for guests from Kincardine Station who do not have specific business elsewhere. The city is surrounded by Water region on two-thirds, while one-third toward the northeast and east is bordered by the mountains--inside of which is an Earth town and atop which is an Air city.
In almost the direct center of the city is the primary hotel to cater to both natives and tourists is Gehr'tahn, which is loosely translated as 'Welcoming Other.' There is no direct translation for "tahn" from Sal'kiiran to Standard, but it's an approximate meaning. The hotel is made of several multi-level buildings, all connected by tunnels between them. The hotel uses stamps in a semi-transparent ink on the wrist for unlocking the door control panels. It also features showers with real water.
The city itself stands in stark contrast to the verdant nature that surrounds it, the city in colors of white and silver. It is constructed of many slightly rounded buildings, some of which resemble pods more than buildings, and many climbing quite high. The windows are numerous and large, though slightly tinted so you can't see inside. There is a quiet to the city, however, despite its busyness. Something about the construction of the city and its materials dampens ambient noise.
There is a river-walk in the city. The long path--about four people wide--that curves along the left side river is paved with a rustic, indigo-colored stone that does not look native to anyone not born on Sal'kiir but is entirely natural. While the buildings are monotone shades of white and silver, everything else about the city--from the people to the natural elements--tends to be very colorful.
A short walk from the hotel is a bar/night club called Hara'lor. It tends to be crowded, dark, and filled with actual smoke that humans claim smells vaguely of sandalwood.
From the hotel, a small, open-air transport can be taken to the north edge of the city (in about ten minutes of a ride). There is a hard-packed dirt road that departs the more high-tech city and leads up a small hill to a cave entrance. This is the entrance to the Earth city within the mountain. Existing atop the mountain where the Earth city lives within is an Air city. A tram travels from the north edge of the city up to the Air city. The tram is comparable to a closed-in ski lift on Earth, which operates on a cable system.
The Air city is a stark contrast to the Water villages, embracing all possible technology. Everything seems to be straight lines, in shades of white and light blue.
The Water regions are full of forests (with foliage in shades of green and blue, frequented by purple ground-crawling flowers) and rivers, and are very rural. Water villages tend to have dirt roads in and out, and they look like something out of history. With buildings of wood and thatch and stone, and most transportation being the equines of the region, ridden or drawing carriages.
The Sal'kiirans are bipedal humanoids. They are similar to humans in appearance, with some physical/appearance differences. These differences are based on the region they were born in, such as the long, slender bodies of the water region peoples or the short, stouter bodies of the earth region/mountain peoples.
Their personalities tend to be as extreme as the weather, from fiery tempers to earthen stubbornness.
It's uncommon that a Sal'kiiran chooses to leave their home system on a long-term basis. Each planetary body's extreme forces has a strong impact on the inhabitants, and they begin to feel that lack when they are away for too long. Some have chosen to live with it, but they are a minority.
There is a metal mined from this mountain, and several over the planet, called "Kai'nen'eit" that is multi-colored in tones unlike what is normally seen in human worlds. It is formed into jewelry and trinkets.
Sal'kiir food is generally compatible with human systems.
There is a common street food in Earth towns called "nor'vet," which is a sort of roasted rodent on a skewer. It's a common animal in the mountain cities. Many humans claim is tastes like chicken.
Tribal drum music is common in the Earth region. However, they do not dance.
Fire Sal'kiirans, however, do. There is a style of dance native to the deserts that resembles the bellydancing of Earth.
The Earth region Sal'kiirans tend to refer to the mountains they live in as if living beings like themselves.
Water Sal'kiirans aren't too bothered by nudity, and think it's bizarre to go swimming with anything on.
Water Sal'kiirans are polyandrous.
There is a breed of equine native to the Water regions. They resemble Earth horses, but also look like they would be able to swim as easily as walk.
A common crop of the Water regions is a vegetable that cannot be translated, but some humans have described it as a combination of apple and squash.
Air Sal'kiirans tend to be tall and thin, with tattoos on their hands and face, as well as a variety of piercings.
The Sal'Kiirans initiated their own first contact with the worlds of surrounding systems. First by communication only, then they began branching out for trade treaties. In a few years, they encountered the Federation and a line of communication was opened, though they chose not to petition for membership until 2417. They officially joined the United Federation of Planets in 2418.
The Sal'kiirans overall are technologically advanced, and much of their advances have come partially from their elemental abilities to manipulate substances. One such engine design made them particularly appealing to their many neighbors, once they became aware of it. The technological hubs tend to be the cities, however. There are areas of the Sal'kiiran home world that are more rural, entirely by choice. Each colony outward varies depending on the founders.