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1'''Important note:''' [[Administrivia/SpoilersOff Spoilers are unmarked]]. Browse the page at your own risk.
2
3
4For species with names starting from A to D, go [[Characters/StarTrekSpeciesAToD here]].
5
6For species with names starting from N to Z, go [[Characters/StarTrekSpeciesNToZ here]].
7
8[[foldercontrol]]
9
10[[folder:Edosians]]
11[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/star_trek_edosian.png]]
12----
13Debut: [[WesternAnimation/StarTrekTheAnimatedSeries TAS]], "[[Recap/StarTrekTheAnimatedSeriesS1E1BeyondTheFarthestStar Beyond the Farthest Star]]"
14
15Homeworld: Edos
16----
17A seldomly-seen species with orange skin and six limbs. For decades, they were only represented by Arex in ''WesternAnimation/StarTrekTheAnimatedSeries'', but ''WesternAnimation/StarTrekLowerDecks''' "Much Ado About Boimler" brought them back.
18----
19* BizarreAlienLimbs: A rare three-legged alien species.
20* NamedAfterTheirPlanet: The planet Edos.
21* VertebrateWithExtraLimbs: They have three arms and three legs.
22
23[[/folder]]
24
25[[folder:El-Aurians]]
26[[quoteright:225:https://static.tvtropes.org/pmwiki/pub/images/guinan_goldberg_2093.jpg]]
27->''"As long as there is a handful left to keep the spirit alive, you will prevail. Even if it takes a millennium."''
28----
29Debut: [[Series/StarTrekTheNextGeneration TNG]], "[[Recap/StarTrekTheNextGenerationS2E1TheChild The Child]]"
30----
31An enigmatic race of "listeners" from outside Federation space. They are few in number thanks to the [[TheAssimilator Borg]] assimilating their homeworld in the mid-23rd century, but the ones that escaped tend to make an impact wherever they go.
32
33----
34* TheDulcineaEffect: Something about El-Aurians seems to make people implicitly want to trust them, even their con-men.
35* TheEmpath: They are very good at reading situations and emotions, hence their reputation as "listeners". It's unclear whether this is a genuine psychic power.
36* HomeworldEvacuation: Their homeworld was destroyed by the Borg in the late 23rd century. While most of their population was killed or assimilated, a handful managed to escape and scatter across the galaxy.
37* HumanAliens: They are identical to humans in appearance.
38* ImmortalProcreationClause: They're one of the longest lived biological races in ''Star Trek'', and apparently their population was only in the millions when the Borg almost wiped them out.
39* LongLived: Quite an extreme example by Star Trek standards, as an El-Aurian in the prime of their life can already be several centuries old.
40* MoreThanMindControl: "Listening" sounds pretty innocuous, doesn't it? But then you meet someone who listens to everything you say, and understands, truly ''understands''. You ''love'' talking to them, and even though just met them, you feel like telling them everything about yourself, even your secrets, because you know they'll ''listen''. And if they're gently guiding the conversation to, say, your financial plans, that's fine, you've got some ideas for the future you're really proud of, oh boy you bet they'll be very impressed. And soon enough you're helping your new best friend with his investments or giving him a cut of yours. Because he listens. That's been the M.O. of at least one unscrupulous El-Aurian.
41* MySignificanceSenseIsTingling: Guinan was able to "feel" when the ''Enterprise'' had traveled to a parallel universe, and also could be injured by the energy given off by time travel phenomena. Data once speculated that El-Aurians had a higher awareness of space-time compared to most other humanoids.
42* PoorCommunicationKills: Despite knowing full well who destroyed their civilization, the El-Aurian refugees apparently never told anyone about the Borg until the ''Enterprise'' was thrown smack-dab into their turf. (Then again, given Picard just ''ignored'' Guinan's warnings in favor of poking around the cube, one can see why they didn't bother).
43* ReallySevenHundredYearsOld: El-Aurians live for centuries, if not longer, and can control their rate of aging to a degree. Guinan looks exactly the same in the late 24th century as she does in the late 19th (though by 2401 she's started visibly aging to fit in with her human patrons).
44* SpaceNomads: They seem to have been a race of wanderers and explorers even before their homeworld was destroyed by the Borg.
45* UnreliableNarrator: Much of what we know about El-Aurians comes from Guinan, who -- judging from Q's [[OhCrap reaction]] to seeing her on the ''Enterprise''-D in "[[Recap/StarTrekTheNextGenerationS2E16QWho Q Who]]" -- is not a "typical" El-Aurian. The only other named members of the species, [[Recap/StarTrekDeepSpaceNineS02E11Rivals Martus Mazur]] and [[Film/StarTrekGenerations Tolian Soran]], are both more immoral and far less "above it all" than Guinan ever was.
46[[/folder]]
47
48[[folder:Ferengi]]
49[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/ferengi_6509.jpg]]
50->''"They're greedy, misogynistic, untrustworthy little trolls, and I wouldn't turn my back on one of them for a second."''
51----
52Debut: [[Series/StarTrekTheNextGeneration TNG]], "[[Recap/StarTrekTheNextGenerationS1E4TheLastOutpost The Last Outpost]]"
53
54Homeworld: Ferenginar
55----
56The used car salesmen of the galaxy, swindling unwary customers and measuring everything in terms of profit. They first appeared in "The Last Outpost", the fifth episode of TNG, as a potential Big Bad, but were quickly downgraded to [[HarmlessVillain comic relief villains]]. Known for their business acumen and rampant misogyny, forcing their women to remain naked (to prevent them from working). Originally a parody of modern-day humans ([[ThisLoserIsYou gee, thanks]]), the Ferengi gradually began to exhibit some of our virtues, as well.
57----
58* AbstractApotheosis: Raw capitalism at its best. And worst. However, they never went as far as slavery or colonialism.
59* AdamSmithHatesYourGuts: An entire culture based on that principle. You are expected to pay an entry fee ''just for entering another person's house'' (after which you are expected to recite a traditional Ferengi greeting stating you will not steal anything, so yeah, an RPG come to life). On the other hand, even ''police'' or government officials going into your house as part of an official inquiry have to pay the entrance fee. Theoretically, everyone is constantly making small micropayments to each other, which keeps the money flowing, and thus fueling the economy. Even worse is public facilities. Think a visit to the doctor's bad as it is? Now add having to charge not only just to get through the front door, but to just to ''stand'' in the waiting area. And the elevator?...
60* AlienBlood: Their blood is yellow.
61* AllTrollsAreDifferent:
62** Butt-ugly? Check. Obsessed with gold? Check. Untrustworthy? Check.
63** As the species mellowed out in the nineties, they began to incorporate some {{hobbit|s}} traits, including their dome-shaped clay huts which definitely draw inspiration from Tolkien.
64* AlwaysChaoticEvil: Originally portrayed this way on ''[[Series/StarTrekTheNextGeneration Next Generation]]'', but this ceased to be the case later in that series and on ''[[Series/StarTrekDeepSpaceNine Deep Space Nine]]''.
65* BelievingTheirOwnLies: They seem to genuinely consider themselves legitimate businessmen, and resent the fact that the whole Alpha Quadrant considers them a race of {{Con M|an}}en.
66-->'''Grand Nagus Zek''': No matter where we go, our reputation precedes us! A reputation that has been tainted by the lies of our competitors, who maliciously spread the erroneous impression that we are not to be trusted!
67* BigBadWannabe: A RealLife example. The Ferengi were built up as the over-arching BigBad of TNG, a reflection of humans when they [[EvilCounterpart were still avaricious and violent]] -- but they never came across as anything more than buffoons because Roddenberry insisted they were supposed to be enemies to be pitied, not feared or respected [[note]]furthermore, it made the heroes look bad for struggling with them[[/note]]. The writers eventually wised up and stopped taking them seriously.
68* BizarreAlienBiology:
69** Ferengi kids shed their baby ''ears'', instead of teeth. Eek.
70** They mention at some point also that Ferengi have ascending ribs (small near the neck and get larger towards the midsection).
71** Their body chemistry is different from humans. Trying to inject them with sodium pentothal just gets you a screaming Ferengi (and sore ears).
72** It repeatedly is brought up that their ears are erogenous zones. For Ferengi getting their ears stroked is basically the equivalent of a handjob for humans.
73* BlueAndOrangeMorality:
74** The Ferengi value {{street smart}}s and business savvy over an honest transaction. They're known for slipping dubious clauses and [[ReadTheFinePrint disclaimers]] into their contracts (for instance, an obscure provision buried on Page 21, Subsection B, Paragraph 12 stated that Quark was entitled to feel up his Dabo girls). That said, they can justify cheating, tricking, and swindling their customers only within the confines of The Contract. Rule of Acquisition #17 sternly reprimands, "''A contract is a contract is a contract.''" Under Ferengi law, any Ferengi who breaks a signed contract with another Ferengi automatically has their assets liquidated by the FCA and is blacklisted within merchant circles. In a culture where profit-earning ability is everything, this is tantamount to capital punishment.
75** The Ferengi and Federation are both at odds in terms of their senses of morality. The Federation believes themselves to have the moral high ground over Ferengi because of the fact that they abolished currency in favor of a society where the needs of the citizenry is met without fail, and everyone is treated as equal. Ferengi, on the other hand, feel superior to the Federation because they are at least honest in their greed and had never, in their history, practiced slavery over another sentient race, unlike humans during the darker periods of their history.
76** As a mercantile race, the Ferengi judge everything by monetary value charged for it (the more expensive, the better it must be). As a result, a doctor who doesn't charge anything, not even for standing in the waiting room, ''must'' be terrible, even if they're one of those Federation doctors who can cure rainy days.
77** The Ferengi don't see the point in racism, as that would deny them a potential new customer base. They also don't see the point in expensive, exclusive products, when you can make just as much profit selling a cheap product to the masses.
78* BribingYourWayToVictory: The Ferengi claim they invented warp drive before any of the other Alpha Quadrant species, including Vulcans. Actually, they bought it from somebody else.
79-->'''Quark''': The speed of technological advancement isn't nearly as important as short-term quarterly gains! (Can't this thing go any faster?)
80* CharacterizationMarchesOn: A race that originated as a caricature of the worst parts of capitalism ultimately became more rounded-off and sympathetic as time went on. When the time came to have a Ferengi as a series regular, Quark rejected the whole notion of his people being a 'backward' race. (After all, the Ferengi don't have anything resembling death camps in ''their'' history.)
81* ChildrenAreAWaste: The Ferengi consider pregnancy to be a rental, with the father being termed the lessee.
82* CityOfGold: The Ferengi afterlife is called the Divine Treasury, which is a treasury made entirely of latinum. Possibly; the only time we've seen it is in a dream sequence and the ''dreamer'' thinks it's tacky.
83* CorruptCorporateExecutive: The more successful examples... (Quark's cousin bought his own moon.)
84* CrouchingMoronHiddenBadass: They may be crass, short, cowardly, and relatively easily thwarted, but the Ferengi are a surprisingly robust species all things considered. They're immune to telepathy, have incredibly powerful immune systems, possess super hearing, and seem to be a lot stronger than they look (though in most cases it absolutely doesn't compensate for their lack of combat training or fighting spirit).
85** On two separate occasions in Season 1 alone, the station was overrun with insanity viruses that affected everyone ''except'' for Quark and Odo (as a shapeshifter, he has nothing resembling the genetic materials a virus could infect in the first place). One was a virus that gave everyone aphasia, the other was a virus that over-wrote everyone's personalities with the minds of soldiers from a long-ago war. That being said, Ferengi do have their own diseases (an ear infection can be life-threatening), but their biology seems different enough that most alien diseases (natural or designed) don't affect them.
86** For a race not known for militarism or technological achievement, the Ferengi ''D'Kora'' marauders are impressive vessels, with capabilities nearly equivalent to the Federation's ''Galaxy''-class starships.
87* TheDandy: When you're under five feet tall, you have to dress to impress. Ferengi take their wardrobe as another opportunity to flaunt their success; some even wear bars of latinum around their necks.
88* DirtyCoward: Ferengi are cowardly by nature. Their official hand gesture looks suspiciously like an animal in submission.
89* DoYouWantToHaggle: A Ferengi's idea of self-defense is to offer higher bribes. Not a bad strategy within the Ferengi Alliance. But the failure rate is quite high with Klingons, et al.
90* TheDreaded: In the earliest episodes of TNG, the mere mention of the Ferengi made Picard extremely antsy. Then they appeared in person, and were quickly demoted to HarmlessVillain.
91* EarlyInstallmentWeirdness: The original depictions of the Ferengi made them seem base, confrontational, and uncivilized approaching the point of feral in behavior. Armin Shimerman, portrayer of Quark and two prior Ferengi characters, later lamented his earlier character performances as a horrible thing to do to the Ferengi. Later depictions made them much more orderly and civilized, albeit still greedy.
92* EnergyWeapon: Ferengi soldiers are shown packing stun whips (!) on two occasions: Once in TNG and again on ENT. It's got great range and negates the height difference between them and their opponents. In real life, this would seems like a good way to electrocute yourself. Of all the weapons that should be combined with electricity, a whip is definitely one of the worst.
93* EvenBadMenLoveTheirMamas: ''Never'' make fun of a Ferengi's mother. Rule of Acquisition #31.[[note]]There is some debate as to whether or not it is followed with [[SubvertedTrope "Insult something he cares about instead."]][[/note]]
94* EvenEvilHasStandards: Genocide and slavery are completely unknown in Ferengi history, nor have they ever engaged in a major interstellar war. They feel this makes them morally superior to ''the Federation''. Because Ferengi society places such emphasis on material success and outsmarting others, violence carries a stigma of failure -- to be used strictly when defending family members or when there are no possible avenues of escape. Traveling throughout the Alpha/Beta Quadrants also requires a degree of open-mindedness: While they can be a bit bigoted (there's no love lost between them and hew-mons), racism is an alien concept to the Ferengi. Why would a Ferengi merchant pass up a chance for profit based solely on their customer's race? Equally, revenge and crimes of passion are nearly unknown among Ferengi; again, they rarely see any profit in either.
95** Racism is abhorrent to Ferengi: in Season 1 of ''[[Series/StarTrekDeepSpaceNine Deep Space Nine]]'', when mob opinion suspects Odo of a murder purely based on anti-changeling racism without hard evidence, ''Quark'' of all people is the only one who openly declares his disgust at everyone else. When it's pointed out that he is Odo's perpetual enemy, he bitterly says he is, but compared to everyone else, that makes him the closest thing Odo has to a ''friend''.
96** Oddly enough despite this they're the most sexist race in the series. They finally undergo a women's lib movement on [=DS9=].
97** While they may not call it slavery, The Ferengi ''do'' practice indentured servitude. Quark explicitly says, with worry, that his mother will be ''sold into indentured servitude'' when he catches on that she's been earning profit illegally. Since Ferengi females are forbidden from taking any jobs other than child rearing, there can be only one interpretation to what the [[SexSlave servitude]] is.
98** According to Odo, the Ferengi abhor collaborators. He explicitly claims that they won't sell out their world for profit.
99* EveryManHasHisPrice: Rule of Acquisition #98, word for word.
100* EvilVirtues:
101** They're extremely industrious, with their leader having worked non-stop for most of his lifetime, and Ferengi are nothing if not penny-wise. Every bar of latinum they spend is invested into further means of generating profit. In fact, going into debt is considered a mortal sin.
102--->'''Rom:''' You don't think we're in that... [[{{Hell}} other place?]]\
103'''Nog:''' The Vault of Eternal Destitution??\
104'''Quark:''' Don't be ridiculous! ''(terrified)'' The bar was showing a profit!
105** Their belief in "The Great River" (That basically, if you need something, there's someone out there waiting to trade something for it), makes them pragmatic, opportunistic and, despite their reputation as cowardly, brave. Ferengi will take risky deals on the gamble that further down the line they can capitalize on them. And they will entertain risks or possibilities other races will not. Nog best shows this when he does a ChainOfDeals for Chief O'Brien that at first all look like carreer enders but ultimately score the chief all he needs to finish a time critical job.
106* ExoticEquipment: A Ferengi male will invariably try persuading a female of another race to massage his ears. They frequently leave out the part about Ferengi ears being sexually stimulating. This practice is called ''Oomox'', and there are entire ''Kama Sutra''-sized tomes dedicated to it.
107* FantasticArousal: Stroking their ear lobes turns them on. They even have a name for it: oo-mox.
108* FantasticFragility: The sensitivity of the ears, while providing great sensual pleasure, also makes them vulnerable to pain (just [[ManBitesMan biting a Ferengi's ear]] will immobilize them with pain) and other problems, including some life-threatening infections
109* FantasticRaceWeaponAffinity: They mainly use plasma whips.
110* FantasticSlur: To the Ferengi, "''Philanthropist!''" is tantamount to calling someone a Nazi.
111* {{Foil}}:
112** To hew-mons in [=DS9=]. TNG meant them as more of an EvilCounterpart, but that... didn't work.
113** Out of all the bawdy races of the Alpha Quadrant, Ferengi are the ones Vorta seem to despise the most (Eris, Keevan, Yedrin). It's as though the Vorta resent their inability to [[AlwaysSomeoneBetter con such a streetwise race.]]
114* ForeignQueasine: Ferengi are big insectivores, and the jingle for their version of Pepsi is about how slimy it is because it contains algae. Most of their diet consists of things you'd expect to find in the swampy climate of their homeworld: insects, worms, and slugs. Human foods they find the most palatable are shellfish & squid, and they don't have a problem with Klingon ''gagh'' (serpentine worms eaten ''live'') as humans do.
115* FridgeLogic: Invoked by Ishka in her bid for equal rights for Ferengi women. A culture which focuses so heavily on profit, yet which doesn't allow an entire half of its population to participate in the generation of it, makes no sense.
116* GagPenis:
117** Averted. Gene Roddenberry's initial concept for the Ferengi gave them gigantic penises and wore bulging codpieces to depict that but was eventually dropped.
118** That said, Ferengi do judge a man by the size of his lobes. Lobe extensions and lobe enhancement products ([[SnakeOilSalesman fraudulent, naturally]]) are available for the right price.
119* GoldFever:
120** Inverted. Like most races in the Alpha Quadrant, they accept gold-pressed latinum as barter, but the latinum carries real value.
121** Predictably, their religion is based on the principles of capitalism: they offer prayers and money to a "Blessed Exchequer" in hopes of entering the "Divine Treasury" upon death, and fear an afterlife spent in the "Vault of Eternal Destitution". Several expanded universe sources mention that the Ferengi see Earth's now-defunct Wall Street as some kind of holy site.
122* GoodWithNumbers: Even those without the lobes for opportunity will probably be good at math, as evidenced by Rom's engineering skills.
123* HarmlessVillain: In TNG season 1 the script literally calls for them to "jump around like excited hamsters".
124* HissBeforeFleeing: Not a very intimidating bunch, these Ferengi.
125* HonestJohnsDealership: Most of them come across as being this, as it seems impossible for them to ''not'' cheat their customers in some way. Starfleet instructors specifically warn their fledgling officers about Ferengi hucksters they may come across in ports. Just don't mention this fact in front of them, unless you want to get swindled by an outraged Ferengi, as nearly befalls poor, dumb Harry Kim.
126* HumansAreUgly: The very first comment made by a Ferengi upon seeing humans for the first time is that reports of our ugliness were clearly not exaggerated. Although it seems this attitude only applies to human ''[[MarsNeedsWomen males]]''.
127* HyperAwareness: They might be terrible soldiers, but the prized "lobes" are super-sensitive, making them really good scouts. This grants them incredibly acute hearing, strong enough to cut through electronic interference and sensitive to the point of being able to measure the volume levels of a room in decibels. Similarly, their inner ear is also able to detect minute changes in air temperature and pressure levels, such that they can tell changes in altitude.
128* IAmAHumanitarian: Early press about the race before ''The Next Generation'' debuted was that they were the new BigBad, and among other things, they ate humans, literally (which is why their design included sharp, pointy teeth.) However, after their debut, they were TooFunnyToBeEvil and it was {{Retcon}}ned that it was a rumor.
129* IdealIllnessImmunity: They possess extremely strong immune systems that can fend off most diseases: when a genetically-engineered virus outbreak struck [=DS9=] in "Babel", Quark was the only humanoid aboard (excepting [[StarfishAliens Odo]]) who was completely unsusceptible to its effects.
130* IGaveMyWord: Rule of Acquisition #17 - "A contract is a contract ''is a contract''... but only between Ferengi."
131* ImmuneToMindControl: Due to their uncommon four-lobed brain configuration, Ferengi are immune to telepaths. They're apparently not immune to strong empaths though, on the more general level of emotional influence.
132* IntimidatingRevenueService: The Ferengi Commerce Agency (FCA). These bozos have jurisdiction over any Ferengi business anywhere in ''the universe''. They police Ferengi ideologies, such as union-busting, with zeal seldom seen outside of the mafia.
133* {{Jerkass}}: Even the nicer (or at least more tolerable) Ferengi can come across as this. It is telling that a traditional Ferengi greeting involves telling someone not to pinch your stuff ("My home is my home." "As are its contents.").
134* KlingonPromotion: As a rule, Ferengi don't encourage this. A man must get into power via the strength of his greed, so that he may be a shining example to others. But there are exceptions. Grand Nagus Zek mentions having had several attempts on his life over the years, and one prior Grand Nagus was assassinated while in office, after having screwed up in an incredibly spectacular fashion. He was, in fact, the only Nagus to be assassinated while in office.
135* KlingonScientistsGetNoRespect: The Ferengi value mercantile skills over all else, and look down on those who can't directly go into business and sales. Heartbreakingly lampshaded by Nog, who explains to Sisko that his father Rom, in the Federation, could have wound up the chief engineer of a starship, but in Ferengi society has wound-up an exploited mechanic scraping to survive in his own brother's relatively low-value bar. This is what pushes Nog to try for something better for himself by joining Starfleet.
136* LanguageEqualsThought: In a reference to the old "Eskimos have 200 words for snow" gag, Quark mentions in the episode "Let He Who Is Without Sin" that due to the PerpetualStorm that lashes their home planet, the [[SingleBiomePlanet swamp world]] of Ferenginar, Ferengi have 187 words for "rain" (he uses the word "glemmening" to describe the rain on the resort world he's currently visiting). He also mentions that they don't have a native word for "crisp", because the high humidity makes all their food naturally mushy.
137* MadLibsCatchphrase: The Rules of Acquisition, of which there are over [[https://www.youtube.com/watch?v=PvFYBkesqGU two hundred]]. Possibly the only code of honor the Ferengi follow.
138* MeaningfulName: The name "Ferengi" is a corruption of the word "farhang," which was a derisive word used in some parts of Southeast Asia to describe European [[strike:colonialists]] merchants.
139** Variations are used across Asia, ultimately all distortions of the word ''Frank'', i.e. somebody from France, mistakenly interpreted to mean all Europeans.
140** "Ferengi" was also the name of a princess in the Persian ''Shah Nameh'', in keeping with the Star Trek practice of naming races after mythological figures.
141* MeetTheNewBoss: The ultimate goal of any underpaid Ferengi worker, being exploited and swindled by their boss is to one day get his job and become an exploitive swindler himself.
142* MoneyFetish: Ferengi ears are said to tingle whenever they sense opportunity. Indeed, you can see them involuntarily stroke their ears when large sums are read aloud... wait, how does one perform ''Oo-mox'' again?
143* MrViceGuy: On their better days. As Jadzia put it, they're plenty of fun once you accept you can't turn your back on one for a second.
144-->'''Armin Shimerman''': The Ferengi are a number of those old seven deadly sins stuck together.
145* MySisterIsOffLimits: Rule of Acquisition 112: Never sleep with the boss's sister.
146* NamedAfterTheirPlanet: The planet Ferenginar.
147* PersonaNonGrata: Ferengis who violate the law may have their business license revoked by the FCA, leaving them legally disallowed from associating with other Ferengi or returning to the homeworld.
148* PintSizedPowerHouse: Ferengi are shorter than the average human, but there are subtle hints that they have Vulcan-level SuperStrength -- in one [=DS9=] episode, Quark is shown snapping a bar of gold in half with his bare hands, whilst in another, a startled Sisko finds himself picked up and thrown several meters by a ticked off Ferengi, who did so effortlessly. "[[Recap/StarTrekDeepSpaceNineS05E03LookingForParMachInAllTheWrongPlaces Looking for Par'Mach in All the Wrong Places]]" seems to indicate that despite their smaller size Ferengi are ''physically'' perfectly capable of going toe-to-toe with Klingons in melee combat, but simply lack the combat training or fighting spirit to do so normally. Even in their first appearance in ''The Next Generation'', the Ferengi Leader somehow managed to judo-flip ''[[SuperPoweredRobotMeterMaids Data]]'' while being [[NeckLift Neck Lifted]] by him.
149* ProfessionalButtKisser: Rule of Acquisition 33: It never hurts to suck up to the boss.
150* ProudMerchantRace: The most extreme example in Star Trek. Their entire society is based around the pursuit of wealth and conspicuous consumption, with even the most mundane interactions often mediated by the exchange of currency.
151* PsychicBlockDefense: [[Series/StarTrekTheNextGeneration Data]] says that Ferengi are naturally immune to {{Telepathy}}, perhaps because of their four-lobed brains, and Betazoids have been unable to properly read them on a number of occasions. Interestingly, they are ''not'' immune to EmotionControl, as Lwaxana Troi, while suffering from Zanthi Fever, unintentionally affects Quark with her powers the same as humans, Bajorans and Trill.
152* ReadTheFinePrint: Rule of Acquisition no. 8; "Small print leads to large risk." Ferengi businessmen like to use it on employees, hiding obscure rules and clauses in Ferengi deep in the contract, but they know it giveth and taketh away.
153* {{Reconstruction}}: After being introduced as Big Bad Wannabes, [=DS9=] showed how they could function as an actual society.
154* TheRichWantToBeRicher: No matter how much wealth a Ferengi amasses, the Rules of Acquisition demand that they continue building greater and greater fortunes.
155-->'''Rule of Acquisition #18:''' "A Ferengi without profit is no Ferengi at all."
156* RoswellThatEndsWell: Turns out it was Quark's contraband-carrying shuttle which crashed in New Mexico, sent back in time via an accident. ([=DS9=]:"Little Green Men"). Quark actually gets called out by the hew-mons he meets for sounding like an HonestJohnsDealership in the process as well.
157* RuleNumberOne: The Rules of Acquisition, which range from harsh ("A Ferengi without profit [[NoTrueScotsman is no Ferengi at all.]]") to pragmatic ("You can't make a deal if you're dead.") to PetTheDog ("Good customers are as rare as latinum. Treasure them.")
158* ScaryTeeth: Ferengi teeth are quite horrible looking, almost like the fang equivalent of BritishTeeth. Angular, uneven upper jawlines, snaggle-toothed tusks and similar twisting of the teeth are quite prominently displayed amongst the Ferengi cast.
159* ScreamsLikeALittleGirl: The Ferengi have no shame and their scream is very high-pitched.
160* TheScrounger: Many Ferengi believe in a "Great Material Continuum", likened to a river that can be navigated through wheeling and dealing to obtain the desired product. Nog, the first Ferengi to join Starfleet, demonstrates that even in a moneyless society, good business sense can be a very useful trait to have.
161* SentientCosmicForce: The Great Material Continuum! Ferengi visualize it as a great river flowing throughout the cosmos, bartering goods and services between those that need them. A good Ferengi knows how to "navigate" this river to turn a profit. (O'Brien compared it to rough water rafting when Nog roped him into a risky deal.)
162* SeriousBusiness: Defraud a business on Ferenginar, and be thrown into the sulphur mines! Understandable, given the perpetrator is lying to scam someone out of their hard-earned money.
163* ShowWithinAShow: The Ferengi have their own television shows (ad-supported, of course). These range from a BuddyCopShow to a mix of WorkCom and RomCom.
164* ShrineToTheFallen: Ferenginar has a memorial to the financial losses of the Dominion war.
165* SingleBiomePlanet: Ferenginar is comprised exclusively of swamps and wetlands, constantly lashed by a PerpetualStorm that rages across the entire planet.
166* TheSoCalledCoward: Whilst it's true that most Ferengi are relatively cowardly; if you do manage to piss one off they are extremely cunning, are perfectly fine with fighting dirty and at least a few possess strength equal to that of a Vulcan (Quark once snapped a gold brick in half using nothing but ''his bare hands'' and another one effortlessly threw Riker several meters). They also have an impressive navy, with starship weapons capable of taking out a Galaxy class given the right circumstances, and the best shields money can buy.
167* SpaceJews: In TNG, capitalism is treated into a kind of pathology, espoused by a race that would be easy to mistake for a bunch of stock Jewish stereotypes (even down to ballbusting mothers). Gene Roddenbery, who scripted TNG's first season while high as a kite wanted them to have prodigious penises as well, but he was reigned in by Brannon Braga and Herb Wright. The stuff about Ferengi always trying to steal our Earth women is ripped straight from ''Literature/TheProtocolsOfTheEldersOfZion''.
168** The writers were so aware of this trope that they ''specifically'' had Data compare them to ''Yankee traders'', to try to deflect any accusations of anti-Semitism. It didn't work.
169* SpacePirates: Their original characterization when they were planed to be serious villains. Implicitly {{Retcon}}ned to be just a few who couldn't make it in "legitimate" business. After years spent getting away from this idea, we meet some Ferengi Space Pirates in an episode of ''Enterprise.''
170* StayInTheKitchen: Holy freaking '''''yikes'''''. Ferengi women aren't allowed to earn a profit. Or talk to strangers. Or go outside. Or wear clothing at any time. Their job is to prepare and chew their childrens' food for them, and teach them the Rules of Acquisition. That's it. Any woman that does earn profit is put into indentured servitude. As Deep Space 9 goes on, Quark's mother manages to kick-start a revolution allowing them to become independent. They do apparently have some property rights however, since Rom's backstory apparently has him losing most of his money in a messy divorce.
171* StrangeSalute: Ferengi bow and point their palms outward, like a possum. They also clap by tapping the ''back'' of one hand against their palm.
172* StrawCharacter: Straw Capitalists to be precise. While later series rounded them off, their "hat" remained firmly in place.
173* StupidCrooks: The Ferengi SpacePirates in TNG frequently prove to be no better at crime than [=DS9=] would imply that they were at mercantile pursuits.
174* SuperSenses: The Ferengi have highly sensitive ears, allowing them to hear sounds outside the range of other species' hearing. In one ''Deep Space Nine'' episode, Sisko chooses Nog to relay his commands to the Defiant crew because Nog's Ferengi hearing will allow him to hear Sisko over the din of battle. In another episode, Quark hears a noise coming from a ship's compartment, allowing him and Odo to discover a hidden bomb.
175* SuperStrength: They're not militant enough to use it, of course, but there are subtle hints that Ferengi are at least as strong as ''Vulcans''.
176* TertiarySexualCharacteristics: The females of their species have (relatively) smaller earlobes. This was revealed in an episode where a Ferengi girl [[SweetPollyOliver wore prosthetic ears]] to fool the boys' club (and nearly got away with it, too!).
177* ThisLoserIsYou: The Ferengi are basically 21st-century humans, particularly Anglo-Saxons.
178** Turned on its head a little though, if Quark can be trusted, in that while Ferengi are greedy as a virtue and sexist/xenophobic as a culture, they've also never taken it to the same extreme that humans have, citing that the Ferengi never had concentration camps, slavery or massive-scale warfare.
179* VerbalTic: For whatever reason, Ferengi seem to have severe difficulty saying "human", instead calling us "hew-mon" most of the time.
180* ToWinWithoutFighting: See this comment from "Body Parts":
181-->"We're not Klingons. We're ''[[LetsFightLikeGentlemen businessmen]].''"
182** In particular, Quark states that the Ferengi would have hammered out a mutually beneficial deal with the Dominion (and given them a little something for their trouble, say Betazed), as opposed to the Federation's "independence at any cost" stance. Though in the episode Quark says that in, he guns down a Jem'Hadar soldier who was coming to [[PapaWolf kill his nephew]]. This serves as a possible microcosm into Quark's attitude, in that negotiation only works if the other side doesn't find killing you and taking your stuff easier than negotiation.
183** In "The Maquis". Quark reasons the Maquis are better off agreeing to a cease-fire than continuing to shoot down the Cardassians' weapon freighters. The logic goes that the Central Command, caught with their hand in the till, will back off on arming their settlers, who in turn will be more open to peaceful coexistence with their Terran neighbors. In essence, the Ferengi are using Game Theory to work out the best possible outcome for all parties; Quark even manages to convince a Vulcan guerrilla fighter that ''[[DumbassHasAPoint his logic is sound.]]''
184* WarForFunAndProfit: Ferengi Rule of Acquisition #34 states "War is good for business". However, Rule of Acquisition #35 rebuts "[[OnSecondThought Peace is good for business]]." [[note]]"It's easy to get those two mixed up." - Quark[[/note]] Basically, this entitled Ferengi to sell guns to both sides of a conflict, but also notes that it's a bad idea to lose a customer, and that any war that goes on for too long will have a negative impact on commerce.
185* WorthlessYellowRocks: The Ferengi's preferred currency is gold-pressed latinum. The gold itself is absolutely worthless to Ferengi beyond its use in containing latinum.
186[[/folder]]
187
188%%[[folder:Galardonians]]
189
190%%Debut: [[WesternAnimation/StarTrekLowerDecks LD]], "[[Recap/StarTrekLowerDecksS1E01SecondContact Second Contact]]"
191%%----
192%%A purple-skinned, porcine species who live in the Galar System.
193%%----
194%%* TheFamine: Due to a lack of tools for farming, some Galardonians faced starvation by the time First Contact was made with their civilization.
195%%* HornedHumanoid: Some of them, like their chancellor, have horns on their heads, while others do not.
196%%* PigMan: They resemble purple humanoid hogs.
197%%[[/folder]]
198
199[[folder:Gorn]]
200[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/gorn.JPG]]
201->''"Like most Humans, I seem to have an instinctive revulsion to reptiles. I must fight to remember that this is an intelligent, highly advanced individual, the captain of a starship like myself. Undoubtedly, a dangerously clever opponent."''
202----
203Debut: [[Series/StarTrekTheOriginalSeries TOS]], "[[Recap/StarTrekS1E18Arena Arena]]"
204----
205A reptilian species who live in the Alpha Quadrant, known for being highly territorial and vicious. Their government is the Gorn Hegemony.
206----
207* AntiVillain: The first time we see the Gorn, they attack a Federation colony and kill everyone present, but as Kirk and co. note they were responding to what they thought was a territorial violation by an unknown aggressor. Doesn't excuse not bothering to check first, but Kirk is still ultimately driven to show mercy.
208* BigBad: For ''Strange New Worlds'', as the primary recurring threat whose each appearance signifies a [[TheDreaded sharp]] [[KnightOfCerebus swing to terror]].
209* TheBusCameBack: Aside from a brief appearance in the animated series, they didn't make an appearance in a Trek series after "Arena" until ''Series/StarTrekEnterprise''.
210* CerebusRetcon: In TOS, the Gorn were depicted as {{Anti Villain}}s who, while unfriendly to the Federation, are otherwise a civilized race with a government, diplomatic relations, etc. In ''[[Series/StarTrekStrangeNewWorlds Strange New Worlds]]'', they're a race of AlwaysChaoticEvil [[TheSocialDarwinist Social Darwinists]] who raid ships and colonies for prisoners to use for [[FaceFullOfAlienWingWong reproduction]] or kill for sport. Admittedly, ''Strange New Worlds'' is set eight years earlier in the timeline, where formal first contact hasn't occurred and the Gorn are still InscrutableAliens, but it's still hard to reconcile these two depictions of the species.
211* TheDreaded: In ''Strange New Worlds'', the Gorn are a largely-unknown race of boogiemen who raid ships and colonies but refuse all attempts at communication, and give even experienced Starfleet personnel the spooks. Even after proper FirstContact is made, they maintain a reputation of both [[TheBrute ruthlessness]] and [[GeniusBruiser ruthless cunning]], and nobody -- not even Mirror Archer -- relishes the idea of getting into a fight with them.
212* ExplosiveBreeder: Judging by a comment Bones makes in ''Into Darkness'', Gorn give birth to multiple young at once. And they're apparently born with teeth already grown out. ''Strange New Worlds'' confirms this, with an added dose of ChestBurster traits, that makes Gorn offspring more deadlier in aspects than their adult counterparts.
213* FaceFullOfAlienWingWong: They reproduce by spraying other sapient beings with some kind of venom that infects them with Gorn eggs. Within a few days, depending on the host species, these eggs produce hatchlings that chew their way out Chestburster-style.
214* GeniusBruiser: Arguably their species' [[PlanetOfHats hat]]. The Gorn are ''far'' more intelligent than their appearance suggests, capable of exploiting the weaknesses of their "prey" with deadly effectiveness and setting elaborate {{Batman Gambit}}s to trick their opponent into a vulnerable position. For example, in one encounter the Gorn wiped out a colony but left a handful of survivors on a damaged freighter, correctly predicting that the ''Enterprise'' would dock with it to rescue them, at which point they'd be unable to maneuver or raise shields when the Gorn returned guns-blazing. Even their children, not long after [[ChestBurster emerging from gestation]], show a frightening amount of intelligence and—when not trying to murder each other to prove which offspring is the strongest—can cooperate to take down larger prey with far greater ease than expected for something born just mere hours ago.
215* ItCanThink: Those unfamiliar with the Gorn tend to dismiss them as simple brutes incapable of complex strategy, only to be taken by surprise by their ruthless cunning.
216** In their first appearance, the Gorn captain was slow-moving (partly because of the constraint of the actor's costume) and didn't speak during their initial brawl. Kirk was in for a rude awakening, which he lampshades with the quote above.
217** Slar, trapped on an abandoned ship filling with hostile Terran boarders, was able to pick off his enemies [[Franchise/{{Alien}} Xenomorph]]-style while also being smart enough to set booby traps such as bombs.
218** In "Memento Mori", the crew believes they've tricked a Gorn vessel into following it into a trap inside a brown dwarf by using their relentless single-minded hunting drive against them. It turns out there were ''other'' Gorn vessels using it as bait to determine their location.
219* LizardFolk: Think a humanoid Komodo dragon, but with brains and a bad attitude.
220* MadeOfIron: They're tough lizards. Kirk threw a huge rock at the Gorn captain and it barely fazed him. It took multiple shots from phasers for Mirror Archer and his minions to kill Slar.
221* MightyGlacier: Kirk notes in "Arena" that the Gorn Captain has vastly superhuman strength and durability, but is lacking in agility. Slar in ''Enterprise'' is more of a LightningBruiser.
222* PoorCommunicationKills: In ''Strange New Worlds'', their refusal to establish proper first contact with the Federation to at least ascertain their respective agendas and instead blindly attack outlying colonies for breeding and blood sport causes tensions to rise drastically between the two factions. This is somewhat downplayed only in the fact that the Gorn at the time see the Federation as an unknown aggressor engaging in "territorial violations" with their rapid expansion and would be understandably hesitant to make a more respectable opening stance to an another civilization but their extremely ''hostile'' reaction is still widely considered a bit of [[{{Understatement}} an overcorrection]].
223* RaptorAttack: Slar, the Gorn seen in ''Enterprise'', is far more dinosaur-like than the one in TOS, and Mirror Phlox directly compares him to a velociraptor.
224* TheSocialDarwinist: They've been known to cull the "weak" from their own ranks to strengthen the whole.
225* StandardAlienSpaceship: Their ships, seen for the first time in ''Strange New Worlds'', are very organic-looking, and green and orange in color.
226* TranslatorMicrobes: Natural Gorn speak consists of hissing and snarling, with translators putting it into something we can understand.
227* XenomorphXerox: The Gorn as seen in ''[[Series/StarTrekStrangeNewWorlds Strange New Worlds]]'' take quite a few cues from the classic xenomorphs. They reproduce by infesting others with their offspring, who then explode out of the host in classic ChestBurster fashion. The hatchlings then go through a period of molting and rapid growth, during which they hunt each other and potential prey by traveling through vents and skittering along walls and ceilings. They also have prehensile tails, MoreTeethThanTheOsmondFamily, and can spit acid that infests the unfortunate target with more eggs. "All Those Who Wander" is a blatant WholePlotReference to ''Film/{{Aliens}}'', with a trio of Gorn hatchlings standing in for the xenomorphs.
228[[/folder]]
229
230[[folder:Hirogen]]
231[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/hirogen_9539.jpg]]
232->''"The way a creature behaves when it is wounded is the key to its destruction."''
233----
234Debut: [[Series/StarTrekVoyager VOY]], "[[Recap/StarTrekVoyagerS4E13MessageInABottle Message in a Bottle]]"
235----
236The Hirogen are a ProudHunterRace in the Delta Quadrant, roaming vast distances in pursuit of worthy prey. WordOfGod made no bones about drawing inspiration from ''Franchise/{{Predator}}'', which shares their veneration of 'the hunt', the collection and display of hunting trophies, the use of a breathing apparatus for alien atmospheres, and so forth.
237----
238* AppliedPhlebotinum: Their "tetryon" weapons are unfamiliar to Starfleet. Their ships also have "monotanium" armor plating. This plating has the added effect of scattering phaser blasts. (VOY: "Hunters")
239* AwesomenessByAnalysis: Hirogen culture required a hunter to study his prey to understand its abilities.
240* BattleTrophy:
241** Not only for bragging rights, but also an instrumental part of their mating ritual. Female Hirogen are attracted to hunters in possession of rare or unique trophies acquired during a hunt.
242** One of them threatens to remove Seven of Nine's intestines as a trophy, as "Unusual relics are prized. Yours will make me envied by men and pursued by women!" Seven, who rivals the Hirogen in the big ego sweepstakes, is unimpressed.
243* EgomaniacHunter: Inverted. The Hirogen, as a rule, do not empathize with their prey. However, in keeping with the Native Americans themes, they prefer to kill their targets quickly and painlessly.
244* {{Flanderization}}: In "The Killing Game," the Alpha, Karr, recognizes that this has happened ''InUniverse''; the Hirogen have become so obsessed with the hunt that their entire civilization has began to fall apart, and Karr resolves to bring them back from the brink of extinction.
245* HuntingTheMostDangerousGame: Their species' hat is hunting down and killing dangerous aliens (sentient or otherwise) for sport. In "The Killing Game" two-parter, a pack of Hirogen ships trapped the crew in [[SimulatedUrbanCombatArea a vast WWII holoprogram]] to better study their battle capabilities.
246* LackOfEmpathy: The Hirogen alpha in "Demons of Air and Darkness", who, like most Hirogen, relates to other sapient beings only as prey. At one point, he reflects on how one of his victims cried that she had a husband and children, "as if the family structure of prey was of any relevance."
247%%* MalevolentMaskedMen: While wearing their breathing masks.
248* NoodleIncident: The ''Picard'' episode "No Win Scenario" reveals that at some point following ''Voyager'''s return to the Alpha Quadrant, a Hirogen found their way there and encountered the crew of Picard's Enterprise - ultimately being defeated when Worf builds a trap for them.
249* ProudHunterRace: The Hirogen are nomadic hunters who are especially well known for having created high tech suits of powered armor they use on their hunts. Being called "[[WorthyOpponent worthy prey]]" is the highest compliment one can receive from them. One Hirogen character laments that it's effectively destroyed their culture; they basically don't have a civilization beyond roving hunting parties anymore.
250* PredatorPastiche: The Hirogen lack most of the ''Predator'''s overt features, but have the hunting culture down pat. To the point it's shown to be slowly leading to the decline and eventually potential destruction of their civilization.
251* PuttingOnTheReich: "The Killing Game" featured the Hirogen capturing the Voyager crew and forcing them to re-enact WWII, with the Hirogen taking the part of the Nazis in occupied France. They wore their Nazi uniforms when outside the holodeck too. Somewhat averted, in that only one of them is truly enamored with the Nazi philosophy-- the leader is ready to strike a deal with Janeway in exchange for the holodeck technology.
252* SpaceNomads: Nobody knows exactly where the Hirogen come from, or even if their homeworld is located in the Delta Quadrant. They don't seem to be interested in planets, preferring to roam the stars in small packs in search of worthy prey.
253%%* SpikesOfVillainy: Hirogen armor.
254* TriageTyrant: In "The Killing Game", when a crewmember with life-threatening injuries and a Hirogen with minor burns are both brought in, the Hirogen medical officer orders the Doctor to treat the Hirogen patient first. The Doctor protests that this goes against the rules of triage. The Hirogen replies "your rules, not mine" and switches him off when he refuses to comply.
255* TurnedAgainstTheirMasters: In "Flesh and Blood" the Hirogen are using holograms to train for the Hunt. Unfortunately they get smarter and smarter after being hunted down and killed constantly until...
256* VictoryIsBoring: Hirogen have been known to express disappointment when the species they're hunting proves to be unchallenging. (VOY: "Hunters") As a result, being called "[[WorthyOpponent worthy prey]]" by a Hirogen was meant as a great compliment.
257* WorthyOpponent: Calling an alien "worthy prey" is the closest thing to a compliment you'll hear from a Hirogen hunter.
258[[/folder]]
259
260[[folder:Horta]]
261[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/horta.JPG]]
262-> "NO KILL I"
263----
264Debut: [[Series/StarTrekTheOriginalSeries TOS]], "[[Recap/StarTrekS1E25TheDevilInTheDark The Devil in the Dark]]"
265
266Homeworld: Janus VI
267----
268The first silicon-based race known to the Federation. First contact was marred by an unfortunate incident with deaths on both sides, but things quickly took a turn for the profitable.
269----
270* AcidAttack: The Horta produce incredibly powerful acid within their bodies, which they normally use for tunneling.
271* BizarreAlienBiology: [=McCoy=] was able to improvise medical treatment for the injured mother Horta using construction materials.
272* BizarreAlienReproduction: After fifty thousand years the whole race dies out except for one female who tends to the millions of eggs who will become the next generation of Horta.
273* HumansAreUgly: The one Horta we meet thinks humans are revolting, though she ''does'' like Spock's ears.
274* LastOfTheirKind: Only one Horta remains alive in the interval between generations.
275* LongLived: They live for over fifty thousand years.
276* MotherOfAThousandYoung: Adoptive mother, at least.
277* OutWithABang: We don't exactly see ''how'' Horta reproduce, it seems to be similiar to fish who spawn and then die.
278* SuperToughness: They shrug off blasts from Type-1 phasers, though Type-2s do a bit of damage.
279* TunnelKing: Thanks to the powerful acid they secrete, Horta move through rock as easily as humanoids do through air, leaving tunnels behind.
280[[/folder]]
281
282[[folder:Humans]]
283[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/trek_montage_4514.JPG]]
284->''"Baseball. Root beer. Darts. [[BreadEggsMilkSquick Atom bombs]]."''
285----
286Debut: [[Series/StarTrekTheOriginalSeries TOS]], "[[Recap/StarTrekS1E1TheManTrap The Man Trap]]"
287
288Homeworld: Earth
289----
290Also known as Terrans[[note]]not to be confused with MirrorUniverse humans, who go by "Terran" almost exclusively[[/note]], humans are a founding member of the United Federation of Planets and the backbone of Starfleet. Following a century of internal strife and social collapse, Earth became warp-capable on April 5th, 2063 and caught the attention of other Alpha Quadrant races, who had previously dismissed it as an InsignificantLittleBluePlanet. All in all, humans are pretty cool.
291
292----
293* AbsurdlyPowerfulStudentCouncil:
294** Only the best of the best can attend Starfleet Academy (even Wesley Crusher failed his first exam), and out of those hand-picked cadets, only a couple dozen join Red Squad. They only show up 3 times in ''Star Trek'', and it always means trouble. Picard and Sisko, both Starfleet Captains, had no knowledge of a secret clique called Red Squad at the Academy; they had to find out about it second-hand, from other Red Squad hopefuls, which suggested that it was a new addition. In "Paradise Lost", Admiral Layton tapped them to carry out his attempted ''coup d[='=]état''. Layton knew that Red Squad were too overzealous to refuse an order, however treasonous.
295** The storyline of "Valiant" strongly suggests that Watters intentionally hid the location and status of a Defiant-class starship from Starfleet. After his commanding officer was fatally wounded, he was given a field commission as (acting) Captain, which he promptly used to promote the remaining Red Squad cadets to officers. By resuming his "mission", he had an excuse to avoid returning to Starfleet and becoming a mere cadet again.
296* AlienNonInterferenceClause: No contact with pre-warp species.
297** On TNG, it was made clear by the Cardassians that any planet which resides outside of the Federation (like say, Bajor or other Cardassian colonies) has the right to turn away their help. Starfleet at least recognizes that Bajor's plight should be heard even if their non-interference policy means they can do nothing about it. Picard wants to address the situation with the Cardassians quietly and behind the scenes, meaning that Starfleet will excuse so long as he doesn't ''appear'' to be doing so.
298* TheAssimilator: InUniverse, the Federation is often [[AlternateCharacterInterpretation accused of this]] by detractors, being a "[[HumansAreSuperior Homo-Sapiens Only Club]]" that masquerades as an inter-species alliance and who makes [[DefeatMeansFriendship peace with enemies]], simply to get them to take their "[[AssimilationPlot rightful place]]" in the Federation council.
299--> '''Eddington''': You know, in some ways you're even worse than the Borg. At least they tell you about their plans for assimilation. You're more insidious. You assimilate people and ''they don't even know it''.
300* BelievingTheirOwnLies:
301** After ages of peace and literal paradise on Earth, humans have convinced themselves that they truly are free of the vices and flaws of the past. During the Dominion War, when humanity is pushed ever further, many of those old vices start bubbling back up. When they do, the humans don't take it well.
302** This exact matter is taken by the nose during ''Film/StarTrekFirstContact'', when Sloane accuses of Picard of wanting revenge against the Borg, he repeatedly insists that humans have evolved beyond such perspectives. Eventually, after being pushed further and further, Picard breaks down, and admits Sloane's right.
303* BewareTheNiceOnes: Quark had some choice words to say about hew-mons in [[WarIsHell wartime]], suggesting that if you take away their creature comforts, fancy technology and put them through the wringer, they've got the potential to be even more frightening than ''Klingons''.
304* BoldlyComing: It seems that a lot of Federation citizens are fans of [[PleasurePlanet Risa]]. No to mention the several human / alien relationships seen throughout the many series, and the offspring of some of those relationships.
305* CloakAndDagger: There exists an obscure provision in the Starfleet Charter, Section 31, which allows for this kind of activity.
306* CrapsackWorld: 21st century Earth wasn't good for anyone. After the Eugenics War, society clearly tried recovering, but by the 2020s, unemployment and homelessness in America was so bad that the entire country decided the best solution was to cram all of them into "Sanctuary Districts" (read: Ghettos with none of the charm or comfort) and forget all about them, which [[SarcasmMode somehow]] didn't work out. Thanks to a seismic event, a large chunk of California (L.A. included) was sunk. Meanwhile, Europe was having its own problems, with mention of "Neo-Trotskyites", and terrorism resurgent in Ireland. Then World War III came along, with six hundred million killed just by the war alone.
307* EarthIsTheCenterOfTheUniverse: The first Federation President was human, the legislature is located in the Presidio of San Francisco, and Starfleet HQ is a bit further south. At least two Presidents in ''Star Trek'' were aliens, but they still conduct their business on Earth.
308* FeudalFuture: At its peak, the "Great Khanate" covered more than a quarter of the plant's surface, from Australia to Asia to parts of the middle east. The "Eugenics Wars" were highly destructive and plunged the planet into a new dark age, which the Third World War exacerbated.
309* FutureFoodIsArtificial: The food replicator is perhaps humanity's crowning achievement, singlehandedly ending world hunger. It is very rare for people on Earth to have food that ''isn't'' replicated.
310* GoodIsNotSoft: Despite being physically weaker than Vulcans, Romulans, Klingons and a variety of other alien species, they can be a force to fight when push comes to shove.
311* GunboatDiplomacy:
312** The Federation can't interfere in the politics of non-member states, but they will often step on their own weaker worlds in the interest of peace. To avoid breaking their treaty with Cardassia and starting another war, the Federation forcibly evacuated settlers in the (Cardassian-owned) Badlands, giving rise to the Maquis terrorists.
313** The initial appearance of the Cardassian Union exposes the naiveté of the Federation (Troi states that they have to trust the Cardassians because they are their ''[[HeadInTheSandManagement allies]]'' now) and the hypocrisy of it, too (Worf says that their trust has to be earned). The trouble is, neither of them is especially right but there is a grain of truth in each opinion. This tension will come to a head in TNG's "The Wounded", the Maquis struggle and later the Dominion War.
314* HeadInTheSandManagement: The Federation values peace above all else, even if it's just the appearance of such. Sisko at one point lampshades that the Federation insists on abiding by a treaty the Cardassians are ''actively breaking'', simply because even that was preferable to war.
315* HegemonicEmpire: An in-universe point of criticism many races have towards the humans, with some claiming that the Federation is functionally dominated by the humans, and the other races are just "pet" races used to further humanity's own ends.
316* HumansAdvanceSwiftly: Lampshaded in ''Enterprise'', where Vulcan Ambassador Soval freely admits that the reason they've been trying to keep them back is because humans are advancing so fast, they are literally scaring the crap out of a race that actively suppresses their emotions. Q echoes the same concerns in the first season of TNG. Humanity jumped into the interstellar community at least a fair bit behind the other major powers, and in just a few centuries Starfleet and the Federation became a military force equal to any of them.
317* HumansAreDiplomats: One of the founding four races who established the Federation, alongside the coldly logical Vulcans, the emotional Andorians, and the stubborn Tellarites. In addition, the first Federation President, Jonathan Archer, was a human. Made more impressive since these species had been traditionally at each other's throats for ''hundreds'' of years, ''especially'' in the case of the Vulcans and Andorians. Humanity managed to make earn enough points with each species to unite them into a loose Coalition of Planets by 2155, leading to the Federation officially being founded six years later.
318* HumansAreSpecial:
319** It's been argued that this trope is Star Trek's defining philosophy. At its core the franchise is meant to depict a utopic future for mankind free of vice, meaning that the writers tend to use alien races to examine (and at times ''embody'') societal ills that exist in the modern world. In practice this means that humans tend to look almost comically perfect in relation to other alien species, being unfailingly generous, progressing impossibly fast in scientific endeavors, achieving breakthroughs in all forms of art and social development, being unparalleled leaders in diplomacy, and commanding a formidable standing military force. The only consistently-mentioned flaw of humanity is that they performed violent and barbaric acts against each other in the past (which they're quick to remind you they've evolved beyond) and that they tend to be sort of patronizing. It's worth noting that humanity's more egregious {{Utopia}} traits ''relative to other species'' really only came to the fore in ''Next Generation'' and after; in Kirk's day, humans were at least as likely to walk away from an encounter with {{Sufficiently Advanced Alien}}s like the Organians, Metrons, or even Balok feeling humbled by the experience.
320** It's suggested in ''The Next Generation'' and then confirmed in ''Deep Space Nine'', that humans [[NotSoAboveItAll aren't as above these vices as they claim to be]], being just as capable of backstabbing, deception, and xenophobia as the other races. The primary difference being that humans can be a bit slower to admit it.
321* HumansAreUgly:
322** ''Star Trek: The Next Generation'', "Home Soil": The ship is taken over by intelligent microscopic crystals that call humans (and every other sentient being on the Enterprise) "UGLY BAGS OF MOSTLY WATER".
323** Averted with most other species. The Ferengi pretend to find humans below their standards, but are such deviants that they can't help themselves.
324--->'''Lwaxana:''' They're as bad as humans. Look at that leer on his face.\
325'''Daimon Tog:''' Actually, his is a look of revulsion. But it is not a feeling that I share. (stares at them pervertedly)
326** The first lines we hear from a Ferengi (whose ugly face is filling the viewscreen) is that the hideousness of humans has clearly not been exaggerated!
327** Even in ''Star Trek: Voyager'', when a Cardassian double-agent fell in love with her human mark, she still expressed relief that their love-child took after his momma. "Thank goodness he doesn't look too human; you all have such weak foreheads."
328** And in ''Star Trek: Enterprise'', although humans aren't aesthetically unpleasing to Vulcans, [[HumansAreSmelly they do smell terrible.]]
329* HumansAreWarriors: Starfleet is an exploratory organization first and a military second, but that doesn't mean they should be underestimated. Starfleet outguns or breaks even with most of its neighbors using ships that are not designed to be combat vessels, and should they find themselves outmatched, their ability to adapt under pressure is second to none.
330* InsaneAdmiral: It does have to be pointed out nearly all Federation admirals to engage in paranoid campaigns to get rid of all presumed traitors in Starfleet (including those who think they've gone too far), attempt coups d'etat, mess up the timestream or otherwise wreck the place have been human.
331* InterserviceRivalry: The Federation would like nothing better than to bury the hatchet and let Cardassia/The Dominion join them, but Starfleet (and Section 31) has other ideas.
332-->'''Vreenak''' (Romulan Senator): The Dominion is resolved to win the war at ''any'' cost. You and I both know the Federation has already put out peace feelers.
333* MonumentalView: Starfleet Academy enjoys a view of the Golden Gate Bridge, which unfortunately would place it in the middle of a mountain range. ''Star Trek VI'' retconned it satisfactorily: an establishing shot of Starfleet H.Q. shows it is built into the mountains on stilts.
334* MostWritersAreHuman: Which is why most ''Franchise/StarTrek'' series to date have centered around a human main character.
335* NoPoverty: A central part of the setting, humanity solved this problem after meeting the Vulcans.
336%%* NoSuchAgency: Section 31? Never heard of it.
337* NoTranshumanismAllowed: Transhumanism was considered the new frontier of science and humanity's great hope, until Khan Noonien Singh and similar warlords cropped up. Following a ghastly Eugenics War which enveloped the whole world in chaos, genetic engineering was outlawed, and mankind turned to the stars to find a slower path toward evolution. These days, genetic engineers find work on the [[BackAlleyDoctor black market]], performing augmentation on mentally-disabled or otherwise challenged children. While Dr. Bashir turned out fairly normal (although he had to hide the truth from Starfleet Academy), "Statistical Probabilities" showed us three individuals who could have lived perfectly productive-if-simple lives had their parents not tried to play God. The result? Social maladjustment, sadistic behavior and a life behind bars (or [[BedlamHouse as good as]]).
338* OddlySmallOrganization: For an organization that patrols a vast section of the quadrant with the average number of personnel on a starship being in the hundreds, it's rather bizarre that Starfleet can entirely staff their fleet from a single academy headquartered on Earth.
339* PlanetOfHats: Averted; we're the only planet that doesn't have a hat. Unless you count Ron D. Moore's "[[ThePollyanna Starfleet walk]]."
340** Several characters have commented on how relatively fast humanity expanded compared to other species and how quickly humans tend to pick up a skill or job. Humanity's hat is its adapability: The Vulcans are scared of how humanity was able to recover from a total nuclear war in ''one tenth'' the time it took themselves, Quark is ''terrified'' at how an average human can become more bloodthirsty than a Klingon if driven to the edge, and individuals such as Eddington ([[MySpeciesDothProtestTooMuch who is a human himself]], by the way) draw chilling comparisons of humanity to the Borg. In turn, the Borg have taken quite a special interest in humans, whilst humans are one of only two races (the other being [[EldritchAbomination Species]] [[StarfishAliens 8472]]) to be able to repel repeated direct attacks from the Collective.
341** Society is clearly moving in that direction though; nearly every time Star Trek humans end up in modern or near-modern America the amount of cultural diversity freaks them out. This actually comes up subtly in several ExpandedUniverse novels. Scenes taking place during the ''Enterprise'' era tend to explicitly mention different human characters' nationalities in the narration more than scenes set later in the future. This isn't as noticeable in the ''Enterprise'' novels themselves, but the flashbacks to that era in ''Literature/StarTrekDestiny'' are rather jarring when compared to the 24th century scenes.
342* PlanetTerra: Used a few times (the Mirror Universe has the Terran Empire; the original series occasionally contrasts "Terrans" with "Vulcans").
343* PsychicPowers: Extrasensory perception is well-known enough among humanity for Starfleet to test and rate its human members on several ESP quotients. It's also heritable, as Gary Michell's ancestors stretching generations back were known espers. However, even espers admit that at best they get flashes of insight (which may explain a few {{Eureka Moment}}s), and so far there's been a grand total of one confirmed [[{{Telepathy}} telepathic]] human in the whole franchise.
344* PunyEarthlings: Humans are generally portrayed as weaker, less intelligent, and shorter-lived than other major species in the Alpha Quadrant. Vulcans and Romulans, in particular, are downright patronizing in their dealings with humans, whom they regard as dim children.
345* RenegadeSplinterFaction: The Maquis, consisting of Earth colonists who objected to losing their planets to the Cardassians after a treaty redefined the border after the war. Eventually wiped out by the Jem'Hadar when the Dominion allied with the Cardassians.
346** Terra Prime in the 22nd Century, a Xenophobic group that objected to alien nationals being on Earth and experienced a massive surge in popularity after the Xindi Incident.
347** Section 31, a rogue Black Ops group within Starfleet, dedicated to keeping Earth a paradise ''[[UtopiaJustifiesTheMeans by any means]]''.
348* ScienceHero: Since the Federation mines research from throughout the Alpha Quadrant, and they haven't despoiled their territories like the Romulan or Cardassian empires, by the 24th century their tech is considered some of the mightiest in the galaxy.
349* SwissArmyWeapon: The Starfleet phaser rifle is bulky, loaded with tacti-''cool'' targeting systems and features, and useless as a field weapon because too much can go wrong with it. Insert Federation joke here.
350* TookALevelInBadass: Even with the Vulcans supposedly delaying their warp program, Humanity still managed to go from being survivors of a nuclear war, to one of the founders of an [[TheFederation interstellar alliance]] in just under a century. The latter only ten years after the launch of their first Warp 5 vessel, which brought them properly into the interstellar community. In just a few centuries, they jumped from a single planet outgunned by pretty much everyone to the equal of every local power around them.
351* {{Utopia}}:
352** The Federation is often presented as a perfect society. In "Time's Arrow", the trope is examined in a rare moment of criticism about the Federation, its lifestyle and principles when Creator/MarkTwain struts around the ''Enterprise-D'' and is distinctly unimpressed by the future. Conquering this corner of the galaxy with politeness, luxury to the point of indolence, no personality and a lack of any vices... he declares the future a very bland place to be. Perhaps on TNG; had he wound up on [=DS9=] he would be trading raucous stories and getting drunk with Morn.
353** Discussed in ''Series/StarTrekDeepSpaceNine'', where it's revealed that some races consider the Federation to be too much of this. Quark and Garak have some fun comparing it to Root Beer, apparently the favourite drink of people from Earth.
354--->*''Quark offers some root beer to Garak, who tries it and gags''*\
355'''Garak''': It's ''vile!''\
356'''Quark''': I know. It's so bubbly and cloying... and happy.\
357'''Garak''': *''Greatly amused''* Just like the Federation?\
358'''Quark''': And you know what's really terrifying? If you drink enough of it, you begin to ''like'' it.\
359'''Garak''': It's ''insidious!''\
360'''Quark''': ''[[MeaningfulEcho Just like the Federation]]''...
361* WeWillHavePerfectHealthInTheFuture: Zigzagged, but usually played straight. From a 21st century point of view, yes, most of the big diseases of the here-and-now are gone (though whether they're gone ''completely'' or not varies), and with more advanced surgical techniques, things are better... but neurological conditions and congenital defects are still around, and Picard recalls senescence hitting his grandfather pretty hard.
362* WeWillSpendCreditsInTheFuture:
363** Averted as the Federation has abandoned money-based economics, at least within its own borders. There apparently is some form of currency used when trading with other races outside the Federation. Note that the "moneyless economy" concept first appears in ''Film/StarTrekIVTheVoyageHome,'' and there is nary a hint of it before that; and indeed, the TOS episodes "The Trouble With Tribbles," "Mudd's Women," and even "The Devil In the Dark" make no sense if you ignore all the references to money. Whether this represents an in-universe change in the Federation's economic policy (perhaps coinciding with the development of [[MatterReplicator replicators)]] or a RetCon meant to change the meaning of those TOS episodes depends on which fan you ask.
364** Parodied in the [=DS9=] episode "In The Cards", where Jake actually can't give Nog a justifiable reason ''why'' they don't use money anymore, aside from abandoning it when they adopted their philosophy of "working to better ourselves and the rest of humanity".
365---> '''Nog''': What does that even mean?\
366'''Jake''': It means... (''{{Beat}}'') ... it means, [[MathematiciansAnswer we don't need money!]]
367** The [=DS9=] "Explorers" episodes relates the existence of transporter credits, though it is uncertain if it means that transporter use is rationed, or if the use of transporters by Starfleet cadets is intentionally limited.
368** Played straight in the TOS episode ''The Trouble With Tribbles'', as Uhura casually makes an offer to purchase a tribble from a Federation citizen on a Federation station. Kirk also mentions docking Scotty's pay in another episode, so clearly money of ''some'' form is in use during their era, though many often just chalk this up to EarlyInstallmentWeirdness.
369** Revived on ''Voyager'', after a fashion, due to their perpetual energy shortages before the writers got tired of having to remember they were stranded decades from resupply. In order to conserve their ship's power supplies, the crew are issued periodic replicator rations, which serve as a form of credit and even an impromptu medium of trade among them.
370* WorldWarIII: An atomic war broke out in the early 21st century, with a death toll of 37 million. After that came a period in which victims of the nuclear fallout were shunned. A few zealots, led by Colonel Phillip Green, attempted to the cleanse the species of impurities.
371[[/folder]]
372
373[[folder:Iconians]]
374->''"The victors invariably write the history to their own advantage. There is an unfortunate tendency in many cultures to fear what they do not understand. It's possible that their enemies, confronted with this technology, were driven to attack the Iconians out of fear."''
375----
376Debut: [[Series/StarTrekTheNextGeneration TNG]], "[[Recap/StarTrekTheNextGenerationS2E11Contagion Contagion]]"
377
378Homeworld: Iconia
379----
380One of the most distinctive species of {{Precursors}} in the Star Trek universe, the Iconians were a highly advanced civilization until about 200,000 years ago, when their homeworld of Iconia was carpet-bombed into oblivion. They were known as "Demons of Air and Darkness" in ancient texts, and were said to have the ability to appear on distant worlds without need for starships. As it turns out, this was due to the Iconian Gateways that let them bypass the usual limits of Transporters. They were generally described as a race of conquerors, but several historians believe they were simply envied and demonized by other species for their advanced technology. The Iconians are extinct by the present day, but some samples of their technology remain, and Iconian influences have been seen in some newer languages, hinting that a few might have survived their homeworld's devastation.
381----
382* AIIsACrapshoot: A relatively simple Iconian probe was dangerous enough to destroy a Federation starship, and almost did the same to the ''Enterprise-D'' and a Romulan Warbird.
383* ArchaeologicalArmsRace: These tend to kick off whenever their LostTechnology is rediscovered.
384* ClarkesThirdLaw: Their technology was so advanced that it's repeatedly compared to magic even by 24th-century humans.
385* HigherTechSpecies: They were this, and envy or fear of it may have led to their downfall.
386* LostLanguage: Iconian is one, though it has enough similarities to Dinasian, Dewan, and Iccobar for an extremely rough translation.
387* NamesToRunAwayFromReallyFast: They were known as "Demons of Air and Darkness", though it's ambiguous whether this nickname was deserved or not.
388* NotEvilJustMisunderstood: Possibly. Contemporary records show them as dangerous conquerors, but another theory has come to light that they may have been simply demonized by envious, less-advanced species who were fearful of their technology.
389* PortalDoor: Iconian Gateways seem to work like this, allowing the users to literally walk between different locations instantly, regardless of distance.
390* {{Precursors}}: Whether they're AbusivePrecursors who conquered a massive territory and were subsequently wiped out by their abused victims banding together, or BenevolentPrecursors who were the victims of envious species greedy for their advanced technology is deliberately left open to interpretation. They left a few potentially dangerous Iconian Gateways lying around, but that seems to be due to their being attacked and wiped out before they could do anything about it.
391* StoryBreakerPower: Iconian Gateways are seen as this in-universe, to the point where even the [[ScaryDogmaticAliens Dominion]] will destroy them rather than try to reverse-engineer them for themselves - though that's largely because the first Jem'hadar squadron to find one promptly went rogue and tried to assert their independence using it.
392* UnusualUserInterface: An Iconian console is manipulated by tapping differently-colored pieces of various symbols.
393* TheVirus: Iconian software inadvertently functions like this with more modern tech. If it finds something new it spreads, and starts causing severe malfunctions as it attempts to rewrite whatever system it's gotten into. Fortunately, an easy solution is just... turning everything off and on again.
394[[/folder]]
395
396[[folder:Illyrians]]
397->''"My people were never motivated by domination. Illyrians seek collaboration with nature."''
398----
399Debut: [[Series/StarTrekTheOriginalSeries TOS]], "[[Recap/StarTrekS1E0TheCage The Cage]]"/"[[Recap/StarTrekS1E11TheMenageriePartI The Menagerie, Part I]]"
400----
401A humanoid race who practice genetic engineering on a wide scale, modifying their physiology to adapt to new worlds and environments rather than expend enormous resources terraforming them. They are generally shunned by the Federation due to the latter's policy of NoTranshumanismAllowed.
402----
403* EarlyInstallmentWeirdness: Their first "official" appearance, in [[Series/StarTrekEnterprise ENT]] "[[Recap/StarTrekEnterpriseS03E19Damage Damage]]", depicts them as fairly standard RubberForeheadAliens. [[Series/StarTrekStrangeNewWorlds SNW]] "[[Recap/StarTrekStrangeNewWorldsS1E03GhostsOfIllyria Ghosts of Illyria]]" retconned them into HumanAliens with an aptitude for genetic engineering. (It's worth noting that the species is not identified by name in "Damage" outside of [[AllThereInTheManual the script]], and the genetic enhancement could explain the chance in appearance as well.)
404* FantasticRacism: Often on the receiving end of this due to the Federation's ban on genetic enhancement.
405* HumanAliens: By default, they look completely human. It's implied that their appearance varies depending on the extent of their modifications.
406[[/folder]]
407
408[[folder:Jem'Hadar]]
409[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/jemhadar_8686.jpg]]
410->''"As of this moment, we are all dead. We go into battle to reclaim our lives. This we do gladly, for we are Jem'Hadar. Remember: victory is life."''
411----
412Debut: [[Series/StarTrekDeepSpaceNine DS9]], "[[Recap/StarTrekDeepSpaceNineS02E26TheJemHadar The Jem'Hadar]]"
413----
414Genetically engineered by the Founders, the Jem'Hadar are bred to fight and die on behalf of the Dominion. They are all GattacaBabies (there are no females) and are kept under control due to a genetically-engineered dependence to a drug known as Ketracel-white, also referred to as "white". They are also short-lived, but can be produced by the thousands as needed. The Klingons believe that the Jem'Hadar are just soulless machines bred to kill without honor. But they're not as slavish as they look...
415----
416* AbnormalAmmo: Their phaser weapons also act as some sort of anticoagulant, causing their target to bleed out if they manage to limp away.
417* AlwaysChaoticEvil: A rather tragic justified example. Thanks to the Founders' genetic programming, every Jem'Hadar is a bloodthirsty, xenophobic killing machine, and whilst some have moments of nobility and honour, they're still incapable of entirely going against their nature. A Jem'Hadar may refrain from brutally murdering you once, but once is all you're ever going to get. And, sadly, they're ''still'' the most moral Dominion core race by human standards.
418* ArmorPiercingAttack: Their polaron beam weapons completely ignore standard Alpha Quadrant shields. It takes a good year or two for the Federation to adapt their shields to deflect Dominion weaponry.
419* BadassCreed: "Obedience brings victory. Victory is life!" They are required to recite a loyalty oath in exchange for more white. Subverted by the rote nature of the exercise, as well as the constantly looming threat of having your head torn off should you accidentally run out of the drug.
420-->'''First''': ''(solemn)'' We pledge our loyalty to the Founders, from now until death.\
421'''Weyoun''': ''(bored, reciting)'' Then receive this reward from the Founders, may it keep you strong. *Sigh*
422* BadBoss: The First, and by necessity when your underlings are perpetually bad-tempered super-soldiers barely kept under control at the best of times. If they're so out of control they won't do as they're told, the First hasn't really got any other choice but to snap their necks.
423* BattleCry: "Victory is life!"
424* BattleTrophy: At least one Starfleet commando was spotted wearing a necklace made of Ketracel-white vials, one for each Jem'Hadar he'd killed.
425* BloodKnight: This is the race's entire [[PlanetOfHats hat.]] They're imbued with a taste for violence from their creation. Fighting is ''literally'' a need for them.
426* BlueAndOrangeMorality: Jem'hadar soldiers, by and large, place loyalty to the Founders, service to their First, and completion of their missions above all else. Any that would jeopardize these is dealt with swiftly and decisively. In the [=DS9=] episode "[[Recap/StarTrekDeepSpaceNineS04E23ToTheDeath To the Death]]", this is demonstrated among a group of renegade Jem'hadar when the First's subordinate and Worf get into a brawl. The First executes his subordinate for violating his orders, while Sisko has Worf confined to quarters while off-duty, with the Jem'Hadar first being astounded that Sisko doesn't eliminate what he believes to be a threat to Sisko's command, while Sisko argues back that killing Worf would rob him of the chance to learn from his mistakes and cost the loyalty of his crew.
427* CannotTellALie: To the extent that Sisko completely disregards anything the Vorta say, and only negotiates with their messengers.
428* CannonFodder: They're superb soldiers, but their uniform characteristics, short lifespans, and the ease of replacing them renders the Jem'Hadar disposable in the eyes of Vorta/Changelings.
429* ChameleonCamouflage: Jem'Hadar use a personal camouflage ability known as a "Shroud" to sneak around and confound their opponents, not unlike that of actual chameleons. It's not as effective as a cloaking device, but it can conceal them in most environments long enough for them to launch a surprise attack. However, they lose this ability if they're suffering from Ketracel-white withdrawal.
430* ChurchMilitant: They are simply instruments of their gods' wrath, nothing more. In "The Jem'Hadar", one of their ships [[RammingAlwaysWorks rammed]] a [[SinkTheLifeboats retreating]] ''Galaxy''-class starship (the same class as the ''Enterprise-D''), destroying it. All to send a message.
431-->'''O'Brien''': ''(baffled)'' We were retreating. There was no need for a suicide run.\
432'''Sisko''': They're showing us how far they're willing to go.
433* TheDreaded: As the mailed fist of the Dominion, the Jem'Hadar are among the most dangerous and feared military forces in the galaxy, fearsome enough to make even ''Klingons'' wary of facing them. It's occasionally suggested that even the Founders themselves, although confident that the Jem'Hadar's ingrained loyalty and addiction to Ketracel-white keep them in line (indeed, keeping them under control was the entire point of addicting them to the white), fear what could happen if they ever lost control of the Jem'Hadar.
434-->'''Sisko:''' The Jem'Hadar are the most brutal and efficient soldiers I've ever encountered. They don't care about the conventions of war or protecting civilians. They will not limit themselves to military targets. They'll be waging the kind of war that Earth hasn't seen since the founding of the Federation.
435* EvenEvilHasStandards: A group of Jem'Hadar forms an EnemyMine with Sisko in order to take out a rogue group of Jem'Hadar who had stumbled upon an Iconian Gateway. Using a piece of long lost technology which allows the user to literally travel ''anywhere'' in the galaxy instantly was too powerful (and too unsporting) for anyone to use, even by the Jem'Hadar's standards. They knew they could instantly invade and take over Earth with it, but it's just not who they are.
436* EvilCounterpartRace: To the Klingons. Both are {{Proud Warrior Race Guy}}s who make fighting a big part of their lives. However, the Jem'Hadar have none of the Klingons' ''Joie de vivre'', their passion for aesthetics, or even their [[TheAlcoholic taste in liquor]]. All they do is fight and kill. As a result, the Klingons come to regard them almost as boogeymen, and General Martok became nigh phobic of them during his tenure in a Dominion internment camp. For their part, the Jem'Hadar relish the opportunity to fight with Klingons, considering them {{Worthy Opponent}}s.
437* EvilCannotComprehendGood: First Omet'iklan cannot, for the life of him, understand why Sisko intervenes when a rogue Jem'Hadar was about to kill him, after Omet'iklan had previously threatened to kill Sisko.
438* FantasticDietRequirement: The Jem'Hadar don't need to eat ''per se'', but they need [=IVs=] of a drug called ketracel-white, or "white" for short, to survive. This was done on purpose by the Founders them to make them dependent on a resource only they can provide, enforcing their control and dooming rebellions.
439* FantasyCounterpartCulture: [[https://en.wikipedia.org/wiki/Jemadar "Jemadar"]] was a title used by low-ranking Indian officers in UsefulNotes/TheRaj, and the dynamic the Founders have with the Jem'Hadar is similar to the one the British had with Indian ethnic groups they pigeonholed as "martial races" and exploited as a source of military manpower.
440* FunctionalAddict: Although genetically engineered like the Vorta, Jem'Hadar loyalty is not as reliable, so all Jem'Hadar are addicted to a drug called Ketracel-white, which only the Dominion can provide.
441* GeniusBruiser: An unnerving blend of Klingon brutality and Romulan discipline.
442* IconicItem: The only distinctive marking on their uniforms is a little pocket for Ketracel-white vials. The drug funnels through a tube which is plugged straight into their necks. Unlike the Borg, making a grab for their neck-tubing would not work since Jem'Hadar can carry on for at least 24 hours without a fix.
443* InterserviceRivalry:
444** Once the Dominion realizes that they aren't getting reinforcements from the wormhole, they design a generation of Jem'Hadar specifically bred to fight Alpha Quadrant species. These Alphas believe themselves superior to "Gamma" Jem'Hadar, who beg to disagree.
445** Though they will usually serve them as commanded by the Founders, they also tend to dislike the Vorta, with at least one Jem'Hadar First killing a Vorta who questioned the loyalty of his men.
446* KillerRabbit: Jem'Hadar children look like human infants with a small horn crest on their forehead, and are incredibly cute. Their distinct reptilian armored carapace doesn't grow until they hit the human developmental equivalent of puberty. Once it does, however (a process which only takes a couple days from birth) you've got a fully grown Super Soldier with a genetically programmed hatred of and desire to fight anything that isn't a Jem'Hadar, Vorta, or Founder.
447* MeaningfulName: Related to the ranking system in UsefulNotes/KiplingsFinest. Jem'Hadar do not have ranks with flashy or self-aggrandizing terms. The highest-ranking in a group holds the rank of "First" (roughly analogous to "Captain", if he commands a ship). The rank below "First" is "Second", behind "Second" is "Third", and so on down to at least "Seventh". Individual Jem'Hadar actually ''do'' have names, so we have examples of First Omet'iklan, Third Remata'klan, and Second Ixtana'Rax (an Honored Elder). But while the Jem'Hadar do refer to their squad-mates by name, their Vorta overseers will basically point at them and say "you there, Fifth, make a suicidal charge on that sniper's nest". It emphasizes how replaceable and expendable the Jem'Hadar are to the Vorta.
448* MyMasterRightOrWrong: A loyal Jem'Hadar is perfectly willing to get himself killed following orders that he ''knows'' are stupid, wrong or cruel, because that is "the order of things".
449-->'''Sisko:''' Are you really willing to give up your life for "the order of things"?\
450'''Remata'Klan:''' ''(resigned)'' It is not my life to give up, captain. It never was.
451* TheNeedless: They do not sleep and require no nutrition other than Ketracel-white.
452* NightmareFetishist: When Dr. Bashir treats a wounded Vorta on the battlefield, he gets crowded out by the military escorts who are forming a little operating threatre of their own. The Vorta reacts with weary resignation, but not surprise: They've never seen [[AndThereWasMuchRejoicing what the insides of a Vorta look like]].
453* NobleDemon: They're violent and fanatically loyal to the Founders, but they have their moments of honor and respect for their opponents and care enough about their fellows that they'd rather kill themselves than become a burden to them. Even if this is a response programmed into them by the Founders, the Jem'Hadar still see this as a NecessaryEvil. Sisko gains enough respect for them that he tells Remata'Klan that the Vorta don't ''deserve'' their loyalty.
454* NoSocialSkills: Jem'Hadar are intrinsically hostile. They're occasionally shown shooting the breeze with each other, as long as there are no Vorta around, but their relations with other races remain uneasy.
455* OneGenderRace: The Founders reproduce the Jem'Hadar through cloning, so they have no need to sexually reproduce. It is directly stated that there are no female Jem'Hadar (and that the males have no sexual desires). The Founders ''apparently'' genetically engineered the Jem'Hadar from some pre-existing stock (similar to how the Vorta used to be primitive ape-like animals before they were uplifted), so it is possible that the ''original'' species had binary sexes of male and female. That is, the modern Jem'Hadar are not technically sexless neuters, they are an all "male" race (they use male pronouns), they just don't have female ''anymore''.
456* PhlebotinumDependence: Ketracel-white is the only nourishment they need, but in turn, lack of it causes severe withdrawal symptoms, reducing them to [[BlindedByRage berserk rage]] against friend and foe alike before they eventually die. This dependence further ensures their engineered loyalty. In rare cases, a mutation will cause a Jem'Hadar to lack this addiction.
457* PoisonedWeapons: Their firearms prevent clotting. Without advanced medical technology to deal with it, you'll eventually bleed out from even a relatively minor wound.
458* ProudWarriorRace: Like the Klingons, they only feel truly alive when fighting and pride themselves on their discipline and ferocity in combat. Unlike the Klingons, who are {{Boisterous Bruiser}}s who've given their name to the practice of KlingonPromotion, they indulge in few pleasures and are uncompromisingly loyal to the Founders and the chain of command, making them more of a Proud Soldier Race.
459* RapidAging: They can reach their full growth in a few days. Among the ranks, certain Jem'Hadar that have reached the age of 20 are known as "Honored Elders."
460* ReptilesAreAbhorrent: They're drug-addicted religious zealots who look like humanoid ceratopsians (or possibly Jackson's chameleons). Despite this, however, they're still probably the most pleasant out of all the Dominion races... which really says a lot about the Dominion.
461* ScaryBlackMan: They look more or less like human children of African descent for the first few days of their existence before they begin growing their iconic pale green armored scales. This is largely due to the writers briefly trying to use them as a metaphor for the crack epidemic.
462* TheScapegoat: The "order of things" states that the Jem'Hadar commander (or "First") disciplines his own men, and the Vorta leader disciplines the First. Since Vortas have no jurisdiction over troops of lower rank, they tend to come down especially hard on the First.
463* {{Seppuku}}: Entire platoons have been known to kill themselves if a Founder dies under their watch, as seen in "The Ship".
464* ServantRace: Moreso than the Vorta, who at least have some degree of autonomy.
465* SmarterThanYouLook: They're the quiet, obedient muscle for the Dominion. Doesn't mean they're stupid, as demonstrated in "Rocks and Shoals" when Remata'Klan reveals to Sisko that he knows of Keevan's treachery. But even when they know they're being played, their intense loyalty will usually cause them to obey suicidal orders anyway, because the Founders have dictated that they're to obey the Vorta in all things.
466-->"Despite what Keevan may think, the Jem'Hadar are often one step ahead of the Vorta."
467* TheStoic: They don't emote often. In their dealings with other species, their manner is polished and no-nonsense. Very rarely, they smirk (as one Jem'Hadar did when anticipating [[WorthyOpponent a duel with Worf.]])
468* SuicideAttack: Dominion troops love using their ships as homing missiles, making an already-chaotic space battle even worse. During the Battle for Cardassia you can see them zig-zagging and smashing into Klingon and Romulans ships left and right.
469* SuperSoldier: An genetically-engineered race of them, with enhanced vision, resilience, and strength as well as chameleon-like camouflage, mentally conditioned to be fanatically loyal to the Founders even before birth.
470* TragicVillain: The more is learned of the Jem'Hadar, the more it becomes apparent that creating them may have been amongst the Founders' most utterly evil acts. They're completely dependent on a drug that kills them painfully if their supply runs out. They're built to revel in violence and hate non-Jem'Hadar to the point where long-term cooperation with other species is an utter impossibility. Their average life expectancy barely reaches into the double digits (this might ''not'' be biology, but due to a stunningly high attrition rate and "fight till you die" set of orders). Perhaps the worst thing is that despite all of this, they're hard-coded to love and obey the creatures responsible for their miserable state, and to see it as the greatest of gifts to serve them.
471* TykeBomb: Created to fight for the Dominion. They age to maturity quickly and can't be dissuaded from seeking out their people and fighting for the Dominion
472* UndyingLoyalty: Zigzagged. The Jem'Hadar are genetically engineered to be utterly loyal to the Founders, but even with the White, the control is not always absolute, something Weyoun begrudgingly lets slip. Occasionally, some Jem'Hadar have gone rogue (in one episode, Weyoun mentions that if the rogue group of Jem'Hadar had gotten access to the Iconian Portal, they'd have been able to convince enough of their compatriots to overthrow the Dominion within a year). That said, the average Jem'Hadar is perfectly willing to do as they told.
473* UterineReplicator: Vorta are hatched fully-grown from their cloning pods. Jem'Hadar are grown in birthing chambers, reaching adolescence in only three days, and awakening with all the skills they need to pick up a gun and fight.
474* VictoryIsBoring: These fellas deal out beatings so often that it gets ''tiresome'' for them. If the occupying Jem'Hadar are met with meaningful resistance, they compliment the survivors. If the battle is short and sweet, they complain.
475* VillainDecay: They seem rather easily disposed for such a lethal warrior race, which is explained by Elias Vaughn as the result of those mostly fought being only a few weeks or months old at best with no training and only relying on instinct, whereas the older ones are much bigger threats. Their main strengths are their unbreakable morale and endless reserves; with their supply lines cut during most of the war they could never really bring their numbers to bear in the Alpha Quadrant like they had in early engagements.
476* VillainousValour: They take pride in their discipline and prowess and are generally treated tragically rather then as faceless mooks. If they were more chivalrous they would be considered [[WorthyOpponent Worthy Opponents]]. As it is, they are perfect foils for the Klingons.
477* WeAreAsMayflies: See RapidAging above. Jem'Hadar rarely live past 5 years, and none live past 30, as one Jem'Hadar explained to Jadzia Dax. This is mostly due to them dying in battle before they can reach that point, but their lifespans seem to be that short. Any Jem'Hadar that manages to live 20 years gains the title of "Honored Elder" - they don't form a ruling council or ''officially'' gain a higher rank, they just tend to be respected more for their experience, and because they've served that long they ''tend'' to be Firsts in command of ships or army groups.
478** Because Jem'Hadar can find themselves "promoted" at any time, they lack any rank insignias or other extravagances on their gear. In fact, it's impossible to tell at a glance who's in charge (apart from the Vorta hanging safety in the rear).
479* WeHaveReserves: Jem'Hadar military approach. Because they ''do''. Short-lived, rapid aging, and insatiably violent means they'll gleefully throw themselves into the meatgrinder to serve their gods, who couldn't care less about them.
480* YouAreNumberSix: Designated "First", "Second", "Third" and so on. They do have birth names, however.
481[[/folder]]
482
483[[folder:Karemma]]
484[[quoteright:330:https://static.tvtropes.org/pmwiki/pub/images/star_trek_karemma.png]]
485->''"Greed leads to misjudgment, and that can result in a loss of profits."''
486----
487Debut: [[Series/StarTrekDeepSpaceNine DS9]], "[[Recap/StarTrekDeepSpaceNineS03E01TheSearchPartI The Search, Part I]]"
488
489Homeworld: Karemma
490----
491A Gamma Quadrant race of tall humanoids with large foreheads who are subjects of the Dominion. While they are a ProudMerchantRace not unlike the Ferengi, the Karemma abhor dishonesty in business transactions. This quality, along with their pacifistic tendencies, makes them worthwhile trading partners to the Federation, despite being within the Dominion's sphere of influence.
492
493----
494* AlienHair: Their hair is combed back, often parted in the front to reveal their foreheads.
495* GentleGiant: Tall, slender, and pacifistic.
496* HonestCorporateExecutive: In stark contrast to the Ferengi, who regularly cheat and swindle their customers according to the logic of market value, the Karemma strongly believe in fair value, selling their wares at prices approximating the costs of labour, production, and transport, with a modest margin for profit. Their philosophy is that cheating others will lead to reduced profits in the long term.
497* HufflepuffHouse: Despite being the only named, recurring Dominion race other than the Founders, Vorta, and Jem'Hadar, they only appear sporatically and play no real role in the overarching Dominion War. Justified in that they're merchants who seem to be partly responsible for the day-to-day upkeep of the Dominion, and play no role in military matters.
498* NamedAfterTheirPlanet: The planet Karemma.
499* ProudMerchantRace: Whereas the Ferengi are at best comparable to used car dealers and the Bolians generally represented as waiters and barbers, the Karemma are more like luxury goods salesmen.
500* RubberForeheadAliens: Their foreheads are taller than those of most humanoid species.
501* TokenGoodTeammate: They're the only race associated with the Dominion whose interactions with the Federation have been entirely peaceful.
502* UnusualEars: Their ears closely follow the contours of their jaws to the back of their heads.
503[[/folder]]
504
505[[folder:Kazon]]
506[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/kazon_4717.jpg]]
507->''"A fitting end for a people who would not share their technology. Let's see if you manage to survive... without it."''
508----
509Debut: [[Series/StarTrekVoyager VOY]], "[[Recap/StarTrekVoyagerS1E1Caretaker Caretaker]]"
510----
511Another spinoff, another replacement Klingon. The Kazon have a checkered development history, originally inspired by the Crips and Bloods. They represent anarchy, in opposition to ''Voyager'''s attempts to carve out a fledgling Federation. However, as the series went on and the actors got older, the "youth gang" theme was thrown out, and they became generic warriors.
512
513----
514* AlienHair: Provides the page quote. Kazon hair grows in leaf-shaped chunks, rather than individual strands. It's supposed to resemble an afro, but it just looks like they weave rocks into their hair.
515* AlwaysChaoticEvil: A rare completely straightforward example in modern Trek series'. Unlike the Borg or Jem'Hadar, who are given InUniverse justifications for their unbending ways, the Kazon appear to be simply [[ForTheEvulz evil on purpose]]. The fact that they're never given much characterization beyond this accounts for much of their unpopularity.
516* BeingTorturedMakesYouEvil: The Kazon were once a SlaveRace employed by their Caucasian rulers, the Trabe, and it's stated that the entire galaxy now rues the day they earned their freedom. The Kazon are a confused mess of storytelling by writers who intended it as a commentary on redlined city districts and the cycle of crime, but for whatever reason, the species fell back into the famliar "Warlike Alien" role which ''Trek'' is used to, and their oppressors were painted with a softer (even [[BrokenAesop sympathetic!]]) brush.
517* BigBadWannabe: Michael Pillar, who co-created the Kazon, was the major driving force in making them VOY's main adversaries. Jeri Taylor was the first writer to abandon the idea of making them viable villains, later followed by Brannon Braga.
518* BondVillainStupidity: After such a skillfully laid out scheme to hijack ''Voyager'', seems a little remiss for the warlike Kazon to dump the crew on a habitable planet. Must have been an "off" day for Seska.
519* DisasterScavengers: Early on, they turn their attention to the Caretaker's Array, but when Janeway destroys it, the Kazon vow to capture and dissect ''Voyager'' instead.
520* DivideAndConquer: One of the Trabe's tactics in keeping the Kazon in line was to encourage in-fighting amongst the clans, or "sects." However, the sects learned to put aside their differences and rose up against the Trabe. In doing so, the Kazon took the Trabe's ships and technology, forcing them to become a nomadic species, and never allowed them to settle on a new world.
521* DumbMuscle: The Kazon are big, boisterous, and dumb. A cunning Cardassian agent, known as Seska, was able to insinuate herself into the Nistrum sect in no time flat.
522* EvilCounterpartRace: As the Jem'Hadar are to ''[=DS9=]'' and the Gamma Quadrant, the Kazon are to ''VOY'' and the Delta Quadrant. The Kazon are no Jem'Hadar, though... (Or Klingons, for that matter.)
523* {{Expy}}: Of the Fremen in Frank Herbert's ''Dune''. Both the Fremen and the Kazon are warrior races of formerly oppressed people who live on inhospitable desert planets and value water above all other commodities.
524* TheGuardsMustBeCrazy: A Kazon prison is a line drawn on the floor that the prisoner is told not to cross. Sigh.
525* InsufficientlyAdvancedAlien:
526** Their attempt to reverse-engineer something as mundane (at least to the Federation) as a food replicator causes big problems and wipes out an entire Kazon crew. The image of Kazon [[TeleFrag melted into the bulkheads and floors]] is quite macabre.
527** The Borg found the Kazon so utterly unremarkable that they refused to assimilate them, on the grounds that it would add nothing to the Collective.
528* LowCultureHighTech: The Kazon don't exactly inspire confidence with their technical abilities. However, they only recently acquired it, namely by overthrowing their Trabe conquerors.
529* MeetTheNewBoss: Not content with looking like the Klingons and acting like the Klingons, the Kazon also have moodily lit ships adorned with weapons… like the Klingons. They were intentionally modeled on the Klingons right down to their makeup, so this comes as no surprise.
530* NoBloodForPhlebotinum: Somewhat bizarrely, in VOY, the Kazon, an oxygen-breathing species traveling in hydrogen-powered ships, will kill, steal, or trade hostages for '''water'''. When he first arrives on the ship, Neelix is similarly shocked by Alpha Quadrant species' ability to synthesize water.
531* NotWorthKilling: The Kazon are so low tech and idiotic, the Borg refused to assimilate them because it would detract from their perfection.
532* PlanetLooters: Basically, the Kazons' advancement as a civilization has come entirely from piracy. They are a primitive people with no understanding of the technology they steal, or how to reverse-engineer it.
533* ARealManIsAKiller: In another VOY episode, a Kazon boy wishes to become a man by killing Chakotay. He then explains that killing a person is the rite of passage for the Kazon; apparently, killing a clansman is also acceptable in some cases. Chakotay tries his damdest to find common ground between him and Kar, but the real difference between his uniform and Kar's name is that one is earned in an air-conditioned building and the other is earned by putting one's life on the line to protect territory. That's a bridge that can never be built between these two. At the end of the episode, instead of killing Chakotay, he turns the weapon onto his maj, [[KlingonPromotion becoming the new maj in the process]].
534* SpaceJews: The marriage of the three sects resulted in an arrangement not unlike the Arab League. According to [[invoked]]WordOfGod, they're also based on white Californians' conception of LA street gang members.
535* TheSpartanWay: When given the chance to kill Chakotay, the children reach for a phaser like kids in a sweet shop. It goes to show how quickly they breed fear and bloodlust in their young.
536* TheRevolutionWillNotBeCivilized: The Kazon were once a subjugated race, used as slave labor by the Trabe, who had conquered their homeworld.
537* TheUsualAdversaries: For a nomadic tribe of brigands, they sure do seem to control a huge diameter of the Delta Quadrant. By season three, even Exec. Producer Rick Berman had had enough:
538-->"If you think about it, traveling for a year-and-a-half through a part of space dominated by one group is pretty amazing! I think traveling at warp speed for a year-and-a-half you would pass through the Federation, the Klingon Empire and a few other places."
539* WouldHurtAChild: The idea of the Kazon killing their young if they fail in battle, but only ''after'' [[BadNewsInAGoodWay honoring their return]], is obscene. The drama works particularly when Kar holds back tears at his reunion with his father.
540[[/folder]]
541
542[[folder:Kelpiens]]
543[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/std_saru.jpg]]
544->''"We were biologically determined for one purpose, and one purpose alone - to sense the coming of death."''
545----
546Debut: [[Series/StarTrekDiscovery DSC]], "[[Recap/StarTrekDiscoveryS1E01TheVulcanHello The Vulcan Hello]]"
547
548Homeworld: Kaminar
549----
550A self-proclaimed 'prey species'. The Kelpiens are sapient livestock to a technologically-superior species called the Ba'ul and are universally skittish as a result.
551
552----
553* AlienSky: Kaminar is pretty Earth-like, but has a thin ring system and two moons.
554* CowardlyLion: A pre-''vahar'ai'' Kelpien's first instinct is to run and hide whenever danger presents itself, but when forced into a fight their SuperStrength and SuperSpeed make them ''deadly'' combatants. Post-''vahar'ai'', they lose their threat ganglia and with them, the contant fear.
555* EarlyInstallmentWeirdness: In season one of ''Discovery'', Saru describes Kaminar as a DeathWorld with no food web: one is either predator or prey, and the Kelpiens are constantly being hunted by apex predators, hence their SuperStrength and SuperSpeed. Season two retcons this into a fairly different situation: Kaminar is an idyllic world, where the Kelpiens live in total harmony with their environment but are ritualistically culled by the technologically superior Ba'ul species when they begin a maturation process called ''vahar'ai''.
556* HadToBeSharp: Assumed to be the reason for their SuperStrength, SuperSpeed, and excellent reflexes. It turns out that in reality, the Kelpiens are themselves apex predators, and the Ba'ul (their former prey) have been preventing them from maturing past their CowardlyLion stage.
557* HordeOfAlienLocusts: The Ba'ul claim that post-''vahar'ai'' Kelpiens become this if left unchecked, hence the need for the regular cullings.
558* MySignificanceSenseIsTingling: When a Kelpien feels threatened, their threat ganglia stand out. This sixth sense borders on precognition, to the point where at one point Saru is confident that ''Discovery'' will survive a SuicideMission because his ganglia ''aren't'' reacting at all beforehand.
559* OneHeadTaller: Kelpiens are ''much'' taller than humans.
560* PeopleFarms: Kelpiens are periodically harvested by the Ba'ul, supposedly for food. The Kelpiens generally accept this as a necessary part of preserving the "Balance of Kaminar". Its gets played with slightly in Season 2, where its revealed that the Kelpiens were originally the predators to the Ba'ul, and they came dangerously close to wiping the latter out. The Ba'ul managed to turn the tide with their superior technology, and prevent their extinction, and began the process of culling any Keplien that went through ''vahar'ai''.
561* PlanetOfHats: Planet of {{Cowardly Lion}}s.
562* RubberForeheadAliens: Kelpiens have bald and boney faces with threat ganglia at the back of the head and hooves in place of feet, but otherwise appearing totally human.
563* SpikeShooter: Post-''vahar'ai'' Kelpiens have these where their threat ganglia used to be.
564* SuperSpeed: Kelpiens can reach a speed of around 80kmph.
565* SuperStrength: Capable of crushing a Starfleet communicator in their bare hands.
566* TookALevelInBadass:
567** A Kelpien who survives ''vahar'ai'' becomes far more powerful and aggressive.
568** The ''entire species'' takes a level in badass when ''Discovery'' induces ''vahar'ai'' over all of Kaminar. This eventually allows them to strike a new balance with the Ba'ul, which then leads Kaminar to join the Federation.
569[[/folder]]
570
571[[folder:Klingons]]
572[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/klingons_509.jpg]]
573->''"Heghlu'meH [=QaQ=] jajvam!" ("It is a good day to die!")''
574----
575Debut: [[Series/StarTrekTheOriginalSeries TOS]], "[[Recap/StarTrekS1E26ErrandOfMercy Errand of Mercy]]"
576
577Homeworld: Qo'noS (or Kronos)
578----
579The textbook {{Proud Warrior Race Guy}}s: Huge, bumpy-headed SpacePirates with unlimited strength, and [[HotBlooded very little in the way of patience]]. Originally a recurring villain for Kirk's ''Enterprise'', they became wildly popular and have since appeared in all live-action spinoffs, along with [[TheUsualAdversaries obligatory appearances]] in most of the films. Though technically an ally of the United Federation of Planets in the later series, Klingons [[LeeroyJenkins aren't entirely housebroken]], and are always itching to make war with ''some''body. Protip: If you're a bartender, it's unwise to try [[IllTellYouWhenIveHadEnough cutting off]] a Klingon's drink.
580
581----
582* AlienBlood: Though Klingon blood usually appears red, there are a few works (specifically ''Film/StarTrekVITheUndiscoveredCountry'', ''Series/StarTrekDiscovery'', and ''WesternAnimation/StarTrekLowerDecks'') that show it as a bright, bubblegum pink.
583* AlienSky: Qo'noS has a much greener sky than Earth's, and as of ''Film/StarTrekVITheUndiscoveredCountry'' its only moon, Praxis, is a ShatteredWorld.
584* AlwaysChaoticEvil: Klingons are generally portrayed this way in Kirk's time, but not so much in the others. Even in the 24th century, the Klingons walk that very fine line between being a warrior poet and complete child; the politics in Qo'nos comes down to little more than playground shoving (the {{blue blood}}s vs. the rank-and-file) and the military structure isn't much better. It proves that despite their fighting prowess and instincts they are still prone to childish tantrums.
585* AlwaysSomeoneBetter: In ''Star Trek'', HumansAreSpecial, but Klingons are ass-kickers. Every time the Federation gets into a straight-up, all-out war, the Klingons are winning. In ''Discovery'', the Federation nearly resorted to outright destroying Qo'noS to win, and in ''TNG'' an alternate timeline has the Federation on the losing end of a twenty year long war. The only times humanity is depicted as outright besting the Klingons is when they resort to being as ruthless as their enemies. The Terran Empire in ''Discovery'' destroyed Qo'noS (that being where the Federation got the idea) to cripple the Empire for a generation, and the Confederation of Earth in the alternate timeline of ''Picard'' likely prevailed for similar reasons.
586* ArchEnemy: While their feuds with the Federation are perhaps of greater galactic import, it's actually the Romulans that the Klingons generally hate most. Most Klingons will grudgingly acknowledge Starfleet officers as {{Worthy Opponent}}s who keep their word; the Romulans, by contrast, have a tendency toward secrecy and espionage, which is completely antithetical to Klingon notions of honor and integrity. (Not that the Klingon High Council is immune to that themselves, but still.) Thanks in part to numerous Romulan sneak attacks on Klingon worlds, most notably Khitomer and Narendra III in the mid-24th century, the Romulans are widely hated across the Klingon Empire.
587* ArtisticLicenseMartialArts: The consensus among weapon enthusiasts is that the Bat'leth is an extremely terrible weapon. On top of holding it two handed, with the blade out, not allowing much use of Kinetic Linking to maximize power, using it otherwise basically just turns it into a giant, curvy axe.
588* AsskickingLeadsToLeadership: Political candidates seeking to be elected Chancellor must first duel each other to the death. (Well, that's one way of making the election cycle exciting.) This weeds out any chickenhawks from the election pool; the Chancellor can't blithely declare war without prior field and hand-to-hand combat experience.
589* BackFromTheBrink: In the mirror universe, the Klingons were nearly exterminated when the Terran Empire blew up Qo'noS. A century later, they've not only rebounded but have become an equal partner in the [[AntiHumanAlliance Alliance]], the dominant power of the Alpha Quadrant.
590* BadassBandolier: Gold in TOS, chainmail in TNG. And they're actually baldrics, not bandoliers.
591* BattleCouple: Klingon {{Mythopoeia}} is about the first two Klingons pillaging the heavens. Later legends tell of Kahless and Lady Lukara. And Klingon couples are often found fighting side by side.
592* BigBad: For TOS era, they are the most reoccurring foe encountered by Kirk and his crew in both the television series and the movies, as well the biggest enemies to the Federation in the 23rd century (along with the Romulan Empire).
593* BizarreAlienBiology: Klingons are loaded with redundant organs.
594* BlingOfWar: From TNG onward, the Chancellor wears a resplendent overcoat with humongous lapels, each weighed down with medals, ''and'' a sash.
595* BrawnHilda: As shown above, even the most refined Klingon women are still very hairy (particularly their eyebrows).
596* CallARabbitASmeerp: Targs are similar to boars but with spikes on their backs. They are not hunted, but rather used as bloodhounds by Klingon hunters.
597* CharacterizationMarchesOn: The original series had the Klingons as being mostly warlike with few redeeming traits. Gene Roddenberry didn't like them being the "Black Hats" of the saga so in ''[[Series/StarTrekTheNextGeneration The Next Generation]]'' he made a Klingon a regular cast member and established the "honor" aspect to their society.
598* CleavageWindow: Female Klingon uniforms often have these.
599* CombatPragmatist: In war, Klingons can be just as underhanded as they are ruthless. In ''Discovery'', their use of the cloaking device allowed them to destroy Starfleet's war infrastructure and drive them to the brink of defeat, which was only reversed by a desperation threat that could have destroyed their homeworld. It also helped that each Klingon house was acting independently, so Starfleet couldn't mount a unified defense against what was effectively a couple dozen enemies all attacking with no rhyme or reason.
600* ConLang: Provided one of the earlier examples of a completely fictitious language, and Klingon holds the distinction of being the most widely spoken fictitious language on Earth (with [[Literature/TheLordOfTheRings Tolkien's Elvish]] coming in second). If you're going to any Star Trek convention worth its salt you'll see at least a few Klingon cosplayers conversing in the tongue.
601* CulturedBadass: Klingons are passionate opera lovers.
602* DeathOfTheOldGods: According to their legends, Klingons ''slew their own gods''. According to some other legends, they did so about five minutes after being brought to life.
603-->'''Worf:''' They were more trouble than they were worth.
604* DeathWail: For the Klingon death ritual, it's traditional for those on hand to howl into the sky as a warning to the afterlife that a Klingon warrior is about to arrive.
605* DemocracyIsBad: The Klingons' brief foray into representative government is treated by their historians as a kind of Dark Age.
606-->'''Jadzia:''' ...''but'', it's interesting to note that this first and only experiment in Klingon democracy actually produced several reforms that--
607-->'''Lady Sirella:''' You are '''straying from the saga!'''
608* DidYouJustPunchOutCthulhu: The mythological first Klingon BattleCouple sacked the heavens. They read the story at weddings. That's what Klingons consider romantic.
609* DiesWideOpen: The Klingon Death Ritual involves holding the eyes of the deceased open to allow their soul to exit the body, then [[SkywardScream let out a loud howl]] to alert the warriors in Sto-vo-kor that a new warrior is on their way.
610* DrunkenMaster: "Even half drunk, Klingons are among the best warriors in the galaxy."
611** TheDrunkenSailor: And even the greatest of Klingon heroes are not allowed to receive their honors until they have proven that they can hold extreme amounts of Blood Wine.
612* EarlyInstallmentWeirdness:
613** The most obvious "weirdness" is their early appearance, which consisted mainly of a spray tan and [[GoodHairEvilHair evil hair]].
614** When they are [[Recap/StarTrekS1E26ErrandOfMercy first introduced]], they are described as a military dictatorship, with conquered planets being strictly controlled and dialogue even suggested the presence of a SecretPolice to ensure loyalty and compliance. Later works softened the Empire as a collection of mostly autonomous satellite planets, and the SecretPolice concept (along with others exclusive to Errand of Mercy) was instead pushed onto the Romulans as the Tal Shiar.
615** Klingon women were far more passive in the original series. In later installments, the role of women in Klingon society was considerably more egalitarian, as Klingon mythology included Kahless and his mate Lukara slaying 500 warriors together.
616** While Kor seems like a fairly typical Klingon retroactivly, in the Orginal Series he seems more of the exception to the rule. While the other Klingons rib the Federation for laking a martial culture, they come off as "all bark, no bite" more than not. Usually the Klingons are sneaking around abusing the terms of the peace treaty to get more worlds on their side rather than fighting directly. Far from the warriors that would rather face death than dishonor, they become uneasy when the odds aren't in their favor.
617* EnemyMine: Their own riff on the book of Genesis had the first Klingons, Kortar and his mate, dueling to the death with bat'leths. Kortar's adversary had him at swordpoint, but chose to spare him because, "If we join together, no force can stop us." And thus the Gods speaketh, "OhCrap".
618* EvenEvilHasStandards: Klingons and Romulans once shared an alliance for a number of years. Big mistake. A number of disasters -- including the Khitomer Massacre, the result of failed encroachments on Klingon colonies -- led the Klingons to develop a deep-seated hatred for the Romulans. The Romulans are probably the species that Klingon society in general despises most of all. (TOS: "The Enterprise Incident"; TNG: "The Neutral Zone") They hate the Romulans so much that a single Federation starship coming to their aid against a Romulan attack meant the difference between a lasting friendship and all-out war with the Federation. (TNG: "Yesterday's Enterprise") Worf once angrily berated Alexander for being a school bully on the ''Enterprise''-D, as it is the ''lowest'' form of dishonor for a warrior to bully those weaker than he is.
619-->'''Worf''': They have no honor! They consider Klingons and humans to be a waste of skin!
620* EvilIsHammy: Veteran Klingon Robert O'Reilly told all neophyte Klingons that the most important part was to say their lines with utmost belief, and "[[ChewingTheScenery go all the way.]]" ''Qapla'!!''
621* ExoticEquipment: Guess what Klingon males have two of... and now imagine what their females must have two of...
622* FantasticRaceWeaponAffinity: Klingons are proficient with multiple kinds of bladed weapons, but they're mainly seen wielding the batl'eth, a kind of crescent-shaped, pronged blade held from a hilt placed in the middle of its outer curve.
623* FantasticSlur: Crossing one's arms across the chest outside of a [[PersonaNonGrata discommendation]] ceremony is a grave insult in Klingon culture.
624* TheFarmerAndTheViper: Ironically for an honor-minded society, Klingons find excuses to kill each other and steal their land, or betray their Federation allies. It's less to do with greed than the Klingon propensity for violence: Chancellors are constantly [[PretextForWar directing hostilities outward]], rather than face civil war at home.
625* TheFerryman: Klingons who die without honor aren't allowed into Sto-vo-kor (esssentially the Klingon version of Valhalla), but are instead sentenced to Gre'thor, their version of Hell. The Barge of the Dead is the mythological ship to Gre'thor, captained by Kortar, the very first Klingon. When Kortar became more powerful than the gods who created him, he destroyed them, and, as punishment, he was condemned to ferry the souls of the dishonored for all eternity.
626* FeudalFuture: The culture of the Klingons is a hodgepodge of western stereotypes of the samurai, the Zulu, the Vikings, and various Native American nations — a proud, warlike and principled race. Klingon society is based on a feudal system organized around traditional Great Houses of noble lineage, to which various parts of the population owed fealty. The Great Houses are represented in the Klingon High Council, which is led by a Chancellor. Unusual for ''Trek'', Klingon women aren't treated as equals (except as soldiers in the field). They are prohibited from serving in the High Council and can't inherit control of their Houses unless they have enough money -- and no male successors. On other hand, women have a tremendous degree of clout regarding what goes on ''within'' the Houses. (This was Ron D. Moore's concession in [=DS9=], as he felt there was next-to-zero Klingon women being represented in the series.)
627* FireForgedFriends: With the Federation, first predicted by Ayelborne and then fulfilled by [[Film/StarTrekVITheUndiscoveredCountry Gorkon and Azetbur]] after the Praxis explosion. According to [[Series/StarTrekEnterprise Crewman Daniels]], the Klingons will eventually join as full-fledged Federation members.
628* {{Flanderization}}: Originally depicted in ''The Original Series'' as calculating {{Warrior Poet}}s akin to Samurai. Later became Vikings InSpace.
629** Lampshaded in ''Enterprise'', where 22nd Century Klingon doctors and lawyers comment that they're finding themselves increasingly under the thumb of the Warrior Caste. By the 24th Century, the Warriors are all that's left.
630* ForeignCussWord: "''[=PetaQ=]!''", the go-to Klingon cuss word. Exact translation never given in the show, but evidently somewhere equivalent to "bastard".
631* ForeignQueasine:
632** Live, squirming racht and gagh! (Gesundheit.) Served fresh, of course. Interestingly, gagh is actually '''more''' palatable to humans than Klingons, who hate the taste but love the feeling of something dying inside of them.
633--->'''Jadzia:''' You haven't touched your racht.\
634'''Arjin:''' No, I have. It's ''(gags)'' interesting.\
635'''Jadzia:''' No, you've been moved it around your plate to make it ''look'' like you've touched it.\
636'''Arjin:''' I didn't have to move it. It moved itself.
637** There are actually 51 different types of gagh, each with its distinct taste and texture, including Bithool gagh (which have feet), Filden (which squirm), Meshta (which jump), Torgud (which wiggles), and Wistan which is stuffed with targ blood. Yum yum.
638** ''Sins of the Father'' suggests that Klingons in general don't see the point of cooking their food, so their bodies might naturally imitate the sorts of processes that unlock additional nutrition when humans cook theirs.
639* GodEmperor: The Klingon treatment of Kahless the Unforgettable, whom they have canonized as the pinnacle of Klingon society, and whose deeds have become legendary.
640* GlorySeeker: As a rule, the Klingons seek glorious battle and glorious death above nearly all else, reveling in the notion of dying in battle to join the honored dead in Sto-vo-kor.
641* HandCannon: The visual design of Klingon Disruptors is based on an antique flintlock pistol.
642* HandWave: The Klingons' varying appearance used to be the single most popular piece of fanwank among Trekkies. The real reason for the discrepancy between TOS Klingons and their feature film and later television series counterparts was a lack of budget. Kang, Koloth, and Kor each gained a ridged forehead when they reappeared on [=DS9=]. Worf acknowledged the continuity holes when the crew of [=DS9=] visited Kirk's ''Enterprise'' in the episode "Trials and Tribble-ations," but offered no explanation, saying merely, "We do not discuss it with outsiders."
643** A canonical reason was given for the change on ''Star Trek: Enterprise'', revealing that it was caused by a failed attempt to create Klingon [[SuperSoldier Augments]], due to their fear that Starfleet were creating super soldiers after encountering some relics from the Eugenics War. Due to one of the test subjects having an alien form of flu, it mutated into an airborne plague that swept across the Empire, killing many until it was finally cured, but causing them to lose their ridges as a side-effect.
644* HardHead: It's repeatedly been shown that being whacked in the face with a sword is no more harmful to a Klingon than being whacked in the face with a staff. Those bony ridges seem to be pretty impressive natural armor. They're much more vulnerable to being stabbed in the gut.
645* HonorableWarriorsDeath: The greatest goal of any Klingon warrior is to die a glorious death in battle. Problems start when Klingons go around ''causing'' fights just so they can get there.
646* InformedAbility: Perhaps unsurprisingly, thanks to TheWorfEffect, their status as mighty warriors is this, seeing as they're routinely defeated in hand to hand combat by Humans, who are supposedly several times weaker than Klingons and have no redundant organs. This is particularly noticeable in the ''[[Series/StarTrekDeepSpaceNine Deep Space Nine]]'' season 4 opener "The Way of the Warrior".
647* JabbaTableManners: The Klingons of the ''Star Trek'' universe universally gulp and slurp down food like slobs. In their case, it is to show how tough and free of pretentious "good manners" and straightforward and honest their society is, not to show how "evil" they are.
648** Inverted in a TNG episode, when Riker joined a Bird of Prey as part of an officer exchange. As part of his hazing, he wolfed down some gagh.
649* KickThemWhileTheyAreDown: Painstiks are also used in the "Sonchi" ceremony to confirm the death of an old chancellor: Contenders seeking to become the new chancellor take turns jabbing the corpse with a painstik while issuing verbal challenges. The lack of response to these insults is taken as confirmation.
650* KlingonPromotion:
651** They're the TropeNamer and TropeMaker. In one episode, Dax explains the intricacies after hearing O'Brien and Bashir talk about the trope. Only a direct subordinate can make the challenge, and only after a severe infraction (cowardice, extreme failure, dereliction of duty). To be clear: you can't simply "assassinate" your superior officer, you have to challenge him to a formal duel.
652** The Imperial High Council is more civilized, but not by much. Gowron was once challenged by a member of the High Council while he was in the midst of a civil war against the Duras sisters. They have a duel to the death right there on the council floor, which Gowron wins. After which...
653-->'''Gowron:''' Now the war... may continue.
654* KlingonScientistsGetNoRespect: Partly justified. After all,
655-->'''Martok:''' Klingons make great warriors... but ''terrible'' doctors.
656** We actually see this work during the birth of Molly O'Brien, in ten forward. Worf acts as the midwife, blandly announcing the cervical dilation and getting agitated by Keiko's screaming.
657--->'''Worf''' (to Keiko): "You may now give birth!"
658** Lampshaded in ''Enterprise'', where 22nd Century Klingon doctors and lawyers comment on being increasingly overruled by the Warrior caste and worry about the flanderisation of their species. Towards the end of the show, in "Affliction", it's bemoaned that Klingon science suffers from the warrior mentality.
659** Apparently, by the 24th Century that philosophical social problem was resolved in Klingon society: as long as you can frame your profession as a battle in at least some abstract way, such as a lawyer working in his case against an opponent in court, that's good enough for a true Klingon.
660** One episode of ''Enterprise'' has an elderly Klingon lawyer explain that the obsession with honor through combat is actually a ''recent'' cultural shift, telling Archer that when he was a boy honor was earned through "integrity and acts of true courage, not senseless bloodshed." Given how long lived Klingons are, this would put their cultural revolution roughly around the early 2000s. [[note]] Coincidentally, this coincides well with that episode's original air date.[[/note]]
661* KlingonsLoveShakespeare: TropeNamer, first seen in the sixth movie. You can see why they'd enjoy his work, given the many plays that deal with wars and nobles, and the poetic language used.
662* LadyOfWar: Klingons have {{Bridge Bunnies}}, too, but they tend to be a little more butch. Klingon noblewomen are tough cookies, also.
663* LifeOfTheParty: According to Jadzia and Worf, at least, Klingon women are actually pretty good fun at parties. Though probably so long as you don't try to cut off the bloodwine.
664* LongLived: Klingons seem to have comparable lifespans as Vulcans, living two or three times as long as humans do. Many of the Klingon commanders that Kirk tangled with back in the day were still alive and kicking and only in the begin of their old age by the time of ''Deep Space Nine'' a hundred years later.
665* MadLibsCatchphrase: Much like Vulcans and their endless permutation of "logic", it's impressive just how many things Klingons will dub honorable or not honorable. Even some Klingons think it goes a little far sometimes.
666-->'''Ezri:''' It's very sweet.\
667'''Worf:''' Not exactly a Klingon word.\
668'''Ezri:''' It's very... honorable?\
669'''Worf:''' Better. Albeit a little obvious.
670* MartyrdomCulture: The greatest glory for a Klingon solider is to die in battle. Ritual suicide is often preferred over living life as a cripple, especially if you're a veteran. Even if you aren't a cripple, to allow oneself die of natural causes is a profound disgrace for a military family. No wonder Klingons are constantly hungry for the next big war. A key point, however, is that [[SuicideByCop a Klingon must die by the hand of (or with the assistance of) another]]. ''Unassisted'' suicide [[SuicideIsShameful is considered completely honorless]], and a one-way ticket to ''Gre'thor'' (hell).
671* MenDontCry: Spock said once that Klingons lack tear ducts; however, Klingon myth states that Kahless once filled the ocean with his tears, and at least one Klingon, Kurn, has produced tears.
672* NationalWeapon: The Bat'leth.
673** Also the [[KukrisAreKool Mek'leth]], a short sword curved inward.
674** Honorable mention goes to the "Painstik," which is [[ExactlyWhatItSaysOnTheTin self-explanatory]]. Unlike the Bat'leth, the painstiks are used mostly for ritualistic purposes. During the Rite of Ascension ceremony (essentially the Klingon bat mitzvah), a young Klingon must walk between two lines of Klingons prodding him with electrical shocks.
675* NayTheist: As the Klingons believe it, their creator gods were destroyed by the first Klingons.
676* NeverGetsDrunk: Downplayed. While Klingons certainly can get drunk, and a few drunk Klingons have been seen onscreen, they take a lot longer to get drunk than humans. Perhaps this is because, as stated once, they have two livers.
677* NobleDemon: While their society is cruel, vicious and violent by human standards, Klingons also value Honor, Courage, Honesty and Loyalty above all else.
678* NoIndoorVoice: Klingons consider it a sign of disrespect to speak softly. They like to make their presence felt.
679* PersonaNonGrata: Klingons who dishonor themselves gravely may be "Discommendated", wherein their status in society is reduced to the point where they are barely considered living, sentient beings.
680* PrefersRawMeat: When a Klingon comes aboard the USS Enterprise as an exchange officer, he says "I will try some of your burned replicated bird meat".
681* ProudWarriorRace: Easily the TropeMaker (at least in televised science fiction). We don't often see them interact with Alpha Quadrant races other than humans, but when they do, stand back and watch the fireworks.
682-->'''Romulan:''' ''(haughtily)'' Romulans don't believe in luck.\
683'''Martok:''' All the better! It leaves more for the rest of us!
684** To prove why they fit this whenever it's not an InformedAttribute making them more a race wide version of MilesGloriosus, consider the fact that the Klingons utterly ''embarrassed'' the Cardassians during their war, enough to make the arrogant Gul Dukat admit that they'd been reduced to a "third rate power."
685** They also are shown to have the Federation on the ropes in one bad alternate universe, have conquered its imperial counterpart with the Cardassians in another, and for a period of the Federation-Dominion War, bore the vast brunt of the fighting.
686* RealLifeWritesThePlot: Klingons became the primary antagonists of Kirk's crew, in part because the makeup necessary to make Romulans was too time-consuming and costly.
687* {{Retcon}}: ''Series/StarTrekDiscovery'' makes a ''massive'' change in how Klingons look and dress, looking far more "alien" than their previous Rubber-Foreheadedness.
688** This is scaled back by a wide margin in the second season in giving them their hair and (for the males) their beards back. Burnham explains (via convienient HandWave) that since the Klingons are no longer at war, they've decided to grow their hair out... though that never seemed to [[WarIsGlorious bother them before or since]].
689* RitualSuicide: A Klingon who is unable to fight, and hence is unable to live as a warrior anymore, has the traditional obligation of committing the ''hegh'bat''. Tradition dictates that the eldest son or a close personal friend must assist. That person's role is to hand the dying Klingon a knife so that he can plunge it into his heart, remove it, and then wipe the blood on his own sleeve.
690* RubberForeheadAliens: Not at first, as ''Series/StarTrekTheOriginalSeries'' showed them as HumanAliens. The rubber foreheads came with the movies and TNG-era shows. ''Series/StarTrekEnterprise'' (a prequel to TOS) would include the rubber foreheads and then explain the difference as a genetic-engineering experimant gone horribly wrong. ''Film/StarTrekIntoDarkness'' and ''Series/StarTrekDiscovery'' came up with different rubber foreheads.
691* ShootTheMedicFirst: Klingons are notorious for targeting field hospitals and doctors in their raids. From a Klingon's perspective, they are rewarding their wounded enemies with an honorable death. So it's not uncommon for Klingons to go around a ward stabbing each patient with bat'leths one-by-one.
692* SinsOfTheFather: A serious issue for dishonorable Klingons, because their dishonor is passed down for generations, at least until their grandkids, or until someone atones. And it cuts both ways - a parent can be sentenced to Gre'thor for the sins of their children.
693* SkywardScream: Klingon death rituals include holding open the eyes of the recently deceased, then letting loose a mighty roar to the sky, warning the afterlife that a Klingon warrior is on their way.
694* SlapSlapKiss: Klingon foreplay... is energetic. When choosing a mate, it is traditional for a female Klingon to bite the male's face, allowing her to taste his blood and get his scent. Actually, the male comes out looking the worse for wear. Worf once tells Wesley Crusher that per the Klingon mating ritual, "Men do not roar. ''Women'' roar. Then they hurl heavy objects." Of men, Worf says "He reads love poetry. He ducks a lot."
695* SneakySpySpecies:
696** In ''Series/StarTrekTheOriginalSeries'', espionage is a specialty of the Klingons (influenced as they were by Cold War-era Russia). Of course, this was prior to the dramatic shift in depiction that saw them portrayed as the ProudWarriorRace we know today.
697** Subverted in ''Series/StarTrekDiscovery'', where espionage and infiltration turns out to be the specialty of House Mo'kai, the leading faction of the Klingon Empire, rather than a species-wide hat.
698* SoldierVsWarrior: An interesting mix of both. Like warriors, Klingons devote their lives to preparing for battle and way of life. They place a strong emphasis on individual achievement and individual glory. Like soldiers, they devote themselves to a greater cause namely the empire. Individual glory or goals are second to the greater good of the empire. They are willing to retreat when necessary and not waste resources on individual glory that could jeopardize the war effort. Disobedience and stupidity is punished with a dishonorable death. Generally, they consider themselves soldiers first and warriors second especially in times of war. After all, the Klingons have a saying, "Only a fool fights in an burning house", though [[Film/StarTrekIIITheSearchForSpock at least one Klingon found it "exhilarating".]]
699* SpaceOrcs: Classic aggressive, warlike aliens with a culture focused entirely on war and MightMakesRight. They've even gone through a similar arc as orcs have in fantasy, from the Tolkien-orc-like nearly-AlwaysChaoticEvil antagonists of ''Series/StarTrekTheOriginalSeries'' through their softening and fleshing-out in various films and ultimately to the Blizzard-orc-like sympathetic {{Proud Warrior Race|Guy}} of ''Series/StarTrekTheNextGeneration'' and later.
700* SpareBodyParts: There is a good deal of multiple redundancy in their organs, a novelty they call ''brak'lul''. This allows Klingons to survive severe injuries in battle. They have twenty-three ribs, two livers, an eight-chambered heart, three lungs, multiple stomachs, and even redundant ''neural function''. It's best not to wound a Klingon unless it kills him outright, although the episode that introduced this concept also noted that [[SurprisinglyRealisticOutcome having so many biological redundancies has the drawback that it also means extra chances for something inside the body to go wrong]]. Funnily, Klingons are comparatively ignorant about their own biology as their medicine is poorly developed. This was largely due to warrior tradition: a wounded Klingon is expected to use the last of his strength to slay the enemy, or to kill themselves honorably.
701* StrongAsTheyNeedToBe: Though they're stated to be somewhat stronger than humans, their strength varies wildly throughout the franchise; often they don't seem any tougher than any other Mook, though Worf often performs one-handed [[NeckLift Neck Lifts]] against people who displease him and Kruge clearly came across as much stronger than Kirk when the two of them fought at the end of ''The Search for Spock''.
702* TeethClenchedTeamwork: [[DownplayedTrope Downplayed]] with the Federation. They actually work together extremely well when on the same side, as noted in the Dominion War, but their different values generally make it very hard for Federation members to get on with Klingons on a personal level.
703* ThemeNaming: Klingons love the letter K. ''The Original Series'' gave us the iconic triumvirate of Kang, Kor, Koloth, and Kahless; and the movies have Kruge, Klaa, Koord, and Gorkon. And on the Enterprise, there's [[OddNameOut Worf]]. In the Expanded Universe, their home planet used to be called Klinzhai, but the official canon later renamed it Qonos (pronounced with a K sound).
704* UsedFuture: In contrast to the sleek and cutting-edge feel of Federation ships, Klingon ships tend to feel industrial with dingy colors and little emphasis on crew comforts. This is often paired with cloaking abilities, making a ship analogous to an attack submarine.
705* VestigialEmpire: They went through a period of this between the 2150s and 2256, as the Great Houses' in-fighting reached a breaking point and left the Empire in a state of perpetual civil war. T'Kuvma eventually snapped them out of it via a GenghisGambit against the Federation, which is what sets the events of ''Series/StarTrekDiscovery'' into motion.
706* WarIsGlorious: The whole point of Klingon society.
707* WarriorHeaven: Sto-Vo-Kor, where Kahless awaits those who die honorably in battle.
708* WarriorPoet: It turns out many of William Shakespeare's works (particularly the histories, which are quite bloody and violent) are quite popular throughout the Empire, which ends up becoming the TropeNamer for InTheOriginalKlingon.
709* WildHair: Most Klingons, especially those seen in the TNG-era, allow their hair to grow long and wild. That Worf combs or ties back his hair drives home his reserved nature and the effects of growing up around humans.
710* WithFriendsLikeThese: When allied with the Federation, they are an awesome ally! Unfortunately, their government system is ''incredibly'' violent and possibly even unstable, with transfers in power occurring often with outside intervention for the sake of maintaining a modicum of order in the Alpha Quadrant.
711* YellowPeril: TOS Klingons are portrayed with dark skin and Fu Manchu facial hair suggestive of Asian peoples. In fact, the only physical description of them in the script for "Errand of Mercy" (the Klingons' first TOS story) is "oriental" and "hard-faced". Then again, budget constraints limited creativity.
712** Oddly, the Klingons typically fill the DirtyCommunists role, with the Romulans standing in for China. This became more apparent on TNG, when the Romulans adopted more [[GoodHairEvilHair severe hairstyles]] while the Klingons [[VodkaDrunkenski took up drinking]], not to mention the series' TokenHeroicOrc being literally adopted by humans in Minsk.
713[[/folder]]
714
715[[folder:Kromsapiods]]
716[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/kromsapiod.png]]
717----
718Debut: [[WesternAnimation/StarTrekLowerDecks LD]], "[[Recap/StarTrekLowerDecksS3E02TheLeastDangerousGame The Least Dangerous Game]]"
719----
720Sapient predators possessed of a biological urge to hunt, the Kromsapiods nonetheless deeply respect life and satisfy their biological urges through ritualized, catch-and-release hunts.
721----
722* AlienBlood: Their blood is bright green.
723* BladeBelowTheShoulder: They have sharp blades growing from their forearms, which they can tear out for use as weapons.
724* HuntingTheMostDangerousGame: Their ritual hunts can and will target intelligent beings, although in these cases they make a point of only going after aware and consenting targets.
725* PredatorPastiche: They're heavily based on [[Franchise/{{Predator}} the Yautja]], being intimidating eight-foot-tall animalistic aliens whose culture revolves around finding prey to hunt using advanced harpoons and boomerangs, changed ''just'' enough to avoid copyright.
726* ProudHunterRace: They're hulking sapient predators with a deep-seated urge to hunt that becomes deeply frustrating if left unaddressed for too long. However, they also respect life above all else, and as such use ritualized, non-lethal "catch and release" hunts to sate their instincts by pursuing willing sapient prey, subduing it non-lethally (although they have no particular qualms about causing reversible injury, which in the 22nd Century can be quite a lot), and taking a few pictures to commemorate the occasions before releasing it. The hunt's setup is an involved affair where the prey is given an hour's head start while the Kromsapiod undergoes a ritual, paints their face, and inhales vapor from special candles.
727* SeriousBusiness: Hunting is everything to them, to the point that they'll go mad if they don't hunt every so often.
728[[/folder]]
729
730[[folder:Kwejian]]
731[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cleveland_booker.png]]
732----
733Debut: [[Series/StarTrekDiscovery DIS]], "[[Recap/StarTrekDiscoveryS3E01ThatHopeIsYouPartOne That Hope is You, Part 1]]"
734
735Homeworld: Kwejian
736-----
737
738A race of HumanAliens from the planet of the same name. They were a pre-warp civilization until the late-31st or early 32nd century, when the Emerald Chain syndicate "uplifted" them via a LeonineContract.
739----
740* DetonationMoon: Their homeworld is destroyed in "Kobayashi Maru" when a gravitational NegativeSpaceWedgie shatters their moon and sends the debris raining down on the planet's surface.
741* TheEmpath: Some Kwejian have psychic powers, focused through a kind of ritual, to communicate with plants and animals.
742* HumanAliens: Identical to humans. The first one we meet even has a human name, but that turns out to not be his birth name.
743* LeonineContract: Their deal with the Emerald Chain. In return for exporting their already-endangered trance worms to the Andorians and Orions, the Chain provides repellant for the sea locusts devouring Kwejian's crops. Said repellant is toxic in the long term, but it beats starvation.
744* NamedAfterTheirPlanet: The planet Kwejian.
745* NatureHero: The Kwejian have a strong affinity for nature, and consider themselves the stewards of their planet rather than its masters.
746* PowerGlows: Empathic Kwejian have glowing yellow runes on their foreheads while using their powers.
747* TraumaCongaLine: Hoo boy. First, their moon's orbit shifts following the Burn, disrupting their tides and unleashing hordes of sea locusts onto the surface, devouring their crops and threatening mass starvation. Then the Emerald Chain shows up and offers them a LeonineContract, demanding the Kwejian hand over their trance worms in return for pesticides. And then, [[YankTheDogsChain a few months after both problems are solved]], their moon gets blown up by a NegativeSpaceWedgie, showering the planet in debris and stripping it of life, Kwejian included. The only survivors are those who happened to be off-world at the time, and given their level of technology, that's not many.
748* WorldTree: Their homeworld has one, with a root network that spans much of the planet. Kwejian who come of age will take a small sample of sap, add a drop of their blood, and wear it in a vial around their neck.
749[[/folder]]
750
751[[folder:Kzinti]]
752[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/2008_05_03_slaver_weapon.jpg]]
753->''"If we are captured, the Highest of Kzin will repudiate us. But if we succeed, you are meat for our tables!"''
754----
755Debut: [[WesternAnimation/StarTrekTheAnimatedSeries TAS]], "[[Recap/StarTrekTheAnimatedSeriesS1E14TheSlaverWeapon The Slaver Weapon]]"
756
757Homeworld: Kzin
758----
759
760A group of warlike cat-looking aliens, who had some bad run-ins with Earth and, later, the Federation. Originally appearing as {{Canon Immigrant}}s in an episode of ''TAS'' written by their creator, Larry Niven, rights issues prevented the Kzinti from appearing elsewhere, until an episode of ''Series/StarTrekPicard'' established them as still being around, and ''WesternAnimation/StarTrekLowerDecks'' added a semi-recurring Kzinti ensign to the crew of the U.S.S. ''Cerritos''.
761----
762* AlwaysChaoticEvil: From what little we see of them, they're constantly on the lookout for ''anything'' they can use to go to war with humanity again.
763-->'''Sulu''': The Kzinti fought four wars with Humankind, and lost all of them. The last one was ''two hundred years ago'', and you haven't learned a thing since!
764* BigBadWannabe: For all their tough talk, they've been almost completely demilitarized since their last war with Earth, meaning they can't really back it up with force.
765* BizarreAlienBiology: For a start, they've got different rib arrangements from humans. They also have telepaths, and the females of their species aren't even sentient [[note]]though if female Kzinti are anything like female Caitans, that last fact may actually be a lie[[/note]].
766* {{Canon Immigrant}}s: From Larry Niven's ''Literature/KnownSpace'' novels.
767* CatFolk: In a different way from the Caitans. They don't purr at the end of sentences, for one. This is different from the novels they're from, where they're not ''actually'' feline, they just look sort of like them.
768* ContinuitySnarl: Their introductory appearance is, even by early Trek's shonky continuity, difficult to reconcile with what's established elsewhere. Apparently they fought (and lost) four interstellar wars with Earth in the late 21st century, mere years or decades after humanity's first warp flight in 2063.
769* ADogNamedDog: According to ''Literature/KnownSpace'', that Kzinti are not named at birth; they must earn their names through advancing the interests of their government. Unnamed Kzinti have lower status, and are referred to by the name of their profession, such as 'Telepath'. While "The Slaver Weapon" doesn't explicitly confirm this, it does appear to remain consistent with it.
770* EarlyBirdCameo: Before being officially introduced in ''the Slaver Weapon'', the Kzinti were namedropped by Keniclius 5 as one of the great threats of the universe in ''Infinite Vulcan'', and a Kzin appears as a member of the Elysian Ruling Council in ''the Time Trap''.
771* FantasticRacism: Taking DoesNotLikeSpam to its heights, they hate vegetarians. Even thinking about vegetables can give their telepaths a case of the screaming oojahs.
772* GreatOffscreenWar: Apparently got into several rumbles with humanity in the late 21st century, which the fuzzballs lost decisively. It's worth noting that, as depicted in ''Film/StarTrekFirstContact'', humanity was barely warp-capable at the time.
773* LeanAndMean: Kzinti are tall, and have gangly arms and legs compared to humans.
774* ProudWarriorRaceGuy: So much so that if a Chuft-Captain gets beaten in a fight by a ''veggie'', he won't dare call for back-up, because what sort of proud meat-eater gets beaten by someone who eats spinach? (At least, not before he's made sure the veggie-lover won't tell anyone what they did.)
775* StockYuck: Like toddlers, the Kzinti hate vegetables.
776* {{Telepathy}}: Some Kzinti are capable of this, though it seems to take a lot out of them. Particularly if the person whose mind they're reading starts thinking about eating vegetables.
777* ToServeMan: They will eat humans, given half a chance.
778[[/folder]]
779
780[[folder:Letheans]]
781[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/star_trek_lethean.png]]
782->''"You're staying right here, trapped on this station, watching while I destroy you piece by piece. And when all the best parts of you are gone, when there's nothing left but a withered shell, then, and only then, will I put you out of your misery."''
783----
784Debut: [[Series/StarTrekDeepSpaceNine DS9]], "[[Recap/StarTrekDeepSpaceNineS03E18DistantVoices Distant Voices]]"
785----
786An imposing race of tusked telepaths, Letheans are greedy thugs-for-hire who are equally adept at physical and mental force.
787----
788
789* GeniusBruiser: The mental projection a Lethean can insert into another's mind draws upon the victim's own memories and fears to become a brilliant, taunting juggernaut, even if the Lethean in question is DumbMuscle (like the ''real'' Altovar was).
790* GlassCannon: As mentioned, a Lethean's mental projection is dangerous, but if their victim can regroup and remember that a mind under attack is ''still their own mind'' it goes down like a socially-inappropriate simile.
791* HornedHumanoid: As you can see from the picture, they've got a bunch. And since they're jerks, it counts as HornsOfVillainy.
792* LightningCanDoAnything: The scripts describe and the finished episodes demonstrate the Letheans mental attacks as electrical discharges.
793* MindProbe: One aspect of their mental powers.
794* MindRape: Lethean mental attacks plunge their victims into nightmare scenarios, and their MindProbe doesn't look too fun either.
795* OnlyInItForTheMoney: The only Letheans we've seen so far were greedy opportunists who've been shown to be willing to use their powers to make money unscrupulously.
796* RedEyesTakeWarning: They've got red eyes, and they're pretty nasty customers.
797* ShockAndAwe: They appear to have the ability to produce bioelectricity from their hands, which is tied to their mental powers.
798* ToThePain: The above quote describes the way Letheans destroy minds.
799* YourMindMakesItReal: Most people don't survive the MindRape experience, but Bashir managed to by recontextualizing his situation in a way that allowed him to wipe out Altovar's mental projection. Apparently that's the trick.
800[[/folder]]
801
802[[folder:Lurians]]
803[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/9b555008_52f1_4bc8_8c1c_092fffb9df67.jpeg]]
804->''"You know Morn, he never shuts up."''
805----
806Debut: [[Series/StarTrekDeepSpaceNine DS9]], "[[Recap/StarTrekDeepSpaceNineS01E01E02Emissary Emissary]]"
807
808Homeworld: Luria
809----
810A humanoid race from the Ionite Nebula, Lurians are easily recognizable by their mottled grey-brown skin, puggish noses, and wide, droppy mouths. They aren't big players in galactic affairs, but individuals crop up in places of importance from time to time.
811----
812* AmusingAlien: Their appearance and demeanor are often played for laughs, even though they don't have any lines.
813* NamedAfterTheirPlanet: Their homeworld is called Luria.
814* PerpetualFrowner: Justified; that's just how their face is shaped.
815* {{Retcon}}: In "Who Mourns for Morn?", Quark comments that Morn has lost his hair. Every Lurian we've seen since is as bald as he is.
816* SpareBodyParts: Two (apparently metal-resistant) stomachs, more than one heart, and at least four lungs.
817* SpearCarrier: The only regular Lurian character is Morn, Quark's best customer on Deep Space 9. Others appear in background shots but don't do much of importance on their own.
818* TheVoiceless: A RunningGag in ''Deep Space Nine'' is that Morn the Lurian is a chatterbox, but never actually speaks on-screen. ''Discovery'' continues this tradition with other Lurian background characters.
819[[/folder]]
820
821[[folder:Malon]]
822[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/malon_4275.jpg]]
823->''"Their ships are poison."''
824----
825Debut: [[Series/StarTrekVoyager VOY]], "[[Recap/StarTrekVoyagerS5E1Night Night]]"
826
827Homeworld: Malon Prime
828----
829Fat, leprous waste extractors hailing from Malon Prime in the Delta Quadrant. Sporting the most noxious line of ships NOT named ''Exxon Valdez'', and the social responsibility of [[WesternAnimation/CaptainPlanetAndThePlaneteers Looten Plunder]], the species lags far behind other civilizations in their handling of starship by-products; namely theta radiation, the cause of their skin problems.
830----
831
832* AlwaysChaoticEvil: Their first two appearances ("Night" and "Extreme Risk") portray them as bog-standard bad guys who pollute space just because they want to. {{Subverted}}, however, with "Juggernaut", which fleshes them out a bit and shows that at least a few of them are sympathetic.
833* CaptainErsatz: Taking inspiration from a certain Creator/DavidLynch film, eh? ...Ah, ''Eraserhead'', of course!
834* DangerousWorkplace: Waste disposal is one of the most lucrative jobs in their society, because all that radiation is not good for your health. It's even worse for the core laborers. Their deaths are practically guaranteed, but they make in one run what the grunts make in a year, benefiting their families.
835* EvilInc: Evidence suggests the Malon ''could'' recycle their energy if they so desired, but technological advancement is being stonewalled by giant energy companies, et cetera. After all, the Waste must flow....
836* EvilRedhead: Chalky-looking gingers, in oversized rubber suits.
837* GreenAesop: Ah, the subtleties of late-90's environmental messages.
838* LandfillBeyondTheStars: Malon Prime is supposedly the jewel of the Delta Quadrant. It's kept that way because they have an entire industry dedicated to dumping their waste output in other star systems.
839* NamedAfterTheirPlanet: Yep, Malon Prime.
840* ThingsThatGoBumpInTheNight: The Vihaar is a bogeyman in waste exporter parlance: A foul creature who skulks around Malon garbage scows and is undetectable to sensors. The myth was proven to have some basis in reality when a core laborer become theta radiation-resistant (a rare occurrence), went mad and started picking off his co-workers. His resistance to the radiation allowed him to soak up so much of it that he couldn't be distinguished from the ambient radiation.
841[[/folder]]
842
843[[folder:Medusans]]
844->''"While the thoughts of the Medusans are the most sublime in the galaxy, their physical appearance is exactly the opposite."''
845----
846Debut: [[Series/StarTrekTheOriginalSeries TOS]], "[[Recap/StarTrekS3E5IsThereInTruthNoBeauty Is There in Truth No Beauty?]]"
847
848----
849A telepathic, non-corporeal species renowned for their navigational skill. Their appearance is so utterly bizarre (or "ugly") that simply seeing one without taking appropriate precautions can induce permanent insanity. Originally a one-off species created for TOS, ''[[WesternAnimation/StarTrekProdigy Prodigy]]'' brought the Medusans back in a big way by making one a main character.
850----
851* BadPowersGoodPeople: The two Medusans who've appeared in the franchise are fairly amiable and non-malicious, even though their very existence is highly dangerous to corporeal beings.
852* BrownNoteBeing: Their most famous attribute. Looking at one without a filter of some kind will drive most humanoids mad. Even glimpsing a reflection of one can induce LaserGuidedAmnesia of the event.
853* EnergyBeings: Medusans are non-corporeal and resemble a swirling ball of energy.
854* HiveMind: Their society consists of numerous hive minds, although they do have individual personalities.
855* InformedDeformity: Everyone on the ''Enterprise'' refers to Medusans as being so ugly it drives people insane, but as Miranda Jones points out, it might as well be insanity-inducing beauty.
856* MeaningfulName: Named after the gorgon {{Medusa}}, who is similarly dangerous to look at. Presumably that's not the species' true name, just one coined by humans.
857* NoBiologicalSex: Medusans, being non-corporeal, are genderless.
858* {{Telepathy}}: Medusans can read the minds of humanoids around them, and presumably communicate this way among their own kind.
859[[/folder]]

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