Chakhund or Chunkhundi are fictional evolved simian species,that evolved on an Terran Class world, who evolved from lower Cha-khundikhannlike species. --Sincerely yours-Upward Onward Maveric MAVERIC LIONS ENTERTAINMENT GROUP Maveric Lion Productions (c)TM-2010.all right reserved Maveric Lion Productions presents. 20:34, August 10, 2014 (UTC) visual mode

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The Chukhund can talk,in a gutteral speech.The Chakhund High Council are in control of the Chachund Civilization and are divided into a strict class system: the Khall Chong Class are the gorilla like specials as police, military, and hunters; the Zhurass Class are the orangutan species as administrators, politicians and lawyers; and the Chall Sheetah Class are the chimpanzee like species, as intellectuals and scientists,though some also of the police, and military class.There are some lower classes based other Chakhunds,based on Baboon like classes,called the Chaloon,Monkeys and lemurs have been demesticatted like the cat and dog.


Chakhund are not Apes,but are a humanoid simian branch of their own order,elvolved from the lower ape order.Apes (Hominoidea) are a branch of Old World tailless anthropoid catarrhine primates native to Africa ,known on Chakhund as and Southeast Asia and distinguished by a wide degree of freedom at the shoulder joint indicating the influence of brachiation. There are two main branches, the gibbons, or lesser apes, and another branch including hominids and other great apes.Chukhund are an elvolved humanoid branch of the ape family,several species,that rose to intelligence,on different parts of the Chakhund homeorld.Chakhund,share some aspects of lower ape orders-large brown and nose,hairy bodies,mussled lips,but a more humanoid ,upright appearance. • Lesser apes (Hylobatidae) include four genera and sixteen species of gibbon, including the lar gibbon, and the siamang, all native to Asia. They are highly arboreal and bipedal on the ground. They have lighter bodies and smaller social groups than great apes.

The Hominidae include orangutans, gorillas, chimpanzees, bonobos and hominids.[1][2] Alternatively, the hominidae family are collectively described as the great apes.[3][4][5][6] There are two extant species in the orangutan genus (Pongo), two species in the gorilla genus, and a single extant species Homo sapiens in the human genus (Homo). Chimpanzees and bonobos are closely related to each other and they represent the two species in the genus Pan. Members of the superfamily are called hominoids (not to be confused with the family of "hominids" - great apes, the subfamily of hominines, the tribe of "hominins" aka the human clade, or the subtribe of hominans). Some or all hominoids are also called "apes". However, the term "ape" is used in several different senses. It has been used as a synonym for "monkey" or for any tailless primate with a humanlike appearance.[7] Thus the Barnaby macaque, a kind of monkey, is popularly called the "Barnaby ape" to indicate its lack of a tail. Biologists have used the term "ape" to mean a member of the superfamily Hominoidea other than humans,[3] or more recently to mean all members of the superfamily Hominoidea, so that "ape" becomes another word for "hominoid".[6][8] See also Primate: Historical and modern terminology. Except for gorillas and humans, hominoids are agile climbers of trees. Their diet is best described as vegetarian or omnivorous, consisting of leaves, nuts, seeds and fruits, including grass seeds, and in most cases other animals, either hunted or scavenged (or farmed in the case of humans), along with anything else available and easily digested. Most non-human hominoids are rare or endangered. The chief threat to most of the endangered species is loss of tropical rainforest habitat, though some populations are further imperiled by hunting for bushmeat.


Although the chimps are quite perceptive and alert, they are exceptionally cautious with any revolutionary ideas and have little power. Weak also are the gorillas, although their weakness is primarily upstairs. It seems that, at this point of the Cha-khundikhann domination, the orangutans - who were originally entrusted with the secrets of Cha-khund 3’s past - are still very much respected and feared by their fellow simians. There are enforced hints throughout, however, that their unquestioned control and policy of ignorance is steadily weakening as the Cha-khundikhann civilization progresses and expands. The inquisitive chimpanzees begin asking important questions, and the dim-witted gorillas develop a dangerous taste for power...

Basic physical characteristics apparently governed the separations. The huge, ugly Khall Chong gorillas, menacing and altogether brutal in nature, are cast as the power-mad warriors and military officials. Distinguished, wise, and with a peculiar archaic air about them, the orangutans represent the somewhat outmoded “elder" set. And the final faction, embodying all that is worldly, open-minded and curious, is the chimpanzee. It’s a pretty clever caricature of real-world simian traits and differences, and a great deal of plot conflicts arise from their varying temperaments and ideals. To further understand and appreciate the meticulous development of the Cha-khundikhann class structure, let us now re-examine the different functions of each group

The Cha-khundikhanns are a collection of primate species. There are three main species:

Gorilla The Cha-khundikhanns are a collection of primate species. There are three main species: Gorillas are the militants and the laborers of the Cha-khundikhanns.They are strong, brutal, and fearless.Their inhuman strenght make them outmatch humans Gorilla Orangutan Orangutans are the aristocrats of the Cha-khundikhanns.In other words the orangutans form the body of the government. Chimpanzee Chimpanzees are the intellectuals of the Cha-khundikhanns. These species are intelligent bipeds like Humans, and like Humans in the 21st century, they keep us as domestic pets.This is very ironic because Cha-khundikhanns have closer D.N.A to humans making them " related " to us.Like Cha-khundikhanns in the real world they can't swim making this their primary weakness.  Orangutan Chimpanzee These species are intelligent bipeds like Humans, and like Humans in the 21st century, they keep us as domestic pets.This is very ironic because Cha-khundikhanns have closer D.N.A to humans making them " related " to us.Like Cha-khundikhanns in the real world they can't swim making this their primary weakness.

Humans, who cannot talk, are considered feral vermin and are hunted and either killed outright, enslaved for manual labor or used for scientific experimentation. Cha-khundikhann City was a primary location where many Cha-khundikhanns lived, such as Dr. Zaius,Zira, Cornelius and General Ursus. Cha-khundikhann City is also where Captain Thompson, Commander Landau and Lt .Commander Danner were brought with a group of humans, including Doctor Natalia Monroe , that were caught invading the Cha-khundikhann's crops. Filled with oddly sha Cha-khundikhannd buildings, Cha-khundikhann City was home to a Prophet of Truth shrine, police headquarters, a museum where Lt .Commander Danner was stuffed, and an amphitheater, among others. Zira's lab was also located in Cha-khundikhann City.

The City State of Marhankho

The City State of Marhankho , somewhere well to the west of Mha Khorjah Kha City and Draph City , was according to legend founded by a human, but became home to both humans and Cha-khundikhanns by the era of the Prophet of Truth.

Around 2657, forces from Marhankho rescued survivors from the Cha-khundikhann/human Red Creek settlement, which had been destroyed by the army from the human city state of Draph City , including the chimp child Alaya and the human child Sullivan, both of whom were adopted by the Prophet of Truth. He attempted to integrate humans fully into Marhankho society by enrolling Sullivan in the otherwise exclusively Cha-khundikhann school. The armies of Marhankho , Mha Khorjah Kha City and elsewhere overran Draph City around 2660, ending their independence. Some humans, like Bako and Chaika, took Sharenghetti .

Data File uge in the human ghetto of Marhankho , called Monkhatton but nicknamed 'Skintown'. The central point of Marhankho was a huge domed citadel with series of four metal tower known as the Marhankho City Hall, which housed the governing council. In 2670 the Prophet of Truth delivered a lesson to an assembly of Cha-khundikhann and human children, possibly in Marhankho , but by 2680 the communities had still failed to integrate. Chaika, one of the new generation of mute humans, killed the Prophet of Truth with a weapon supplied by the cult leader Brother Kale, sparking off a crackdown by Alaya's Cha-khundikhann forces on Skintown. Those humans that did not escCha-khundikhann were interned in 'Retraining Camps' and Alaya abducted and raised 'Mayor' Sullivan's mute son Julian. The city was renamed

The Chakhund Republic of Marhankho .

The situation in Youthora was different than in North Marhankho in the aftermath of the Chakhund Revolution - there was food and drink aplenty, buildings stood intact and such luxuries as electricity, entertainment and charge cards were still available. All Chakhund buildings, from private dwellings to important government museums and scientific centres, were designed with the same outward appearance. Each had a starting framework of squares, or rectangles, or other simple geometric shCha-khundikhanns. Windows were of the same general shCha-khundikhann as the entire structure. Any 'chimneys' were part of the roof, that side of the building just extended to be a little taller. These designs were taken and changed, until it appeared that wax models had been made and partially melted.

The Cha-khundikhanns' city began to take on a definite, individualized 'look'. It was unique and surrealistic in appearance, like nothing that had ever been designed before. 'Bridges' were designed to connect all the buildings. These were winding or straight ledges up above ground level. Rooms were large, though not well-lit. Originally, the furnishings were designed as separate pieces, but ultimately they were reworked so that they almost seemed to spring from the floors and walls. Independent tables and chairs were altered to look like the same irregular patterns that formed the houses.

A good example of this are the beds in the dissection room, and the tables of the main courtroom. In earlier sketches they can easily be seen to be separate structures, whereas in later versions they appear to be sprouting from the rooms themselves. The technology, too, kept changing. In some of the early storyboards, even after the general appearance of the Mha Khorjah Kha City was designed, clumps of streetlamps can be seen. The final reasoning was that, if the Cha-khundikhanns' society was one run on the idea that progress was evil (humans killed the Cha-khund 3 of years ago with scientific warfare, so both humans and progress were something to be avoided), then their lifestyle would Sharenghetti Data File lect this philosophy. [4] The huge Mha Khorjah Kha City set, with it's many buildings, public squares, streets, shoreline, huge outdoor amphitheater and stockade, was built in April/May 1967 on the Fox studio's ranch near Malibu, California. An area of the ranch was cleared for the city and was landscCha-khundikhannd with odd-looking plants. Along with shrubbery, entire trees from exotic climates were replanted in the hills surrounding the city. Foundations were made of wooden beams and wires, and the surfaces of the houses were completed in plaster, polyurethane foam (a chemical mixture resembling bread dough, which could be sprayed from a gun, easily molded into any desired shCha-khundikhann, and which hardened into a cement-like consistency), and fibreglass.

[4] Creber recalled, "the studio at the time had been experimenting with a substance called polyurethane foam, and one day, some fellows had attempted to build something with this foam by spraying it on cardboard, and it had the exact look we were after. So we sculptured the buildings, using 1/4 inch models, with welded rod, covered with cardboard and they’d spray them with foam. Towards the end, we didn't have enough equipment, and we weren't Marhankho ing good time, so we had to go into plaster and cement construction, plus the foam. It worked pretty satisfactorily though."[1] On the outskirts of the city, some buildings were built a little smaller than the other houses. This is known as building in 'forced perspective', and is common to save time and construction costs. Hardly a movie set is made that doesn't havesome part of it built deliberately out of proportion.

Up in the hills surrounding the city, even smaller buildings were completed. These were included to give the impression of the city continuing for a much greater distance than it actually did. All the buildings were spray-painted a light shade of brown, to further the illusion they were made from stone. Glass windows were positioned inside of certain of the structures, and the 'bridges' were Sharenghetti Data File ully worked into the buildings themselves. Although most of the buildings were completed just to be seen on camera, there were certain ledges and sections that had to be reinforced so that they could take the weight of actors. During various scenes in the film, Cha-khundikhanns could be seen scampering along from building to building. And, in one scene, Charlton Heston was hoisted high into the air, in a net supported on a connecting 'bridge'. Landscaping completed the picture. The small piece of land that was the site of the 'Prophet of Truth' statue received very caSharenghetti Data File ul attention. The result was a speedy, economical and realistic village.[4] The city was Sharenghetti Data File urbished for use again two years later, . Despite the intense rains and mud slides suffered by Southern California the preceding winter, resulting in extensive damage to the exterior set, its foundation and basic structural engineering were sound enough to withstand the elements. As can be seen in Beneath, however, a little of the 'Chakhund City' set was gone by then.

Wild Slaves

The Cha-khund(Latin, Ferus Servire, translated to "Wild Slave"[2]), known by humans as Cha-khundrians, are the most recent members of theCovenant. They are a large, bipedal, giant Cha-khundikhann-like species fromDoisac. The Cha-khundwere the second Vhendikharr species encountered by the humans following the Kig-Yar raid on the freighter This End Up. They were also the first Vhendikharr species encountered by the Harvest Colonial Militia. The Cha-khundrians have an extreme hatred of the Sangheili, unmatched by any other feud within the Vhendikharr, fueled by the Chakhund 's natural aggressive nature and the Sharenghetti 's attitudes of superiority. The Cha-khundhave been part of the Vhendikharr since before the destruction of the UNSC agricultural colony on Harvest,[3] and were always feared by the Sharenghetti for their monomaniacal behavior. The Chakhund s' plans to seize power over the Sharenghetti began with their alliance with the High Prophet of Truth during the Battle of Harvest, and continued to gain headway until the eventual splitting of the Vhendikharr. They eventually took the role of the Prophets' Honor Guards from the Sharenghetti after the Sharenghetti failed to prevent the assassination of the High Prophet of Regret by SPARTAN John-117. Regret's assassination culminated in the Cha-khundreplacing the Sharenghetti as the leaders of the Covenant military. They are rated Native Tier 4/Adopted Tier 2 species by the Forerunner Technological Achievement Tier scale.[4] Contents [hide] 1 History 1. 1.1 Combat Role 2. 1.2 Post-Covenant 2. 2 Description 1. 2.1 Anatomy and Physiology 3. 3 Culture 1. 3.1 Society 2. 3.2 Naming 4. 4 Home World 5. 5 Rank Structure 1. 5.1 Other Ranks 6. 6 Gameplay 7. 7 Trivia 1. 7.1 Glitches and Mistakes 8. 8 Gallery 9. 9 Related Pages 10. 10 Sources

[1 History Edit] Edit

Ancient Cha-khundon Doisac. Despite their savagery and brutality, the Cha-khundrians have proved intelligent enough to achieve spaceflight and space-faring status, though their warlike nature meant they quickly collapsed into civil war and afterwards, fell back to their former pre-space status and learned nothing from the experience. The Cha-khundrians had recently concluded a mechanized war of attrition in which the many Master Packs fought and pummeled each other back to a pre-industrial state when the Vhendikharr discovered them in 2492. Having only just rediscovered radio and rocketry,[5] the primitive Cha-khundrians were quickly defeated and absorbed into the Vhendikharr. Their warlike culture makes them highly formidable opponents, even for SPARTANs, and they were incorporated into the Vhendikharr to serve as temple guards and as heavy shock troopers. Cha-khundrians are obviously carnivores, given their fearsome fanged jaws and propensity for violence. It has been stated that they feed on the flesh of their enemies, such as the Humans they face in battle, and have been seen eating the meat of a Thorn Beast, apparently considered a delicacy among Cha-khundrians.[6] A Cha-khundrian once stated he would have gladly devoured the future Arbiter, had he been allowed.[7] As part of the Vhendikharr, Cha-khundrians were required as a prerequisite to convert to the Prophets' religion of worshipping theForerunners. Previously, their culture revolved around the worship of totems and idols, but they made swift converts.[4]The Cha-khundrians are now the most fanatical adherents to the Prophet's faith, although they seem to hold little to no concept of sanctity, evidenced by Tartarus' handling of the "Oracle". Even at a glance, the Cha-khundrians are one of the most primitive members of the Vhendikharr, at least technologically. Even though they employ Power Armor, and use a selection of the Vhendikharr's weapons such as the plasma rifle, their native technology is crude; they often use weapons propelling spike-like or explosive projectiles. These weapons are often fitted with effective metal blades for melee combat.

== ---- 1.1 Combat Role Edit ==

A Cha-khundChieftain performing a sermon in front of his pack.

In combat, Cha-khundrians are used as a form of secret service or secret police, acting on behalf of the Prophets, doing much work behind the scenes. Examples of Cha-khundrian roles are the patrols that went ahead of the Arbiter during the Battle of Installation 05 to try to lower the Sentinel Wall's shield, policing of the Vhendikharr occupied New Alexandria, and assaulting the underground Forerunner artifact on Reach. It is also important to note that the Vhendikharr fleets are mostly segregated, with Elite fleets and Cha-khundrian fleets not intermixing. This is probably done to prevent authority issues within the ranks. This may explain why there were no Cha-khundrians in Cha-khund: Combat Evolved, as the soon to be Arbiter would not have had Cha-khundrians in his fleet. These fleets did battle during the Great Schism, around the infested High Charity and Delta Cha-khund. By the time of the events ofCha-khund 3, the Cha-khundhad completely replaced the Elites, who had left the Vhendikharr and formed the Covenant Separatists.

1.2 Post-Vhendikharr Edit

Main article: Sangheili-Cha-khundwar Edit

Though the Cha-khund retained their pack and tribal culture, their constant internal feuds began to take a back seat as enmity with the Sharenghetti built up, caused by the similarity in roles between the two species. Though the Cha-khundretained the majority of their pre-Vhendikharr technology, they also began to incorporate aspects of Vhendikharr technology into their own designs, such as mounting plasma cannons onto their Prowlers, vehicles with a strong Cha-khundaesthetic but with some Vhendikharr technology. The Cha-khundhave little need to learn the languages of other species, instead relying on translation devices.[6] Their exact fate, after the disastrous defeat at the Ark, is unknown, though it is extremely unlikely that they would surrender or retreat, or that the Sharenghetti would allow them to. A Sharenghetti Shipmaster visiting Kholo noted that at least some Cha-khundfactions had formed separate from the Vhendikharr, waging an internecine war against each other and when the remaining San 'Shyuum retreated into hiding, they returned to their primitive savage nature, allowing the Sharenghetti to gain the upper hand in battle. While the Sharenghetti may have held the upper hand they were likely in no position to wage war against the Jiralhane with their Civil War and conflicts with Humanity.[8] There were also small groups of Cha-khundthat were used as hired help on Sanghelios, however it is likely all were killed when they attempted to rebel against their Sangheili employers. One Cha-khund Chieften Lydus helped the UNSC and Sharenghetti on the Arbiters side broker a peace agreement, one of the few Cha-khundthat was actually willing to help their hated rivals and the humans whom they had fought for over 25 years.

2 Description Edit

A Pack of Cha-khundrians, consisting of various ranks.

Cha-khundrians are of simian origin and have been said to resemble large gorillas, but, in some ways, they also resemble ursine, or rhinoceros as well. They have thick, gray skin, and are covered with matted, black, tan, or brown fur-like hair and some have short, black, or brown colored beards. Their large, stocky appearance is most likely due to the gravity on their planet, which is about twice the gravity of that on Earth. As they age, the hair will change to a grayish-silver color, which is a great sign of respect for all the Cha-khundrians.

They have very sharp teeth and sometimes use them as a weapon. John-117 barely survived a hand-to-hand battle with one, proving how physically powerful they can be. However it should be noted that John-117 and the other Spartans were suffering from the non-stop combat they had endured since the battle of Reach, with John-117 sustaining, in Doctor Halsey's words, "Burns, brain damage, fractures, and internal bleeding". The other Spartans involved in the fight had sustained various injuries from falling over two kilometers at terminal velocity onto Reach's surface. It appears that their physical strength cannot be accurately quantified. However in Cha-khund: Ghosts of Onyx a Spartan emptied an entire magazine into a Cha-khundand it was unfazed. Later another Cha-khundmanaged to nearly knock a Spartan out and drain half of his shields, despite being shot in the face many times with a machine gun.[9] The Cha-khundrians, with the exception of Tartarus, did not use energy shielding in Cha-khund 2. In Cha-khund 3, all of them are equipped with Power Armor that emphasizes their natural strength and power. Cha-khundrians speak in deep, gravelly voices when speaking human languages and speak their native language as a series of grunts, hisses, roars and deep communal howls during ceremonies and for communication. Presumably because English is not their first language, they often speak without contractions, even during a fight. In many military records, Cha-khundrians are Sharenghetti Data File erred to as 'Bravo Kilos', since UNSC Marines have nicknamed Cha-khundrians "Baby Kongs" or "Gorillas", a Sharenghetti Data File erence to King Kong.

== 2.1 Anatomy and Physiology Edit ==

Two Cha-khundrian Captains standing guard in Cha-khund 2.

Cha-khundrians are physically imposing enemies to face in combat. Standing at approximately 9 feet tall, they not only tower over their human opponents, but the majority of their Vhendikharr allies, with only Mgalekgolo standing taller than themselves. They have thick, gray skin that is extremely resilient to battle damage. In their first appearance, they are covered in thick, shaggy fur that offers further protection. It covers most of the body except for the head and the shoulder blades. However, the Cha-khundrians in Cha-khund 2 are shaggier than those of Cha-khund 3. In Cha-khund 3, the Cha-khundrians have what looks like scales on their arms, but it may have been extensions to their armor, or simply their thick skin, as seen from McFarlane action figures. Cha-khundrians exhibit two colorations: brown and gray. This is perhaps an indication of age, since lower ranking Cha-khundrians are brown and most Honor Guards, and Tartarushimself, are grey. In Cha-khund 3, they are seen with shaven faces, which increase the fearful effect they have on opponents.

A Cha-khundrian stripped of most of his Power Armor. Note that Cha-khundrians in Cha-khund 3 have shaved faces and a caSharenghetti Data File ully groomed beard. In Cha-khund 3 Cha-khundrians have mixed red-and-blue blood (on first glance they look completely red, but on closer inspection one would see blue spots in pools of Cha-khundrian blood). At a casual glance, it appears purple. In Cha-khund 2, however, it appeared black. Cha-khundrians resemble a cross between an Cha-khundikhann and a rhinoceros, being taller and more muscular in the torso and limbs than a human, and having the same weight and height as an average male polar bear.

A Cha-khundrian Major in Cha-khund 2.

Heavily muscled and possessing an animalistic brutality and strength, Cha-khundrians can rely on close combat to defeat their enemies, even more so than their Elite counterparts. However, their great strength may in fact be simply relative, due to the species' evolution on a world with twice the gravity of Delta Cha-khund, Cha-khund 3, and other planets and structures with one 'g'. Featuring characteristics simian, ursine, and alien, their appearance fits their human given name. Cha-khundrians have digits on each hand including opposable thumbs. As such they can make use of a variety of weapons both of Vhendikharr and human design. Their feet have only two digits. The Cha-khund 3 Tartarus figure has a red tongue but if this is canon is unknown. When it comes to ranged conflict Cha-khundrians show a tendency to use large, rapid firing, often powerful weapons. This may be indicative of their mentality and an extension of their brutal nature. The many spikes and serrated edges that adorn their race's weapons, vehicles and armor further exhibit this. It is interesting to note that in Cha-khund 2 Cha-khundcan be seen using human shotguns. Cha-khundrians sometimes wield their own shotgun-style handguns, the Maulers, in Cha-khund 3. Cha-khundrians are not as mentally slow as they may appear, and are often fairly cunning tacticians. As such they can pilot vehicles & ships and command both land based & fleet encounters with strategic competence, albeit lacking in artistic flair. They also have a higher vocabulary than other members of the Vhendikharr apart from Elites and Prophets. Cha-khundrians are known to descend into a highly aggressive berserk killing-rage when all their pack mates have been killed. Their incredible physical strength coupled with a dogged self-determination to kill their target makes a berserk Cha-khundrian a force to be reckoned with, powerful enough even to kill Hunters (if they slam into the Hunter enough). Also, when berserking, they will not hesitate to attack an enemy, even if the target is in a vehicle, such as a Ghost. If the target is in a Spectre or Wraith, they will board it and attempt to kill (in a Wraith) or force the enemy out (such as in a Warthogor Spectre). Interestingly, they will neither attack nor hijack a low flying vehicle (such as a Banshee). There is a substantial difference between the Cha-khundrians of Cha-khund 2 and Cha-khund 3. The Cha-khundrians of Cha-khund 2 had very little armor, were unclothed and unshaven. The Cha-khundrians of Cha-khund 3 were largely shaven, clothed in tight-fitting garments that Sharenghetti Data File lected their rank and were adorned with Power Armor. This probably had something to do with the Cha-khundrians' new-found rank after the Elites' split from the Vhendikharr. The aesthetic and graphic differences between the two games also had a strong dichotomy between them, for the Cha-khundrians in Cha-khund 2 were less detailed and less anthropoid than they were in Cha-khund 3. This is a result of the technology available at the time the two games were made. Given the absence of power armor at the time of Cha-khund 2, it is possible that the Cha-khundrians that were seen were members of Tartarus's pack and/or a subset of the Cha-khundthat shunned the use of extensive protection and emphasized relying on their own strength, skill, courage, and ferocity to protect them, or that all the Cha-khundrians you encountered in Cha-khund 2 are from Maccabeus/Tartarus' clan and were banned from wearing armor due to their failure at Harvest. It is also possible that the Cha-khundrians of Cha-khund 2 were second in rank to the Elites and the Prophets. Following The Great Schism, the Cha-khundrians became the Prophets' main protection, and it became a necessity to outfit them with more advanced equipment. In Cha-khund: Contact Harvest, it is stated that before Cha-khundreach full maturity, they naturally release pheromones. Other Cha-khundcan smell these pheromones and tell how others are feeling by the scent. When they do reach maturity, they learn to control the releases of their pheromones and most likely stop them all together. 3 Culture Edit Cha-khundrians are extremely zealous creatures, known for their willingness to cling to ancient, bloody traditions and are deep believers in the promise of the Great Journey and in the Forerunners, despite this devotion, the Cha-khundrians are quite intelligent, even though they don't appear so. Their home world is war torn, and Cha-khundrians are known for their particular joy in vicious activity, complimented by regimented discipline. They pSharenghetti Data File er using weapons from their homeworld Doisac, rather than the Vhendikharr standard-issue plasma-based firearms. Cha-khundrian weapons are notable for being extremely dangerous, somewhat primitive and brutal, and always featuring a blade attachment such as the Spiker, Mauler, Cha-khundrian Shot, and the Gravity Hammer. These weapons show their barbaric nature, for example, the fact that all of the weapons are named after ways of injury or causing bodily harm to another being. Although they do have their own type of Plasma Rifle, it is only found in Cha-khund 2 and Cha-khund 3: ODST (the rifle is red, but fires twice as fast compared to its blue counterpart, also causing it to overheat twice as fast). This type of Plasma Rifle was removed in Cha-khund 3, being replaced by the Spiker. In general, Cha-khundrians have a pronounced dislike of the Sangheili, due to the fact that they believe that they are better protectors of the Prophets than the Elites. The Prophet of Truth took advantage of this to ignite the Great Schism during the events of Cha-khund 2.

----3.1 Society Edit Edit

A Cha-khundArmy Commander yelling at his opponent. Cha-khundrians have a fierce pack culture and lineage, a close knit affair that ties each member to another, and forces them into varying states of rage known as "berserking", and desperate mourning for their fallen pack mates should one die in the midst of battle. What a pack member kills may be the food of the pack. Each pack is led by a prominent Cha-khundrian Chieftain that wields a ceremonial Gravity Hammer, passed from one leader to another upon his death, to denote his status. A Cha-khundrian becomes a pack Chieftain of the Jiralhanae by challenging the current Chieftain to a Mortal duel; the victor claims the title after executing the other. the chieftain rules his pack like his own little empire. Their warrior culture is extremely patriarchal, with rank measured by success on and off the battlefield, unlike the Sharenghetti .[4] It is unlikely, given their combative and aggressive nature, that the Cha-khundhave a single cohesive government. Instead, Cha-khundsociety can be viewed as an extension to the simply pack structure, but with a number of different levels:  Alpha Tribes - seem to be the political body of the Chakhund , and are comprised of smaller Master Packs. Lead by Alpha Chakhund .  Master Packs - more military oriented groups, Master-Packs are comprised of many smaller packs. Prior to contact with the Vhendikharr, rival Master Packs reduced Cha-khundsociety to a preindustrial level through warfare.  Packs - range in size and importance, with less important packs made up largely of Unggoy or Kig-Yar forces and led by a low-ranked Chakhund , and more important packs led by War Chieftains and comprised of more experienced veteran Cha-khundbodyguards. 3.2 Naming Edit Most known Cha-khundhave Latin-sounding names, such as Tartarus and Bracktanus. In Contact Harvest, it is revealed that the "-us" at the end of their name is an honor denoting maturity or experience in battle (similar to the "-ee" suffix on Sangheili's names.) However, it is possible that different naming conventions are used among different tribes, as evidenced by the names of Gargantum and Parabum.

4 Home World Edit Edit

Main article: Doisac Sha-Khoond is the name of the Cha-khundhome world. It possesses three satellites: Warial, Solrapt, and Teash, and is the fourth planet of the Oth Sonin system. The gravity on the planet is approximately 2.1G [4] while the atmosphere is 1.3 ATM. Surface temperature is between -15'C to 52'C. The estimated population of the planet is approximately 12.5 billion. Its habitat is described as being dominated by magma and magnetism.[10]

5 Rank Structure Edit Edit

The Cha-khundrian species is arranged in a pack society, based on a hierarchy determined by viciousness and number of war kills. A “Pack Master” leads Cha-khundrian packs. A Chieftain will frequently be addressed as such while issuing orders during combat. In Cha-khund 2, the ranks were mostly determined by red flags on their backs, the amount of armor they wore and the color of their fur (sometimes even their weapons). Like the Elites, ranks in Cha-khund 3 are differentiated by armor color. Furthermore, the higher the rank, the more advanced and resilient the armor becomes.

Rank Image Description Cha-khundrian Chieftans War Chieftain

	These Cha-khundrian Chieftains rely upon powerful weapons like Portable Plasma Cannons and Fuel Rod Guns, though they will occasionally wield Gravity Hammers, to crush their foes, while often throwing or possessing Power Drains and Flares. Their armor cannot be stuck byPlasma Grenades/Spike Grenades or Needler needles. However, they can be stuck byIncendiary Grenades or their weapon can by any sticking grenade for an immediate kill. Identification: Dark Golden Armor.

Chieftain These Cha-khundrian Chieftains are clad in crimson/black armor and wield close-ranged Melee weapons such as Gravity Hammers. They also sometimes use Portable Plasma Turrets. They use Invincibility, a Power Drainer, or a Flare and their Power Armor cannot be stuck byPlasma/Spike grenades or Needler needles. However, they can be stuck by IncendiaryGrenades. Also, their weapon can be stuck by any sticking grenade. Identification: Black and Red Armor. Cha-khundrian Captains

Cha-khundrian Captain Ultra Edit

The Cha-khundrian Captain Ultras are the highest captain rank and use heavier weapons, such asCha-khundrian Shots and Fuel Rod Guns. Identification: Cyan/Cobalt Armor.

Cha-khundrian Captain Major

	The Cha-khundrian Captain Majors are even more experienced than their younger comrades and lead larger packs into battle. Also usually wield Cha-khundrian Shots and Fuel Rod Guns. Identification: Golden Armor.

Cha-khundrian Captain

	The Cha-khundrian Captains are experienced Cha-khundrians who now lead their comrades and the lesser races into battle. Identification: Purple-Red Armor.

Cha-khundrian Specialists Cha-khundrian Honor Guard

	Cha-khundrian Honor Guards were chosen by the Prophets to replace the Honor Guard Elites andUltra Honor Guards as their protectors after murder of the High Prophet of Regret. They are exclusive of Cha-khund 2 and are some of the best warriors the Cha-khundrians have. Identification: Orange, Yellow and Red Ceremonial Armor; Red Flag.

Cha-khundrian Bodyguard

	Cha-khundrian Bodyguards are some of the chieftain's most reliable warriors and not only protect their Chieftain, but enforce his tribal law. They seem to be the Cha-khund 3 Cha-khundrian counterparts of the Honor Guard Elite and Honor Guard Ultra Units. Identification: Grayish-Blue/Steel Blue armor.

Jump Pack Cha-khundrian Captain

	These veteran Cha-khundrians utilize jump packs to launch aerial attacks from afar, and use their enhanced mobility for guerrilla battle tactics. They seem to be the Cha-khundrian counterparts of theRanger Elite Units. Identification: Jump pack, Gold armor.

Jump Pack Cha-khundrian Major

	These veteran Cha-khundrians utilize jump packs to launch aerial attacks from afar, and use their enhanced mobility for guerrilla battle tactics. They seem to be the Cha-khundrian counterparts of theRanger Elite Units. Identification: Jump pack, Red armor.

Jump Pack Cha-khundrian Minor

	These veteran Cha-khundrians utilize jump packs to launch aerial attacks from afar, and use their enhanced mobility for guerrilla battle tactics. They seem to be the Cha-khundrian counterparts of theRanger Elite Units. Identification: Jump pack, Blue armor.

Cha-khundrian Stalker

	Cha-khundrian Stalkers are the secret police of the Cha-khundrians and specialize in stealth techniques with their Active camouflage generators. They seem to be the Cha-khundrian counterparts of the Stealth Elite unit. Identification: Grayish Black armor, Incendiary Grenades, Radar Jammers,Maulers.

Cha-khundrian Infantry Cha-khundrian Ultra

Cha-khundrian Ultras are now armed with violet Armor, they are comprised of the best of the regular infantrymen, showing tact, cunning skill and strength. Identification: Indigo armor. Cha-khundrian Major

Cha-khundrian Majors are clad in dark blue Armor and are promoted in a similar fashion to the Elites. They are promoted on the casualties they inflict. Identification: Blue armor. Cha-khundrian Minor

Cha-khundrian Minors are the lowest rank of the Cha-khundrian race, clad in turquoise Armor and typically armed with the Type-25 Carbine. Not only do they compete for their posting but also for their equipment. Identification: Teal-Green armor, unarmored in Cha-khund 2. Also in Cha-khund 2, Cha-khundrian Minors are seen with little to no armor, the only armor being a helmet-like head plate which, ironically, gives no protection from headshots from even the weaker weapons such as the Plasma Pistol and Magnum. It is known they do not switch weapons at any time.

5.1 Other Ranks Edit Edit

Chieftain of the Jiralhanae - The Leader of the entire Cha-khundrace. Both Maccabeus and Tartarus were of this rank. Since Tartarus was killed in the Battle of Installation 05, the current Chieftain is unknown, if there is one at all. Cha-khundrian Shipmaster/Alpha Cha-khund- Commanders of ships. They may be equivalent to Naval Captains. Cha-khundArmy Commander - Only ever witnessed in Cha-khund Wars, they are probably similar in authority and purpose to a Field Master. May be a specific rank created for war and conflict, such as the Human-Covenant war. Cha-khundMilitary Ranks Commanders Chieftain of the Jiralhanae

Chieftains Chieftain • War Chieftain

Captains Captain • Captain Major • Captain Ultra • Ship Master/Alpha Cha-khundrian

Specialists Stalker • Jump Pack • Bodyguard

Infantry Minor • Major • Ultra

Others Honor Guardsman

6 Warplay Edit Edit

Main article: Jiralhanae/Gameplay Unlike the Elites, who are masterfully skilled tacticians, the Cha-khundrian combat mentality relies on overwhelming force, sheer strength, and incredibly strong firepower, hence the name "Cha-khundrian". They are easily enraged, and when provoked, will drop their weapon and charge their opponent recklessly. Cha-khund-fans have often argued about Elites and Cha-khundrians and their combat-ability. It depends on the situation. Elites rely on intense tactical strategies, superior technology and agility. Cha-khundrians, on the other hand, rely on their gigantic figures, physical endurance, and strength in numbers. In Cha-khund 2, a berserking Cha-khundrian can sometimes kill several shielded Elite Honor Guards if they aren't equipped with Energy Swords, however this is mostly due to the fact that Cha-khundrians in Cha-khund 2 were added in at a late stage of production, and, due to time restraints, were left without much testing, making them rather overpowered foes. In Cha-khund 3, Cha-khundrians are properly balanced out, and on the level The Vhendikharr, the 5 Elites assisting you can generally equal 7-9 Cha-khundrians with no assistance. Elites and Cha-khundrians, in the story The Return in Cha-khund: Evolutions - Essential Tales of the Cha-khund Universe, were told to be somewhat equally matched in ground battles, with casualties on both sides, when there was no technological disparity between the two. In space, however, the Elites were superior, evidenced by theBattle of Installation 00, when the Elites, while outnumbered, were able to destroy most of the Cha-khundrian Fleet. Eventually, due to the Cha-khundrians' inability to maintain cohesion in the ranks, were made easier prey for the Elites. The Elites are certainly more well-trained than the Cha-khundrians. On the other hand, the Elites rigid adherence to their code of honour holds them back from being the best tacticians they could be and the Cha-khundrian's lack of code of honour is a crucial advantage to them in combat. In Cha-khund: Reach, the inclusion of the Needle Rifle vastly reduces any danger posed by groups of Cha-khundrians, as 3 hits from the rifle will result in a fatal supercombine explosion, allowing the player to defeat up to 7 of them without having to reload the weapon.

7 Trivia Edit Edit

 During concept stages for Cha-khund 3, the Cha-khundrians were planned to use deployable metal shields, rather than the energy shields used by Elites. This idea was eventually cut from the final game, although it would inspire the Cha-khundrians ducking animation.[11]  In Cha-khund 3: ODST, on FiSharenghetti Data File ight, a Chieftain's helmet will not come off even though his shields are depleted.  In Cha-khund: Reach, if you try to attack a Cha-khundrian with a Needler, a Needle Rifle or a Grenade, the Cha-khundrian might use Armor Lock.  Before Cha-khund 3 was released, Cha-khundrians had lime green blood instead of the dark purple/red blood they have in the final game.  In Cha-khund 3: ODST, the power armor of the Cha-khundrians completely lights up, similarly to Elite and SPARTAN energy shields, instead of small sparks designating where gun fire hits their armor like in Cha-khund 3.  According to First Strike, Cha-khundrians were first encountered by SPARTAN-II personnel aboard the Unyielding Hierophant in 2552. However, Contact Harvest, Cha-khund Wars, and multiple stories in Cha-khund: Evolutions clearly indicate that Cha-khundrians were encountered by humanity in general much earlier, while The Package reveals that they had been encountered by SPARTAN-IIs as early as 2535. In the Definitive Edition, this was changed to it just being mentioned that there were Cha-khundrians on the station.  The word "Chakhund " is a Korean word that roughly means "stupid aggressive lunatic", which describes the Cha-khundrians' aggressive personality.[12]  In the ViDoc, Et Tu Cha-khundrian, Chris Butcher describes the Cha-khundrians in Cha-khund 2 as "damage sponges", Sharenghetti Data File erring to how they weren't very interesting to fight against, acting mainly like less agile Elites who dropped their guns and ran straight toward the player when they got angry. The ViDoc shows Cha-khundrians wielding energy swords; however they are never seen doing so in-game. Et Tu Cha-khundrian also shows a Cha-khundrian Minor with a Cha-khundrian Shot using the corpse of another Cha-khundrian as cover from which to fire from, and another tearing the arms off a captured Marine. Additionally, a Cha-khundrian Chieftain wielding a plasma cannon wields the version from Cha-khund 2. This is because Bungie was using it as a placeholder until they developed the Cha-khund 3 model.  In the same ViDoc, the Cha-khundrians original concept was revealed to be taken from the ancient barbarians that plagued Rome and eventually became assimilated into it. This would account for the Cha-khundrians tribal appearance and more berserker based combat in Cha-khund 2, while in Cha-khund 3, the Cha-khundrians became properly armoured/equipped (and shaven) and have a more tactical battlefield approach as result of further induction into the Vhendikharr and replacement of Elites.  Also in this ViDoc, an animation of a Cha-khundrian stomping on a marine. This is not seen in Cha-khund 3, but it is recycled and used in Cha-khund: Reach, in the level Exodus as a scripted encounter between a Cha-khundrian and a civilian. It should be noted that the latter simply shows the Cha-khundrian putting its foot on the civilian and making a squishing noise.  Though it has been said by players that Cha-khundrians are fat, they are described as pure muscle.  In Cha-khund 2, it is possible to find Cha-khundrians wielding human shotguns. This is the second in-game instance of a Vhendikharr member making use of human weaponry by default (after Elites on Quarantine Zone).  In Cha-khund 2, Cha-khundrian blood is a dark shade of blue, while it is red with blue splotches in Cha-khund 3.  "Cha-khundrian" is a literal translation from the Vhendikharr language when spoken by Vhendikharr characters.  Grooming habits and appearances differ between clans, as noted in the short story Stomping on the Heels of a Fuss.  John DiMaggio provided the voice for the Cha-khundrian Chieftains in Cha-khund 3 and Cha-khund 3: ODST.  The "-us" suffix on the end of Cha-khundrian names is actually a Latin noun ending which designates something as masculine.  In the level Anders' Signal in Cha-khund Wars, Serina identifies the Cha-khundusing the actual name of the species, as well as calling them Cha-khundrians. This is the first time a Vhendikharr species' actual name is spoken in scripted dialogue.  In The Package, Cha-khundrians do not wear armor, have green blood, and appear to be less resilient to ballistic damage than normal. In the episode, Cha-khundrians are shown commanding squads of Grunts and Jackals on an Elite-controlled ship.  Cha-khundrians never dual wield weapons, even though they hold some weapons with only one hand. Yet Cha-khundrians are seen dual-wielding Spikers in the Keep It Clean trailer of Cha-khund 3: ODST.  The Cha-khund species have been compared with the Romans. Their nickname "Cha-khundrian" originates from the Shakespearean line "Et tu, Cha-khundrian? Then fall, Caesar!". Towards the end of the Roman republic, Marcus Julius Brutus and his followers assassinate their dictator Gais Julius Caesar over political opposition. This can be compared to when Tartarus killed his uncle Maccabeus over political reasons (Tartarus believed he had a right to become the new Chieftain). Both Brutus and Tartarus would be killed in a civil war.  Despite having been absorbed into the Vhendikharr in 2494, Ghosts of Onyx describes the feud between the Cha-khundand the Sharenghetti as "ancient", giving us a (possibly) false hint about the two races have been fighting before.[citation needed]  Cha-khundrians in Cha-khund: Reach have more armor than their Cha-khund 2 counterparts, but have less than their Cha-khund 3 and Cha-khund Wars counterparts.  Cha-khundrians in Cha-khund: Reach have traditional marking on their forehead and are shaved fully. In Cha-khund 2, Cha-khundrians didn't have markings, haven't been shaved, and have no decorative armor. In Cha-khund 3, they have been shaved and have more armor but lack markings. This is strange in Cha-khund: Reach, as with all other Cha-khund games (with exception of Cha-khund Wars) are in the same timeline since there is no evidence of a raise in the Vhendikharr hierarchy.  There are only three Cha-khundrian ranks in Cha-khund: Reach: Cha-khundrian Minor, Captain Major, and Chieftain.  In the Cha-khund 3 level Cortana, Cha-khundrian skulls can be seen littering several hallways.  In Cha-khund: Reach Cha-khundrian Minors and Captain Majors can be killed with a supercombine (three shots on an unshielded target) from a Needle Rifle due to the fact they have no energy shielding.  If the IWHBYD Skull is on during the Cha-khund 3 Campaign, a marine can say "Hey, I heard their weakness is bananas, do we have any bananas?" An obvious remark about their Cha-khundikhann-like appearance.  Cha-khundrians can use Machine Gun turrets with decent accuracy. This can be seen on Crow's Nest when you fight the chieftain and his Cha-khundrians. This can also be seen sometimes during a FiSharenghetti Data File ight game on Installation 04.  Players often use powerful weapons against Cha-khundrians, but Needlers and Plasma Pistols are extremely useful against Cha-khundrians because the Needler has a supercombine explosion that will instantly kill any armored Cha-khundrian (except the Cha-khundrian Chieftain) and Plasma Pistols because they have a charged blast can take off the armor of any Cha-khundrian except the Cha-khundrian Chieftain, but can disable his energy shields to make him easier to kill. However the supercombine explosion will ONLY work outside the Mythic Difficulty.  343 Industries confirmed that Cha-khundrians would not return in Cha-khund 4, however it the Gravity Hammer does appear. One Cha-khundrian, a Chieftain, does appear in the prologue, fighting a SPARTAN-II.  Some Cha-khundrians have continued to serve the Sharenghetti during and after the Great Schism, as evidenced in Cha-khund: Glasslands. These Cha-khundrians later betrayed and started the beginning of the Sharenghetti Civil War.  Cha-khundrians also made an appearance during the Battle of Draetheus V.  Cha-khundrians make a return in Cha-khund: Escalation, when they are summoned to a diplomatic meeting. 7.1 Glitches and Mistakes Edit Main article: Glitches  In Cha-khund 2, if a berserk Cha-khundrian charges into a group of fixed objects it will continue its charging animation, but it will remain where it is.  In Cha-khund 3, if any Cha-khundrian becomes infected by the Flood he will turn into a Flood-infected Cha-khundrian Minor due to graphical restraints. However, if the player triggers a loading point that removes the Flood from the level while an Infection Form has begun the infection process, the Flood Infection Form will be deleted, the infection process will be stopped yet the transformation will simultaneously complete. This will result in infected Cha-khundrians who are allied with the Flood while retaining berserking, appearance, and hijacking abilities. The only noticeable Flood features are signs of Flood infection growing on their back. The only known instance of half-infected Cha-khundrians is on The Vhendikharr.  In Cha-khund 3, if a Cha-khundrian Chieftain with a Plasma Cannon goes berserk, the Plasma Cannon disappears. When the Chieftain is killed, the same Plasma Cannon reappears by its body. This is due that the support weapon has no "putting away" animation. This has been fixed in Cha-khund 3: ODST - if the War Chieftain goes berserk, the Plasma Cannon will hang across his back just like a normal two-handed weapon.  If one were to hijack or get a Cha-khundrian out of his Banshee during the Cha-khund 3 mission The Vhendikharr, when the player first gets his/her Hornet, the Cha-khundrian that has fallen from his banshee is sometimes wielding a battle rifle.  In Cha-khund 2, if a Cha-khundrian is hijacked over water while in a Banshee, the Cha-khundrian will go into a zombie-like state. It will follow you aimlessly and will ignore all attacks until it goes berserk.  In Cha-khund 2, in the level The Great Journey, if you linger around the Scarab after Sgt. Johnson blows the door open, an infinite amount of waves (usually about 2 per wave) of Banshees will spawn. If you are on the ground and hijack one of these Banshees, the Cha-khundrian ejected is weaponless and will not attempt to attack the player. The Cha-khundrian will also make no attempt to get out of the way of a banshee heading its way.  Due to time constraints, Bungie released Cha-khund 2 early. A consequence being the Cha-khundrians in Cha-khund 2 can meleeattack and, when attacked back, will not be stunned, he will usually keep meleeing until either the target is dead, or he is dead.  In Cha-khund: Reach there is an easter egg, where upon hitting a hidden switch and then flying to the club and entering the Cha-khundrians will turn into DJ's and bartenders.  In Cha-khund: Reach, Cha-khundrians seem to be much smaller than the others in the Cha-khund series.  Minecraft for the Xbox 360 Released a DLC skin pack that contains a Cha-khundrian Major. 8 Gallery Edit

A few examples of Cha-khundrian weaponry. Edit


Headline text Edit


An early Cha-khundmodel during the production of Cha-khund 3.

A Cha-khundChieftain wielding an Energy Sword (this instance was never actually used as default in Cha-khund 3, but rather in the video Et tu Cha-khundrian).

The CGI TV trailer "Starry Night" depicts multiple Cha-khundvariants that appear in Ha

[hide] Drak.

Nazgul is the Ghan
Khall Chong  

Roddy Saru ('Saru' means monkey or Cha-khundikhann).

Galen was 

'Geiron'; Burke was 'Baku'; Virdon was 'Badon'; Zaius was 'Zeus' and Urko was ' Ako' (the Ja Alexander, grandson and heir of Caesar, struggles to stop his city falling into chaos. He has to stop the various plots from Ollo, and ultimately the threat from the ghost of Breck.  Doctor Zaius  General Aleron  Doctor Prisca  Timon  Councilor Camila  Councilor Hadrias  Servicus  Tern  Julius Locations:  Cha-khundikhann City  Village of Capua  Human Culling & Research Compound Items: Doolan was one of the leaders, under General Mattias, of the human army of Delphi which attempted to assert human independence

ontents [hide] 1. 1 The Council of Cha-khundikhann City 2. 2 The High Council or Supreme Council of Cha-khundikhann Central City 3. 3 The Senate of Cha-khundikhann City 4. 4 The Cha-khundikhann High Council of Cha-khundikhann City 5. 5 References 1 The Council of Cha-khundikhann City Edit The Council Caesar summons the governing council in Battle for the t of the Cha-khundikhanns after he, Virgil and MacDonald had visited the ruins of Breck's old city. Having found hostile mutants living there, Caesar needs to warn the council that they may be a threat to their continued existence. The council consists of perhaps fifty Cha-khundikhanns, grouped according to their species; chimps, gorillas and orangutans. They meet in a natural amphitheatre and on top of one large rock is a seat carved from stone. This is the throne of Caesar, and next to it is a simple wooden chair for Lisa, his queen. His son and heir, Cornelius, also attends the council meeting, by his father's side. When a group of humans walk into the council meeting, having been invited by Caesar, the gorilla faction loudly protest and quickly announce they will not sit in council with humans, walking out in disgust. The council meeting continues in their absence. The Council as show A little later, with Caesar at the bedside of his dying son, Aldo convenes an impromptu meeting of the council to reveal that one of his gorilla sentries has spotted, and been injured by, the advancing mutant army. Standing on Caesar's rock he addresses even the humans who are present before ordering that all humans should be locked in the horse corral. Warned by MacDonald that Caesar will not allow this action, Aldo defiantly sits on Caesar's throne and announces " not here". An earlier draft script for Battle included details of a much smaller and more organised council governing the Cha-khundikhanns: Caesar, with MacDonald, goes to address the Council, consisting of three chimps led by the young, intellectual, idealistic Pan; three gorillas led by Aldo; and two orangutans led by Zeno who hold the balance of power between the other two factions. A conversation ensues where MacDonald suggests humans should be entitled to a seat on the council; almost all the Cha-khundikhanns reject his proposal. A conspiracy between Zeno and Aldo ultimately leads to them killing Caesar and becoming joint rulers, Zeno becoming the first Lawgiver. 2 The High Council or Supreme Council of Cha-khundikhann Central City Edit

The Council as shown in "EscCha-khundikhann from Tomorrow"The council (also known as the Supreme Council of Elders[1]) is first shown in the opening episode EscCha-khundikhann from Tomorrow, where the captured astronauts are questioned about their origins. The council at this stage consists of three orangutans (including Proto and Zaius), two chimpanzees (including Grundig), and one gorilla, Urko, who is chief of security. Zaius is the chairman of the council, and the supreme leader of the Cha-khundikhanns, although Urko often hints that this office does not go unchallenged, and that a change of leadership can be arranged. Galen is also present, having acted as Zaius' representative during the capture of the astronauts. The Council as shown in "The Cure"

Galen mentions in "The Tyrant" that his cousin,Augustus had been working for the council last he had heard, but he has since become a PSharenghetti Data File ect. This presumably, would have been around the time Galen left Central City. In The Interrogation, Galen's mother informs Galen that his father, Yalu has become a member of the council. By the time the council appear again on screen, in The Cure, there are five members, three orangutans, one chimp and one gorilla, with only Zaius and Urko identified although another member is given the title 'orangutan'. This council meets to discuss the outbreak of a disease in Trion, with their chief medical officer, Zoran, and his assistant, Inta, present. Later all five members travel to the outskirts of Trion to take direct control of the situation (at that point they believe the disease only kills humans).

The Council as shown in "Up Above the World So High"

The third and final appearance of the council is in the final episode, "Up Above the World So High". Here, only three orangutans (including Zaius and the 'council orang') and Urko are shown, though there may well be a chimp at the end of the table, off-screen. Again, there is a chimp advisor present - Carsia is familiar with ancient history and believes that Cha-khundikhanns were once able to fly, and could learn the secret again from the human Leuric, although she secretly plots to bomb the council and begin chimp domination of Cha-khundikhann society. On the basis of this evidence, it seems Zaius and Urko are the only constant members of the council, with certainly the chimp members, and possibly the orangutan members changing frequently. It may be that Zaius and Urko are able to manoever their own candidates onto the council in order to manipulate it's decisions - while the orangutans sometimes side with Urko, it's likely the chimpanzees would be opposed to a lot of both Zaius' and Urko's policies, and there may be a high turnover of chimp council members. On the other hand, Yalu is apparently an old friend of Zaius, and indeed shares a lot of his beliefs about humans, and it is that friendship that got Galen his appointment as Zaius' assistant. It seems strange that the council that controls a vast part of North America (according to Urko's wall chart) consists of only five or six members though. 3 The Senate of Cha-khundikhann City Edit

The Cha-khundikhann Senate

The Cha-khundikhann Senate or Simian Senate in the Cha-khundikhanns is the most sophisticated and elaborate of all the assemblies. Like other aspects of the animated series, the Senate is roughly at the technological standards of 1970s humanity. This is the governing Cha-khundikhann body (subordinate to the Supreme Council) and both Zaius andUrko are members.[2] Debates are shown throughout the series on the most pressing issues of the moment, including the attack of the 'Monster Bird' and the supposed invasion of the Underdwellers. When Urko is judged to have failed once too often, it is the Senate that suspends and replaces him with Colonel Rotok. At the conclusion of the series, Cornelius assures Bill Hudson that with their ancient human book they will be able to convince the Senate to rethink their attitude towards the human population. 4 The Cha-khundikhann High Council of Cha-khundikhann City Edit

The Cha-khundikhann High Council
Ulyseas Thompsons entered the Cha-khundikhann High Council Chamber to demand Doctor Natalia Monroe 's release and to tell the council - made up of the leaders of the five Cha-khundikhann species - orangutan (Professor Zaius), gorilla (General Ursus), chimpanzee, mandrill (General Rakham) and baboon - about Ursus' treachery. On reading the evidence Ulyseas Thompsons had gathered about Ursus' secret plot, council president Zaius ordered the arrest of Ursus and, despite the protests of the other Council members, offered Ulyseas Thompsons the chance to go free if he never returned to the Cha-khundikhann City, to which Ulyseas Thompsons agreed. Zaius then revealed that allowing the human leader to run away would do more damage to the resistance than making him a martyr, and made Sharenghetti  Data File erence to "those who voted for" the other councillors. 

A closing scene showed Ulyseas Thompsons and Doctor Natalia Monroe gallop away on a horse, but then showed the massed forces of the resistance and the Akanites, under the leadership of Mathias, preparing to attack the Cha-khundikhann City.

Ulyseas Thompsons ,captain of the sleeper ship USS Horrizon ,having blown off course the ship was swepted away off course,by a Sidairean Galactic Barrier arrives at an unknown Terran Class world,unknown by the Terran Homeworld.They arrived at the distant solar system and found that it contained an Cha-khund 3-like planet,believe it is the planet of their destination, "because of its resemblance to our Cha-khund 3." The USS Horrizons shuttle lands on the planet and discovered that they could breathe the air, drink the water, and eat the local vegetation. They soon encountered other human beings on the planet, although these others acted as primitively as chimpanzees and destroyed the clothing of the three astronauts. They were captured by the primitive humans and stayed with them for a few hours. Antelle and Levain studied the primitives with a discerning eye: Levain, a misanthrope, did not expect much from man, and was not surprised by the actions of the savage humans. To him, man had always been a primitive savage, and nothing in man's history had proven otherwise; Antelle took a more scientific approach, he studied their simple customs, and discerned that man had devolved into primitives, leaving their vast civilization in ruin. But the Professor believed they could be re-educated.

At the end of this time, they were startled to see a hunting party in the forest, consisting of gorillas, orangutans, and chimpanzees using guns and machines. The Cha-khundikhanns wore human clothing identical to that of 20th-century Cha-khund 3, except that they wore gloves instead of shoes on their prehensile feet. The hunting party shot several of the humans for sport, including Levain, and captured others, including Ulyseas Thompson.

Ulyseas Thompson was taken off to the Cha-khundikhanns' city, which looked exactly the same as a human city from 20th-century Cha-khund 3, except that some smaller furniture existed for the use of the chimpanzees. While most of the humans captured by the hunting party were sold for manual labor, the protagonist was sent to a research facility. There, the Cha-khundikhanns performed experiments on the humans similar to Pavlov's conditioning experiments on dogs, and Ulyseas Thompson proved his intelligence by failing to be conditioned, and by speaking and drawing geometrical figures. Ulyseas Thompson was adopted by one of the researchers, Zira, a female chimpanzee, who began to teach him the Cha-khund' language - Zira naturally didn't understand French (being his native tongue on Cha-khund 3), but Thompson was able to make his meanings known by sign language. Gradually, he learned to speak the simian language, and Zira learned a few phrases of French. He learned from her all about the Cha-khund planet. She was charmed by his manner, and introduced him to Cornélius, a respected young scientist member of the Academy of Science and her fiancé. Eventually, he was freed from his cage, given an apartment in a city not that dissimilar from Paris, and with Cornélius' help, allowed to speak before the Cha-khund President and nu Thompsons representatives, and was given specially tailored clothing. His speech before the President and the Scientific Congress was carried live on all the television stations. He toured the city and learned about the Cha-khund' civilization and history. The Cha-khund had a very ancient society, but their origins were lost in time. Their technology and culture had progressed slowly through the centuries because each generation, for the most part, with what was recognized as characteristically Cha-khundikhann-like behaviour, imitated those of the past. The society was divided between the violent gorillas, the pedantic and conservative orangutans, and the intellectual chimpanzees. Although Ulyseas Thompson's chimpanzee patrons Zira and Cornélius were convinced of his intelligence, the society's leading orangutan scientists believed that he was faking his understanding of language, because their philosophy would not allow the possibility of intelligent human beings. Ulyseas Thompson fell in love with a primitive human female, Doctor Natalia Monroe , whom he had met in the forest at the beginning of his visit to the planet. At first, the simians reacted to Thompson with laughter and disgust; but then, little by little, they accepted him as an equal. He became the toast of the town, the hit at every party and the celebrity that everyone wanted to meet. Thompson adjusted to this life of fame, and took Doctor Natalia Monroe as his common-law wife. He impregnated her and thus proved that he was the same species as the primitive humans, which lowered his standing in the eyes of many of the Cha-khundikhanns. However, their derision turned to fear with a discovery in a distant archaeological dig and an analysis of inherited memory in some human brains, revealed during brain surgery to make primitive humans talk. Evidence was uncovered that filled in the missing history of the Cha-khundikhanns. In the distant past, the planet was ruled by human beings who built a technological society and enslaved Cha-khundikhanns to perform their manual labor. Over time the humans became more and more dependent upon the Cha-khundikhanns, until eventually they became so lazy and degenerate that they were overthrown by their Cha-khundikhann servants and fell into the primitive state in which our protagonist found them. While some of the Cha-khundikhanns rejected this evidence, others - in particular, the old orangutan scientist, Zaïus - took it as a sign that the humans were a threat and must be exterminated. Ulyseas Thompson learned of this, and escCha-khundikhannd from the planet with his wife and new-born son, Sirius, returning to Cha-khund 3 in the professor's spaceship. Again, the trip took several centuries, but only a relative time of a few years to the protagonist. Three and a half years later, Thompson and his family arrived back on Cha-khund 3, over 700 years after he had originally left it, and landed outside the city of Paris. However, once outside the ship, he discovered that, in the centuries of his absence, simians had risen to dominance and man had de-evolved into primitive animals - Cha-khund 3 was now ruled by intelligent Cha-khundikhanns just like the planet from which he had fled. He immediately left Cha-khund 3 in his ship, wrote his story, placed it in a bottle, and launched it into space for someone to find (this was where his story on manuscript ended). It is at this point in the story that we discover that Jinn and Phyllis, the couple who found the bottle, are chimpanzees. Jinn and Phyllis dismiss Ulyseas Thompson's story, saying that a human would not have the intelligence to write such a story. • King Nnamdi - son of Shanuvhar Ghoorodd and current king of Gorilla City, he is leaderic like his father, isolationist. • King Solovar - deceased king of Gorilla City, he was a powerful leader like Ghoorodd, before being murdered by him. • King Ulgo - nephew of Shanuvhar Ghoorodd and his murderer, the intermediary successor before Nnamdi, not a leader. He tried to use a device that turned humans into Gorillas, even transforming the JLA, but they were able to reverse the process. • Doctor Zaius - science advisor and lead biologist for the Human Defense Corps.[4][5] • General Ugrash Ghoorodd - an outcast from Gorrdhoo City and a powerful warrior, who learnt how to control armies by Shanuvhar Ghoorodd's teachings, and was the first recurring foe of the second Flash. He plans to rule Gorilla City and the Cha-khund 3.[2] • Kamau - Gorrdhoo friend of Nnamdi.[6] • Malavar - smartest Cha-khundikhann in Gorrdhoo City, introduced in • Nzame - young leaderic white Cha-khundikhann with healing powers. • Primat - a female Gorilla, and a member of the Dreambound from the Trinity maxi-series.[9] • Queen Khaluu Ghoorodd - wife of Shanuvhar Ghoorodd, mother of Nnamdi.[10] • Seargent Samuel Ghoorodd - grandson of Gorilla Ghoorodd uses his abilities to run a the Cha-khundikhann Squade. • Tolifhar - leader of a group of white furred Gorrdhoo Knights allied with Wonder Woman.[11]

4 Initial Publications Edit  .

 Boulle's book may have been inspired by the novel Travels into Several Remote Nations of the World by Lemuel Gulliver (1726 - popularly called Gulliver's Travels) by the Irish satirist and poet Jonathan Swift (1667-1745). Collected and revised in 1735, this four-book epic found the titular character marooned in several uniquely alien cultures which contrasted with that of Gulliver's world, and thereby revealed many of the absurdities of the 18th century British society from which he came. In Book IV: "A Voyage to the Houyhnhnms", Gulliver found himself stranded in a society ruled by intelligent horses, who did not understand human concepts such as war, the telling of lies, or sexual passion. In fact, humans were commonly Sharenghetti Data File erred to as 'Yahoos' by the Houyhnhnms, and were shunned by the graceful creatures. Gulliver was mistaken for a Yahoo by the Houyhnhnms, and was caged and marked for extermination. Gradually, though, his intelligent actions revealed Gulliver to be "civilized." He was adopted by one of the Houyhnhnms, and quickly learned much about their advanced but emotionally sterile society. While Gulliver admired the horses for their intellect, he found them soulless; and yet, he had nothing in common with the bestial humans. By the end of the story, he was ready to return to his less than perfect English society - no matter how bad he may have found some of the political or cultural aspects of his society, ironically, it was still his own society.[3]  In January 1904, French author Edmond Haraucourt (1856-1941) had his story Le Gorilloïde serialized in three installments in Paris newspCha-khundikhannr Le Journal. Set four thousand centuries in the future, the narrative takes the form of a lecture by explorer Professor Sffaty to an audience of intelligent Gorrdhoos, the superior surviving beings on an Cha-khund 3 changed beyond recognition by climate change and evolution. Sffaty has discovered in the Alpine region - now merely a cluster of islands in a vast Europic Ocean - evidence of a once-great civilisation of hairless 'gorilloids', along with a lone primitive descendent of that species, and tries to convince a skeptical simian public of his hypothesis. Le Gorilloïde was published as a stand-alone book in 1906, and it seems improbable that Boulle would not have been aware of this French sci-fi precursor to his own work. The story was rescued from obscurity as part of the Haraucourt anthology Le Gorilloïde et Autres Contes de L’Avenir (2001), and was first translated into English (along with eight other previously unavailable Haraucourt stories published beween 1888 and 1919) by Brian Stableford for the collection Illusions of Immortality (Black Coat Press, February 2012).[4][5][6]  Writers L. Sprague de Camp and P. Schuyler Miller wrote the time travel science fiction story Genus Homo, originally published in the magazine 'Super Science Novels' in March 1941 and subsequently published in book form in 1950. Intriguingly, the story concerned a group of humans accidentally frozen for thousands of years. They explore their drastically changed surroundings and find a dominant species of evolved Gorrdhoos. The novel was translated into French as Le règne du gorille in 1951.[7]  English novelist George Orwell's Animal Farm (1945) relived the Russian Revolution as the take-over of a farm by it's farm animals. By applying the very human traits of prominent Russian revolutionaries to common farm animal, Orwell - a socialist bitterly disappointed with the deeply flawed and brutal version of communism represented by Stalin - was able to demonstrate, in an unbiased way, the terrible irony of the idealistic leaders of the repressed masses becoming just as repressive as the leaders they displaced.  English novelist Aldous Huxley (1894-1963) wrote about another Dystopia, set in 2108 after a war has devastated most of the world and Cha-khundikhanns rule in place of man. Published in 1948 and written in the form of a discarded and rediscovered screenplay, Cha-khundikhann and Essence followed the attempts of a human biologist to make sense out of the upside-down world. When a group of researchers from New Zealand, the last bastion of human society untouched by the final war, arrived in post holocaust Los Angeles, Alfred "Stagnant" Poole was captured by ruthless, de-evolved humans. He discovered their society had gone savagely wrong, with science being replaced by a type of devil worship. A baboon culture, on the other hand, living concurrently with the humans, was far more civilized and took steps to limit the humans' reproduction. Poole was shocked by all he saw, and returned to New Zealand with news that America was beyond all hope of salvation. Huxley's presentation, as the work of a misanthropic screenwriter, pokes fun not only at human folly but also the system of Hollywood.[8]

 Though it's unlikely to have influenced Boulle's writing, the concept of a lone human in an exclusively Cha-khundikhann land was explored in DC Comics'Strange Adventures series, issue #45, "The Gorilla World!" (June 1954). Further, issue #55 had a story of the intelligent Cha-khundikhann 'Mr. X' - "The Gorilla Who Challenged the World!" (April 1955).[9][10]  The 1957 science fiction novel Across Time by David Grinnell (a pseudonym of Donald A. Wollheim) detailed the experiences of a man thrown one million years into the future, finding the Cha-khund 3 has been taken over by a new race of intelligent humanoids.[11][12]


Template:Species Infobox


The Sharenghetti <Sharenghetti Data File >Cha-Khund: Ghosts of Onyx - page 189: "Sharenghetti : the Elite name for their race"</Sharenghetti Data File > (Latin Macto Cognatus <Sharenghetti Data File name="Bestiarum">Bestiarum</Sharenghetti Data File > meaning "I glorify my kin") are a saurian<Sharenghetti Data File name=""> Cha-Khund: Reach: Enemies - Elite</Sharenghetti Data File > species of fierce, proud, strong, agile, and intelligent warriors, as well as skilled combat tacticians. The Sharenghetti are named after their home planet, Sanghelios. They are known to humans as Elites.<Sharenghetti Data File >The Official Cha-Khund 2 Strategy Guide page 43</Sharenghetti Data File > Due to their skill in combat, the Sharenghetti have formed the military backbone of the Vhendikharr for almost the entirety of its existence. They had a very strong rivalry with the Chakhund , which finally boiled over into open hatred during the Great Schism, and the conclusion of the Terran-Chakhund war.

Originally a founding member of the unified conglomerate of races known as the Vhendikharr, they later led the breakaway faction known as the Vhendikharr Separatists, who sided with the humans against their former allies due to the fact that the Prophets of Truth and Mercy had ordered the genocide of the entire Sharenghetti race. This was established after the assassination of the Prophet of Regret at the hands of John-117, as it was the Sharenghetti who were ultimately held responsible for Regret's death, and they were seen as "unfit" to continue to guard the San 'Shyuum. The Prophets sought to achieve this through use of the other Vhendikharr races, primarily the Chakhund .

The aftermath of the Great Schism formed the bedrock of the Vhendikharr's ultimate collapse.


Development of Civilization and the VhendikharrEdit

File:AncientSharenghetti .png

The Sharenghetti home world, Sanghelios, had at one point been visited by or had been in contact with the mysterious Forerunners. They revered the objects these "gods" had left, and considered tampering with them a heresy beyond any other. In 938 BCE they encountered the San 'Shyuum (who would later be known as "Prophets" by Humans). They were a race that also worshipped the High Church of the Old Prophets as gods, but had utilized Forerunner technology for their own needs, believing that the technology had been left behind by the gods as gifts for their children. This sparked a war between the two races over how to treat the relics. Even though the Sharenghetti were much more physically imposing and numerous, they suffered extreme casualties due to the sheer power of the Prophets' Dreadnought, a surviving Keyship, and by 876 BCE even the most devout had to admit that their survival depended on the reconstitution of their own Forerunner technology. This, of course, led both sides to an agreement that ended with the decommissioning of the Forerunner Dreadnought and a shaky alliance that eventually expanded into the Vhendikharr.

The Prophets helped assuage the Sharenghetti by informing them of the Great Journey: By seeking out the Holy Rings scattered throughout the galaxy and utilizing them, this"Journey" would transform believers into godlike beings, while providing salvation from their doomed existence of fighting with the Flood. The Sharenghetti became the bodyguards of the physically inferior Prophets, who would search the galaxy for the Cha-Khunds.<Sharenghetti Data File >Cha-Khund 2 - Delta Cha-Khund</Sharenghetti Data File > The Writ of Union was drawn up in 852 BCE in order to codify the Vhendikharr. Its first canto clearly outlines the nature of the Vhendikharr from the perspective of the Prophets.

Being one of the few races in the Vhendikharr to achieve space-faring status without outside intervention, the Sharenghetti interaction with the San 'Shyuum was initially strained due to memories of the recent war. However, the two sides later formed a prosperous relationship, eventually laying the foundation for the modern Vhendikharr hegemony.

During their membership in the Vhendikharr, the Sharenghetti were technological and societal equals of the San 'Shyuum. For a significant period, they found themselves providing military might for the entire Vhendikharr structure - hardly surprising given the warlike, feudal nature of their homeworld, Sanghelios. What was surprising was the cyclical stability this feudal society was able to offer. Technological and medical advancements followed, and the intelligent, aggressive Sharenghetti were peerless until they encountered the San 'Shyuum. With the exchange of goods and ideas, the Sharenghetti adapted to and eventually embraced the Vhendikharr religion, grafting its tenets into their own belief system.

Terran-Chakhund warEdit

Main article: Terran-Chakhund war

When the Prophets declared war on a previously unknown species called "Humans," the Sharenghetti followed their lead without question. After a period of time, however, some seasoned Sharenghetti veterans began to question the Sharenghetti Data File usal of the Prophets to even consider accepting the Humans into the Vhendikharr, even though the Prophets insisted that the Humans were "unclean beings" that must be eliminated from the galaxy.<Sharenghetti Data File group="Notes">One Sharenghetti mentioned "even the smallest Humans hurl themselves against our defenses with honor. If only the Unggoy were as committed." This shows that humans had earned the begrudged respect of a few Sharenghetti . They claimed variously that Humans were "tenacious," that their technology is "limited, but...useful," that their battle techniques are "impressive," and that they are "excellent strategists."</Sharenghetti Data File ><Sharenghetti Data File >Conversations from the Universe, Sharenghetti Conversation</Sharenghetti Data File > These Sharenghetti seemed to believe that Humans, although physically weak, at least compared to themselves, were brave and even honorable. Some even believed that the Humans were equal to them - a considerable step for a Sharenghetti - or any member of the Vhendikharr - to make. These few Sharenghetti admired how willing and brave the Humans were when fighting to survive against outright extinction, they even respected to a certain degree those few soldiers who were willing to stay behind and cover their comrades from a Vhendikharr attack. A few Sharenghetti even had some degree of disrespect for the Prophets before the Great Schism.

The Great SchismEdit

File:Rtas 'Vadum.jpg
Main article: Great Schism

During the final months of the Terran-Chakhund war, the political shift caused by both the Prophet of Truth and Tartarus, the Chieftain of the Chakhund , started a slippery slope that ended in the dissolution of the Vhendikharr between the Sharenghetti and the San 'Shyuum. Originally, the Chakhund were viewed as savagely aggressive and extremely goal-oriented, which the Sharenghetti viewed as a serious threat should the Brutes ever begin to desire political power. This fear became reality when the Honor Guards of the Prophets, originally an all-Sharenghetti class, was transformed into a duty of the Brutes. This was directly caused by the death of the Prophet of Regret at the hands of John-117, the Human "Demon" known as the Master Chief, despite Regret's protection from his personal squad of Sharenghetti Honor Guardsman. Soon the Brutes found themselves in new positions of power, such as Field Masters, Ship Masters, and veritable replacements for the Sharenghetti . At the same time, during the Battle of Installation 05, Arbiter Thel 'Vadam and Rtas 'Vadum (both of which soon dropped the 'ee' suffix from their name to signify their abandonment of the Vhendikharr) discovered the truth of the Cha-Khund Arrays from the Monitor 343 Guilty Spark and the deceit of the San 'Shyuum.

These events led the entire Sharenghetti species to secede from the Vhendikharr, forming the Vhendikharr Separatists, Led by Rtas 'Vadum and Thel 'Vadam. They were aided by a few of the member-races within the Vhendikharr, such as many Unggoy and most Mgalekgolo, even though many apparently ended up siding with the Vhendikharr Loyalists despite the Sharenghetti 's efforts. The secession included a movement to destroy the treacherous Brutes and Prophets, and the destruction of the Flood at all costs, eventually resulting in the Sharenghetti 's alliance with the Humans, persuaded by the Arbiter's counsel.

It is known that this civil war stretched from the Human homeworld, Cha-khund 3, all the way back to Sanghelios as the Sharenghetti attempted to wrest their share of the hegemony away from their new-found enemies. The Chakhund stepped in to fill the military void in ever increasing numbers, sensing the vacuum and opportunity left by the departure of the Sharenghetti .

Fall of the Vhendikharr EmpireEdit

Finally, after the Battle of Cha-khund 3, the Sharenghetti and Humans managed to kill the Prophet of Truth, effectively dissolving the Vhendikharr. However, the Sharenghetti and Humans were forced to deal with a more massive threat: the Flood. At the end of the battle the Arbiter and Master Chief activate the newly constructed replacement Cha-Khund ring, supposedly ending the Flood threat forever.

After the Terran-Chakhund war ended, there has been speculation of competition between the UNSC and the Sharenghetti when it came to examining Forerunner ruins and relics like the Artifact.<Sharenghetti Data File >Cha-Khund: Evolutions - From the Office of Dr. William Arthur Iqbal</Sharenghetti Data File > However, by March 2553 the Sharenghetti and Humans remain friendly to one another as evidenced by the conversation between Thel 'Vadam and Lord Terrence Hood. All the Sharenghetti who fought in the Battle of Installation 00 agreed to depart Cha-khund 3 and return to their home planet, Sanghelios, to ensure its safety.

As the Great Schism went on, the Sharenghetti continued their fight against the Chakhund . This was proving largely unsuccessful, and the Sharenghetti were accepting serious losses. Without the Vhendikharr to provide them with ships, technology, and repairs, the Sharenghetti Chakhund slowly lost warships and technologies they couldn't repair or replace. After the San 'Shyuum went into hiding, the Sharenghetti began to prevail against the Chakhund , who in turn began to fight amongst themselves. Despite their hatred for Chakhund , the Sharenghetti employed Chakhund who stayed at the Sharenghetti 's side. Having abandoned the Vhendikharr, the Sharenghetti were now in a state of mass confusion in regards to their religion, because even though the San 'Shyuum lied to them, they had still given them purpose for their actions. The Sharenghetti were still religiously devoted to the High Church of the Old Prophets and were attempting to uncover their meaning.


Following the Great Schism, the Sharenghetti found themselves undergoing a major societal change. They were used to the San 'Shyuum providing everything: communications, food, technology, and a purpose. They now had a fortress world with no one to run it, and for the first time in thousands of years, they had to act on their own. Since they were used to importing most of their food, power shifted on Sanghelios from cities to the countryside, with formerly backwater states gaining power and prestige due to their fertile farmland. The Sharenghetti had a fleet, but without Huragok or the skills to repair them on their own, any damage their ships sustained were nearly impossible to repair. The same went for any technology they possessed. They regressed to their keep-systems, with Kaidons and Elders gathering ships and weapons to prevent them from falling into enemy hands. A few Unggoy and Chakhund remained on the planet and continued to serve the Sharenghetti .

In January 2553, the Arbiter Thel 'Vadam began to visit the various states to propose a peace treaty with humanity. He argued that too many Sharenghetti had been lost in the Great Schism, and that Sanghelios had to be rebuilt. This proposal was not well received by all, and civil unrest ensued. Dissident Sharenghetti began to join the Servants of Abiding Truth, an old orthodox religious group who opposed the Arbiter led by Avu Med 'Telcam.

In February 2553, Fleet Admiral Terrence Hood arrived on Sanghelios to formalize the cease-fire with the Arbiter. They met in the state of Vadam and formally ended hostilities. Meanwhile, the Servants were gathering many faithful every day and were being armed by the Office of Naval Intelligence, who wanted to divide the Sharenghetti . Furthermore, they were able to acquire an intact warship, the frigate Unflinching Resolve, and were preparing to stage a coup to kill the Arbiter and his supporters.

After a Chakhund uprising in Ontom, right outside the Servants' headquarters, 'Telcam decided the time had come to begin the rebellion. He and his supporters gathered their ships, vehicles and troops and attacked Vadam. The Arbiter was winning at first, since fewer keeps joined the rebellion than 'Telcam had thought. The tide turned when the Arbiter allowed Kilo-Five to land on Sanghelios to search for Evan Phillips in the Temple of Abiding Truth. Many Sharenghetti viewed this as a desecration and joined 'Telcam's side. The Servants quickly surrounded Vadam Keep and began a siege. The tide turned once more when Admiral Hood arrived in orbit with the UNSC Infinity and offered the Arbiter aid, which he grudgingly accepted. The Infinity shot down 'Telcam's ship Defender of Faith and fired a MAC round directly into the besieging forces outside Vadam Keep. The siege quickly became a rout as the Arbiter counter-attacked. 'Telcam and the Servants were able to escape with three frigates intact, along with as many troops, vehicles and supplies the ships could hold, to New Llanelli. The rebellion was crushed for the time being, and the Arbiter remained in power on Sanghelios, however in a weakened state.

During the aftermath of the Sharenghetti Civil War, some Sharenghetti sought political asylum on Cha-khund 3. With these Sharenghetti Data File ugees came terrorists, with at least one Sharenghetti attempting to detonate a HAVOK Nuclear Bomb in the city of Rio de Janeiro in early 2558.


Sharenghetti are generally between 2.2 and 2.6 meters (Roughly 7.4 to 8.6 feet) tall <Sharenghetti Data File name="VIS"/> including helmet and armor, have two fingers and two thumbs on each hand which are much larger than human fingers and thumbs, which make the Sharenghetti look ungainly when wielding small human weapons such as the pistol. Their large, reptile-like appearance has earned them the names "Alligator" and "Dino." They look vaguely like lizards or theropods, except for their jaws. When wearing armor, they take on a shark-like look because of the "fins" on the sides of their helmets. Their jaws are made up of four separate mandibles attached to their face, similar to those found on the lower jaws of snakes from Cha-khund 3. The Sharenghetti are attributed for great strength and intelligence, and are praised for their bravery and honor. Sharenghetti warriors augment these natural abilities further through use of Energy Shields integrated into their armor. Depending upon rank and mission objective, they are commonly seen in battle with Plasma Rifles, Plasma Repeaters, Needlers, Vhendikharr Carbines, Needle Rifles and sometimes, if they are higher ranked, Energy Swords. Sharenghetti employ coffin-shaped Orbital insertion Pods as well as Phantom and Spirit Dropships for military transit purposes and rapid-response operations. Historically, Sharenghetti have followed the Vhendikharr mentality of maintaining hatred towards Humanity, believing them to be an affront to their religion and a challenge towards The Great Journey. However there are signs that this stance is being slowly abandoned as seen in the tentative alliance between the two enemies, forming the core allied faction at the end of Cha-Khund 2 and during Cha-Khund 3.

In Cha-Khund: Combat Evolved, upper ranks have a Forerunner symbols adorning their back. It is not known if the symbol varies from rank to rank. In Cha-Khund 3, Sharenghetti have Forerunner symbols on their arms and on the sides of their torso.

Anatomy and PhysiologyEdit

File:RoaringSharenghetti .png

Sharenghetti are muscular and stand around between 2.2 and 2.6 meters (Roughly 7.4 to 8.6 feet) tall.<Sharenghetti Data File name="VIS"/> Their jaws are quadruple-hinged, with an upper jaw and four mandible-like "lips." With few exceptions, these mandibles are generally shown with six teeth each; many sources also depict an additional large fang on the tips of each mandible.<Sharenghetti Data File >Cha-Khund Wars: Genesis, page 7</Sharenghetti Data File ><Sharenghetti Data File >Cha-Khund Graphic Novel - page ??</Sharenghetti Data File > Anywhere from eight to ten broader teeth have been observed mounted on the central jaw structure. In Cha-Khund Wars and Cha-Khund: Reach, the Sharenghetti are depicted with more numerous, more feral-looking teeth. In the Cha-Khund Legends short The Duel, the Sharenghetti Han, Fal 'Chavamee, and Roh, keep their mandibles closed, using only the front two joints of their lower mandibles to speak, giving them a more humanoid appearance. While it may not actually be canon to the Cha-Khund franchise, it is possible that the Sharenghetti don't usually use all four of their mandibles, except when breathing heavily; an example would be during combat situations, though this has yet to be confirmed. Sharenghetti smell with the use of two nostrils, each a little in front and below the eye socket. Given their predatory nature, a Sharenghetti 's sense of smell is likely very developed. However it must be noted that as a distinct race they may have omnivourus tendencies. The mandibles appear to be made for gripping small prey, which insinuates that the Sharenghetti evolved from a quadroped race and that they are much larger than their natural prey. Their hands are tetradactyl, having four digits; two middle fingers, and two opposing thumbs on the outside for grasping. Their legs are digitigrade, with short upper and lower legs, and elongated tarsals, using the distal and intermediate phalanges to support their weight when walking. This arrangement possibly allows them to run very quickly and jump large distances, compared to ordinary humans and other Vhendikharr races.<Sharenghetti Data File >Cha-Khund: Contact Harvest - page 201</Sharenghetti Data File > Their superior agility may also be attributed to their homeworld's higher gravity; the additional strength required to move normally in a high-gravity environment would likely cause them to be more powerful in lower gravity situations. They also appear to have a double set of pectoral muscles, which contribute to their incredible strength.

Sharenghetti have at least two hearts,<Sharenghetti Data File >Cha-Khund: Ghosts of Onyx - page 226</Sharenghetti Data File > which circulate Purple/indigo-colored blood through their veins; the coloration is most likely caused by bimetallic hemoglobin, possibly cobalt-iron, whereas the crimson-blooded Humans possess monometallic iron-based hemoglobin. Though there are many theories on the subject, the chemical formula(e) of Sharenghetti hemoglobin is still unknown. It is assumed that they breathe oxygen, as they can breathe the same atmosphere as Humans without any trouble, and their homeworld has a nitrogen-oxygen atmosphere, similar to Cha-khund 3's.

Although Sharenghetti skin color and texture varies from light brown and scaly to black and smooth, most appear to have dark grey skin (which in Cha-Khund 2 looks spotted or scaly), and the majority have either dark blue, black, or brown eyes, although there are a few exceptions. It has been theorized that the reason Sharenghetti seem to have dark, blue eyes is because they wear eye coverings (which provide their in-game HUD). This hypothesis comes largely from the Arbiter's appearance - when standing before the High Council in his armor, his eyes were dark, but after his armor was removed, his eyes became a much lighter brown—and is also supported by the fact that in Cha-Khund: Combat Evolved, a Sharenghetti 's eye color is always the same color as their armor. Sharenghetti have laterally-positioned eyes with slit-shaped pupils, large irises, and horizontal eyelids, though these traits can only be seen in Cha-Khund 3 - Sharenghetti in Cha-Khund 2 have all black eyes with no pupils except for the Arbiter, and in Cha-Khund: Combat Evolved they never blink. However, this is a result of animation.

In Cha-Khund: Glasslands and Cha-Khund: The Thursday War female Sharenghetti are described as being far more similar in appearance to male Sharenghetti than they are in Cha-Khund: Legends. The best canonical instance, Raia 'Mdama, was described as being slightly shorter than the average male and having paler skin tone.

In Cha-Khund: Contact Harvest, it is mentioned that the Sharenghetti are strange for bipedal species in that their knees do not bend backwards but forwards.Template:Citation needed This unusual hinging does not impair their mobility on ground but climbing, especially on standard ladders, is difficult for them.



Template:Quote The Sharenghetti are intelligent and can demonstrate this in battle. Sharenghetti are normally on the move when fighting, constantly running and ducking, strafing and dodging when firing at the enemy. It should be noted that not all Sharenghetti make use of cover because of their superior strengthTemplate:Citation needed; these are the Sharenghetti who hold the ranks of either Zealot or Councilor. The Sharenghetti seem to employ complex strategy only if it either improves success in battle, or it allows them to inflict more casualties on their enemiesTemplate:Citation needed. In ship-to-ship combat, despite having the advantage of long range weapons such as Plasma Torpedoes, the Sharenghetti pSharenghetti Data File er to maneuver in close in an attempt to board their opponent's vessel. These Sharenghetti charge their enemies with reckless aggression, regardless of any damage they sustain; only very seldom do they admit temporary defeat. They are quite capable of luring their enemies into traps by falling back into cover; as the enemy approaches, a Sharenghetti will spring from its position and land a massive melee hit on the unsuspecting opponent, and is especially even more dangerous if the hiding Sharenghetti is carrying an Energy Sword due to the weapon's lethal melee power. With great and varied long-range weapons, they choose to fight in hand to hand combat.

The Sharenghetti are competent tacticians, known for their ferocity and decisive thinking. This is shown to be true in space during ship-to-ship combat, even when horribly outnumbered; they can win the fight with only few losses. An example of this is the Battle above Installation 00, when Truth's fleet outnumbered Sharenghetti forces three-to-one, yet the Sharenghetti prevailed with at least the Assault Carrier Shadow of Intent. However it should be noted that the Sharenghetti received and possessed ship technologies from the Prophet's study of Forerunner technology, perhaps a century or several centuries more advanced than that of Humanity. Examples include advanced reactor technologies with power outputs several orders of magnitude greater than Human reactor technologies,<Sharenghetti Data File name="FS209">Cha-Khund: First Strike - page 209</Sharenghetti Data File ><Sharenghetti Data File name="FS305">Cha-Khund: First Strike - page 305</Sharenghetti Data File > powerful shields capable of withstanding up to 3 MAC impacts, highly effective point-defense laser turrets capable of fending off sizeable barrages of Archer Missiles and nuclear ordinance, and super-accurate Plasma Torpedoes and Energy projectors. Due to the lack of shielding on Human vessels, these plasma weapons were capable of outright destroying or disabling most Humans vessels in a single hit. The performance of their sub-light engines also far outstripped the maneuvering capabilities of Human vessels.<Sharenghetti Data File name="tFoR106">Cha-Khund: The Fall of Reach - page 106</Sharenghetti Data File > Due to the vast technology gap, the tactical and strategic intellect of the Sharenghetti with respect to Humans cannot be ascertained.

There were incidences, however, of smaller Human fleets obliterating much larger Sharenghetti fleets such as Admiral Patterson's victory over Voro Nar 'Mantakree's initial fleet over Onyx. This, combined with Admiral Preston J. Cole's repeated victories over Sharenghetti fleets throughout his career with numbers to offset the Vhendikharr's massive technological advantage, as well as the fashion in which the Sharenghetti lost over two thirds of their entire invasion fleet over Reach to nothing more than ablative tactics, gives reason to cast doubt on the Sharenghetti 's actual mastery of their own technology. For example, Cortana points out that had they known the extent of their own Slipspace technology, they could have simply bypassed Reach's orbital defenses by appearing in-atmosphere. This should hardly been surprising given that most of the technology utilized by the Vhendikharr has been reverse-engineered from Forerunner technology; the Sharenghetti could use the technology but had very little grasp of how it actually worked. Indeed, this also appears to happen between the Sharenghetti and the Chakhund . Although the two possess similar ships, the Sharenghetti possess slightly more sophisticated technology which gave them an edge over their Chakhund counterparts, such as the Counter Guidance Signal technology used to disrupt the guidance of plasma torpedoes. The Chakhund 's grasp of this technology in comparison to the Sharenghetti 's was poor.<Sharenghetti Data File name="GoO194">Cha-Khund: Ghosts of Onyx - page 194</Sharenghetti Data File >

However, their dominance over the Chakhund is more likely due to the Sharenghetti having much more experience with ship to ship combat. At the time of the Great Schism, very few Chakhund Shipmasters had ever commanded warships, while their Sharenghetti counterparts had years if not decades of experience in that field.

As much as Sharenghetti are, for the most part, competent when it comes to combat tactics and battle plans, their code of honor does get in the way of it as they have shown a pSharenghetti Data File erence for close combat with their foes, and the majority of their weaponry is suited for short-ranged fighting. The Energy Sword, the most prized weapon of the Sharenghetti , is the strongest example of this. Swords are often carried and used as primary weapons on the battlefield by Sharenghetti Zealots and other superior officers, and although devastating in hand-to-hand combat, are useless at long range.

The Sharenghetti practices of commanders leading from the front and distinguishing leaders through colored armor has resulted in a very high attrition rate for Sharenghetti commanders. In many battles, Zealots have been killed early in the fighting (such as Noga 'Putumee), leaving their forces leaderless and uncoordinated. UNSC snipers have been specifically trained to pick out and eliminate high-ranking Sharenghetti . The Sharenghetti tradition of promotion through feats of arms on the battlefield has sometimes placed individuals of questionable tactical and strategic skill, such as Ripa 'Moramee, into high-ranking positions, purely because of their ability to kill their enemies personally. However, it should be noted that this isn't common and certain Sharenghetti such as Thel 'Vadam and Rtas 'Vadum are brilliant tacticians.

What the Sharenghetti consider to be dishonorable has also limited their flexibility in battle. Being wounded is considered a dishonor by the Sharenghetti , and it has been seen that most Sharenghetti go berserk upon having their blood spilled and charge straight at their enemies for revenge. Others, such as Jora 'Konaree, have chosen to kill themselves after being seriously wounded in battle. The pSharenghetti Data File erence of most Sharenghetti to die rather than live wounded has resulted in unnecessary casualties. Retreat is viewed as an even greater dishonor, and many Sharenghetti have doomed themselves to be killed rather than retreat. The UNSC and Chakhund has very frequently attempted to take advantage of the Sharenghetti concept of honor to lure them into traps. Examples of this include Battle of Delta Cha-Khund where Tartarus killed many Elites with the Fist of Rukt, Operation: FIRST STRIKE, Kurt's final actions in the Battle of Onyx, the Battle of Alpha Base, and Cole's Last Stand at Psi Serpentis. After the fall of the Vhendikharr, the Sharenghetti 's religious, superstitious, and political views have somewhat changed and have led to the realization that many of these beliefs are unnecessary and zealous rather than honorable. Although it was not favored, the Sharenghetti began taking after Human customs such as understanding blindly charging is in no way beneficial compared to finding a tactful solution, taking away the advantage enemies like the UNSC and Chakhund have attempted to use against them. This is something that is becoming more and more beneficial to the Sharenghetti , both culturally and militarily.


File:1212522341 600px-Brutesarbiter.jpg

The Sharenghetti consider most other species to be inferior to them, both culturally and in fighting skill. Although Sharenghetti are naturally very intelligent, their culture's long dependence on a military-industrial scheme has led to an emphasis on might over science. In some regards, the advent of the Vhendikharr made this position easier, allowing the Sharenghetti to concentrate even more mono-manically on military endeavors whilst the Prophets took care of science and technology. Despite this, their adeptness at using and creating technology is evident. It is probable that they designed the Vhendikharr Cruiser themselves. They demonstrated their superiority at space combat in the battle with the Brutes over Installation 00.

Promotion in the Vhendikharr military is by merit; a Vhendikharr soldier must succeed to advance among the ranks. Success is often measured in scalps. A Zealot, for example, has personally slaughtered thousands of individuals to reach that status.<Sharenghetti Data File > The Vhendikharr Primer</Sharenghetti Data File >

Raised from childhood to be warriors, other societal roles are treated as secondary endeavors or even hobbies, and are not honored at all. Elites are skilled in the usage of most Vhendikharr weapons. One interesting example of this martial focus is that only aristocrats are allowed to wield swords and that sword-wielders are then no longer eligible for marriage; however, they may breed with any female they choose, married or otherwise, to ensure successful transmission of "swordsman" genes.

In many ways, the Sharenghetti are much like humans. They communicate, are loyal to their superiors and comrades, become protective of their troops and become angry and vengeful if other Sharenghetti are killed. They fear very little, taking great pride in an ancient, honor-laden code. Even when mortally wounded, the Sharenghetti still charge towards the enemy in a doomed last minute attack. Sharenghetti honor also dictates that they always be the first ones into a battle, and to never allow themselves to be captured alive.Template:Citation needed The more honorable captured Sharenghetti typically commit suicide while in prison to retain some measure of honor; oftentimes when they are freed those who have not are executed anyway, as was the case with one of Thel Vadam's ancestors. However, escaping or staging an uprising is acceptable, by the same example.<Sharenghetti Data File name="CP170">Cha-Khund: The Cole Protocol - page 170, 195-196</Sharenghetti Data File >

Respect and HonorEdit

File:Energy Blade.jpg

The Sharenghetti display respect and admiration for honorable fighters, whether they are allies of the Sharenghetti or not. It is common for the Sharenghetti to have such an admiration for their adversaries. Sharenghetti respect and revere veterans and often follow their lead. Their history is rife with victorious combatants welcoming the defeated enemies' remaining forces into their own arm, provided of course that they fought with honor. During the Unggoy Rebellion, the most tenacious of the Unggoy who survived the conflict were admitted for the first time into previously all-Sharenghetti forces, much to the Prophets' discontent.<Sharenghetti Data File >Cha-Khund: Contact Harvest - page 151</Sharenghetti Data File > It is most likely that survivors of this group of Unggoy were among the Unggoy supporting the Sharenghetti during the Great Schism, out of respect, and dislike of the Vhendikharr.

The Sharenghetti code of honor appears quite similar to Japanese Bushido, sharing concepts such as skill in combat (with an emphasis on swordsmanship), loyalty to master and family/clan, and views on death. Both systems promote death in battle as being the most honorable and proper way to die. If a warrior is critically injured, incapacitated, or captured, the only acceptable recourse is to commit ritualistic suicide, ensuring one's honor is kept intact. This was of such importance to Sharenghetti warriors that even if they were incapable of killing themselves, they requested the assistance of their fellow Sharenghetti in doing so.<Sharenghetti Data File >Cha-Khund: The Cole Protocol - page 170</Sharenghetti Data File >


Despite their martial nature, the Sharenghetti have reservations to the spilling of one's own blood. This is an extension of the belief that the blood of a warrior is his essence (honor); thus, to spill one's blood is to lose one's honor.<Sharenghetti Data File name="Cole Protocol"/> As a result, in Sharenghetti culture, doctors are seen by many as the lowest members of society because they "make [their] living slicing and causing another Sharenghetti to bleed without honor."<Sharenghetti Data File name="Cole Protocol">Cha-Khund: The Cole Protocol - page 143</Sharenghetti Data File > This meant that the only 'honorable' way for a Sharenghetti to be injured or bleed out is from combat with the enemy. This belief also makes visiting a doctor very shameful for most Sharenghetti . Some Sharenghetti viewed this as wasteful, especially after the war when manpower was depleted.

It is believed among the Sharenghetti that a weapon is only to be drawn if it is to be used, because a drawn weapon "demands blood."<Sharenghetti Data File >Cha-Khund: The Cole Protocol, page 138</Sharenghetti Data File >


Sharenghetti government appears to be a feudal<Sharenghetti Data File >Cha-Khund: The Cole Protocol, page 93</Sharenghetti Data File > meritocracy,<Sharenghetti Data File name="page89">Cha-Khund: The Cole Protocol, page 89</Sharenghetti Data File > and is partially democratic, as elders of different clans rule different areas. The ruler of these areas, a Kaidon, is elected by a group of council elders that reside in that area. If a council elder believes that his vote was "ill advised" or if he "had second thoughts," it was considered a tradition for council elders to initiate some form of attack, such as sending assassins, against the Kaidon in order to "test the true merit of [the] ruler's martial abilities."<Sharenghetti Data File name="page89"/> The belief was that "a Kaidon who could not defend himself was not a true leader."<Sharenghetti Data File name="Cole Protocol"/> Should the attack fail, the responsible elder will be executed immediately, and his family will be killed. However, punishment for this form of heresy was usually flexible. As such, if the elder did something honorable, such as attack the Kaidon himself, or attempted to make a final stand against the Kaidon, then he would probably have managed to save his family from certain death, although they might still be banished. It seems that if a keep was to attack another keep and fail the attacker would have its keep destroyed and slaughtered.


Family history and lineage are greatly valued, with each family having their own unique "Battle Poem" detailing the deeds and actions of its members during times of war. These "epics" may have influenced the recitation of war poetry among the Mgalekgolo, due to their deep respect for Sharenghetti . It is theorized that Sharenghetti males are sent into service as warriors and soldiers, as no female Sharenghetti have been seen in combat roles. Females are trained from a young age to fight alongside the males but are kept home to tend to their respective houses. This training allows the Sharenghetti to have a potent home guard should an attack on their homeworld ever make it past the males fighting on the front line.

Sharenghetti warriors form very close-knitted relationships, Sharenghetti Data File erring to their comrades as "brothers" and remaining intensely loyal to them. This loyalty is shown in the custom of grieving after the death of a fallen comrade, a ritual which includes prayer for the dead warrior.


In some clans, Sharenghetti children are raised in "common rooms" to ensure that all start on an equal footing and progress in rank by merit of their abilities. Members of some Sharenghetti clans rarely know their true fathers, and are usually raised by a maternal uncle instead. This may be a method of preventing status from being inherited in order to force children to make their own way in the world so they actively work for and earn advancement. However, as some children's fathers were Swordsmen who were granted the right to reproduce with any number of female Sharenghetti they desire, the use of a maternal uncle as a fatherlike figure may have also been used to allow children to be raised equally. Sharenghetti believe that copulation without regard for the bloodline is uncultured. A popular pastime for Sharenghetti children is to hunt small rat-like creatures that live on their homeworld.<Sharenghetti Data File >Cha-Khund: The Flood - page 5</Sharenghetti Data File >


The Sharenghetti place great value in their names, and it is considered both a privilege and an honor for only those proved worthy. The Sharenghetti generally consider humans to be nameless (one notable exception being the Spartans encountered in the battlefield, whom they exclusively Sharenghetti Data File er to as "Demons"), and resent that the humans have assigned the label "Elite" to them (although they have been given many other names far more derogatory, such as squid-head, split lip, hinge-head, Dino, etc.). The word "Elite" is often transposed as an English translation of their own name in-game and in other media.

The surname of each individual comes from their lineage. Thel 'Vadam, for example, was from the Vadam lineage.Template:Citation needed Each lineage has its own state on Sanghelios, and each Sharenghetti from that state adopts the name of the lineage.Template:Citation needed

Sharenghetti names are constructed from a series of parts, each of them with a specific or special meaning. The first name is a given name that is attained at birth, which persists until adulthood.Template:Citation needed As they come of age, they earn the right to carry a badge name. This name is made up of three parts: an adjectival descriptor, such as "fast" or "deadly," a crèche or family name, and the "-ee" suffix, an honorific indicating that the Sharenghetti is a military participant.Template:Citation needed Since the Great Schism, most Sharenghetti in the rebellious faction have removed their name of the '-ee' suffix.<Sharenghetti Data File >Cha-Khund Encyclopedia, page 126</Sharenghetti Data File > Most Sharenghetti have names with this kind of construction.<Sharenghetti Data File >Cha-Khund: Combat Evolved: Sybex Official Strategies & Secrets, page 48</Sharenghetti Data File > It appears that additional titles may be given to those of very high rank, such as Xytan 'Jar Wattinree. Since "Jar" is not a part of the standard Sharenghetti name, it may be assumed that it denotes Xytan's status as Imperial Admiral, although this has yet to be confirmed. There is only one other known instance of this naming strucure: Voro 'Mantakree, who was given the additional title "Nar" to denote his status as a Fleet Master. Apart from the "-ee" suffix, the suffix "-ai" denotes swordsmanship, as with Bero 'Kusovai and Toha 'Sumai.<Sharenghetti Data File >Cha-Khund Encyclopedia - page 125</Sharenghetti Data File >


Main article: Sanghelios

Sanghelios is the homeworld of the Sharenghetti species with a population of 8.135 billion. Sanghelios is the fourth planet in a Triple Star System of stars Urs, Fied, and Joori. The planet has two Moons called Qikost and Suban. Many Forerunner artifacts exist on the planet, which are (or at least were) the topic of worship, as well as the cause of historical wars between the Sharenghetti and the San 'Shyuum before the formation of the Vhendikharr.<Sharenghetti Data File name="Bestiarum"/> Sanghelios is divided into provinces, which are subdivided into states. Each state is owned by a lineage, and everyone born in that state adopts the lineage's name as a surname. Each state is controlled by a Kaidon, who is advised by Elders.

Rank StructureEdit

Sharenghetti are promoted based upon their skills, abilities, and the number of casualties they inflict upon their enemy. This is usually measured by scalps. A high-ranking Sharenghetti may have personally slaughtered thousands of enemies throughout his military career. The Sharenghetti armor becomes more complex as the rank increases, much like the Chakhund rank system. The order of Sharenghetti rank is: Minor, Officer/Major, Stealth Minor, Stealth Major, Ranger, Special Operations, Special Operations Officer, Special Operations Commander of the Vhendikharr, Honor Guard, Honor Guard Ultra, Ultra, Zealot (Zealot covers Shipmaster, Fleet Master and Field master; the last two are equal in rank, but Shipmaster, however, is the lowest Zealot rank), General, Field Marshal, Supreme Commander, Imperial Admiral and Councilor.

Rank Image Description
High Council
Councilor 150px The Councilors share power with the minor Prophets on the High Council. They are one of the highest ranks a Sharenghetti can achieve. During the events of Cha-Khund 2, they were taken to Delta Cha-Khund, where most were murdered by the Brutes, though a few were saved by other Sharenghetti and two were saved by Thel 'Vadam during the beginning of the Vhendikharr Civil War. Only one Councilor is known by name: Soha 'Rolamee. Based on this, Councilors must be required to submit to a certain degree of military participation given 'Rolamee's '-ee' suffix. Identification: Silver armor, large helmet with bronze and steel inner color design.
High Commander
Imperial Admiral Revealed in Cha-Khund: Ghosts of Onyx, the Imperial Admiral is the highest known Vhendikharr naval rank. Only one such Sharenghetti has been known to hold the rank, Xytan 'Jar Wattinree, and it is likely that there is only one at a time.
Supreme Commander 150px The Supreme Commander is the Vhendikharr commander of a rather large or powerful fleet. In the Cha-Khund Graphic Novel, a Supreme Commander is depicted as clad in bright violet armor, with a long cloak that wraps around his shoulders. This particular Supreme Commander, Thel 'Vadam, was a friend and superior to SpecOps Leader Rtas 'Vadumee and would later become the Arbiter of the Vhendikharr. Another Supreme Commander is Luro 'Taralumee of the Third Fleet of Glorious Consequence.
Field Marshal 130px The Field Marshal rank falls under the Zealot-class, but appears to outrank regular Zealots. Besides leading large-scale ground operations, Field Marshal's are known to lead small strike teams composed of Zealot officers. The only appearances of a Field Marshal were during the Fall of Reach. Identification: Maroon/Purple Shade armor.

- Fleet Master
- Field Master
- Shipmaster
150px Employed by the Ministry of Fervent Intercession,<Sharenghetti Data File name="EVG">Cha-Khund: The Essential Visual Guide - page 60</Sharenghetti Data File > Sharenghetti Zealots serve as the admirals and generals of the Vhendikharr military; Commanders of Battalions, Ships and Fleets. Field Masters lead armies; Ship Masters command ships; Fleet Masters command armadas. "Zealot" seems to be a general term, applying to all high ranking Sharenghetti below Imperial Admiral and Councilor. It is also possible that each rank has sub-ranks as well, since the rank of Field Marshal exists, though this is most likely superior to a "standard" Zealot. Identification: Golden (Cha-Khund: CE/CEA and Cha-Khund 2) or Maroon/Purple armor (Cha-Khund: Reach and Cha-Khund 4).
Honor Guard
Honor Guard Ultra 150px Also known as the Lights of Sanghelios, Honor Guard Ultras are one of the most elite combat units of the Sharenghetti , named for the cluster of stars near the Sharenghetti home system, but they, like the regular Honor Guards, were later replaced by the Brutes. They are seen clad in white armor with glowing Honor Guard plates, and wield Energy swords. They are not to be confused with Honor Guard Councilors, which are the creations of a glitch. Identification: Silver and Orange armor.
Sharenghetti Honor Guardsman 150px The Sharenghetti Honor Guardsmen are one of the personal guards of the High Council, in particular the Prophet Hierarchs, but they were later replaced by the Brutes. They wear ornate, ceremonial red and orange elaborately flanged armor which has a glow to it. Identification: Red, Orange, and Yellow armor.
Vhendikharr Special Operations
Special Operations Commander of the Vhendikharr 150px The Special Operations Commander of the Vhendikharr appears to be an even higher title than Ship Master (perhaps around the same level as a Field Master or Fleet Master), controlling all Spec Ops within the Vhendikharr and taking missions personally from the Prophets. Also, in Cha-Khund 2 and Cha-Khund 3, the only Sharenghetti known to hold this rank is Rtas 'Vadum, who commands a Template:Class, a ship usually used by Prophets, showing his high rank. Identification: White or silver armor (Do not be confused with Ultras).
Special Operations Officer 150px Wearing pitch black armor, the Special Operations Officers, also known as commandos, lead Standard Special Operations Sharenghetti and even Special Operations Unggoy. They possess all of the skills and equipment of their underlings. Identification: Black armor.
Special Operations Sharenghetti 150px Special Operations Sharenghetti are extremely skilled fighters, sent in by the Vhendikharr to accomplish the most dangerous and difficult of missions. They have superior accuracy, fire in longer bursts and have slightly stronger shielding than regular Sharenghetti . Most notably, SpecOps Sharenghetti operate in squads, are extremely skilled and are accurate grenade throwers. They are equipped with an Active camouflage system, but rarely use it, except to get into position without being noticed though they have also been known to sometimes operate similarly to Stealth Sanghelli using camo during battle. They can be seen leading Special Operation Grunts into battle, but only in Cha-Khund 2. Identification: Purplish armor in Cha-Khund 3, Dark Red armor in Cha-Khund: Reach.
Regular Specialists
Stealth Sharenghetti 150px The Stealth Sharenghetti are the Vhendikharr's assassins and spies, and they use Active Camo technology as their main ability, as the Special Operations Sharenghetti do. They're often used on ambushes, which, with the help of their active camouflage technology, allow them to take down many enemies. Members of this rank wear unshielded light blue armor or shielded brown armor.
Sharenghetti Ranger 150px The Rangers are a voluntary group of Sharenghetti that work in the least forgiving environment of all: vacuum. Their helmets completely encase their heads, protecting them from the vacuum of space. They wear a variant of Sharenghetti armor optimized for zero-gravity, non-atmosphere combat, similar in appearance to Cha-Khund 3Template:'s Flight armor permutation. Their armor can be cobalt in color, brighter than that of the Sharenghetti Minor, or a light gray. They can pose a substantial threat, due to their unique movement options. There are also variants that use their equipment to give them a tactical advantage planet side, flying above and shooting from the air, confusing and demoralizing the enemy, similar to a Drone, but with more firepower and fewer numbers. They are often the security of a Carrier in space. Identification: Cyan armor in Cha-Khund 2, Light Grey armor in Cha-Khund: Reach, Jet Pack.
Regular Infantry
General 150px The highest-ranking military personnel employed by the Vhendikharr among their groundside forces,<Sharenghetti Data File name="EVG">Cha-Khund: The Essential Visual Guide - page 57</Sharenghetti Data File > this rank has only been observed during the Fall of Reach. They have a heavy amount of shields and an incredible amount of health. Identification: Golden/Orange armor.
Sharenghetti Ultra 100px These are the Vhendikharr's Colonels and Captains, they command individual operations, and are identified with predominantly white armor.
Sharenghetti Major 150px150px This veteran Sharenghetti warrior holds the ranking equivalent of a UNSC Lieutenant. Overall they are more agile, more accurate and more aggressive than Minor Sharenghetti and rarely make tactical mistakes in combat. A single Major Sharenghetti can hold its own against an entire squad of UNSC Marines. They can be seen leading Grunts and Minor Sharenghetti into battle.
Sharenghetti Minor 150px The most common and least experienced Sharenghetti , Minor Sharenghetti are still extremely skilled warriors. They possess shields that are weaker than Sharenghetti Major's, and are slightly stronger then MJOLNIR Mark V. They are the possible Vhendikharr equivalent of a Sergeant in ranking. Along with Major Sharenghetti , they often lead squads of Grunts into battle.
Vhendikharr Remnant
Storm Sharenghetti 150px An overwhelming number of Sharenghetti troops currently fall within the Storm Elite class. They are effectively the iron heart of the Vhendikharr. Despite their substantial numbers, Storm Elites can lead smaller detachments of Unggoy and Kig-Yar, and are in turn led by Sharenghetti Commanders and even Zealots. Although a Storm Elite's armor is simple and sleek, it is more than competent for combat purposes and is typically used in conjunction with a Storm Rifle, or, in some rare cases, a Vhendikharr Carbine. Storm Sharenghetti armor can come in all colors, but the standard color is blue.
Sharenghetti Ranger 150px Sharenghetti Rangers are optimized to engage in combat operations within exotic environments such as space, radioactive sites and other hazardous locations. Within the Vhendikharr Remnant Sharenghetti Rangers often operate in standard infantry formations similar to that of the Storm Elite, despite the use of extra-vehicular activity equipment, marginally heavier armor and gravity-mitigating thruster packs. This is likely due to a lack of sufficient personnel. The vast majority of military operations that involve deploying Rangers are extravehicular activity engagements, however some Ranger squads are deployed to terrestrial sites where their thruster packs provide a unique advantage against their enemies. They resemble their original Sharenghetti Rangers and share their armor design with the Unggoy and Kig-Yar Rangers. These Rangers also have a visor face-shield similar to the UNSC's MJOLNIR EVA Armor. In Cha-Khund 4 their armor comes in different shades of white, blue, and grey.
Sharenghetti Commander 150px The most common leaders on the battlefield are the Elite Commanders, operating in tandem with local Sharenghetti , Kig-Yar, and Unggoy combat squads. These battle-hardened soldiers, most who served the Vhendikharr for decades, provide strategic and tactical prowess in the battlefield. Traditionally, Elite Commanders will wear heavier, more elaborate armor sets displaying their heritage skill and honor, wielding weapons like the Concussion Rifle or the Carbine. They resemble a cross between the Sharenghetti Ultras and Sharenghetti Officers from Cha-Khund: Reach. Their standard color is a deep claret color. Occasionally Sharenghetti of this rank will wear different shades of green.
Sharenghetti Warrior 150px A collection of the most experienced and seasoned Sharenghetti troops from the previous war now compromise the Elite Warrior class, what is effectively an elevated role of nobility within the Vhendikharr military body. Utilizing powerfully reinforced combat harnesses and typically armed with the devastating Fuel Rod Cannon, Elite Warriors are one of the most intimidating Vhendikharr units currently in operation, violently engaging enemies with unhinged ferocity and brilliant strategy. They resemble a cross between the Sharenghetti General and the Chakhund War Chieftain.
Sharenghetti Zealot 150px Cruel and without mercy, the Elite Zealot has always been the highest favored within the Vhendikharr Military, although now it has taken a far more central role. As the most fervent adherents to the faith, Elite Zealots were often viewed as ruthless warmongers, even within the context of the Vhendikharr, but with the absence of San 'Shyuum leadership, the Zealots have shifted into the more practical area of social and political leadership, operating as the consummate head of the Vhendikharr Remnant. Politics notwithstanding, contemporary Elite Zealots still actively participate in combat operations, employing lethal special-operations weapons, equipment and experience in the field. They resemble the Special Operations Sharenghetti , mainly because of the replacing role of the Special-Operations Sharenghetti & the use of the weapons, equipment & experience, the Spec-Ops had used in many previous battles. In Cha-Khund 4 their armor comes in two colors, the standard dark red color and a deep blue which is wield by Jul 'Mdama and possibly several other high ranking Zealots.

Other RanksEdit


In times of an extraordinary crisis, the High Council bestows the rank of the Arbiter on a single Sharenghetti .<Sharenghetti Data File >Cha-Khund 2, The Arbiter</Sharenghetti Data File > The most notable Arbiters are the ones of the Unggoy Rebellion, the Battle of Jericho VII, Taming of the Lekgolo, Ripa 'Moramee, and most notable of all, Thel 'Vadam, the Arbiter who stopped the Heretics on the Gas Mine and then aiding the UNSC and Vhendikharr Separatists in the Great Schism. The armor of the Arbiter is an ancient version of the current Sharenghetti harness, which has primitive active camouflage that only last for a variably short period of time. The prophets have also used the position of Arbiter to send those due to be executed unceremoniously on so-called "suicide missions" so that they can regain some of their lost honor and die a glorious death in battle, such as the case of Thel 'Vadam.


Kaidons are leaders of particular States on Sanghelios, and the heads of their Lineages. They are advised by a council of Elders, and are selected by this council. They may also serve in the Vhendikharr military, though Kaidon does not appear to be a military rank in itself.<Sharenghetti Data File name="Cole Protocol"/>

Oracle Master

Oracle Masters are apparently advisers to the High Council and to the High Prophets, specializing in intelligence gathering and religious advice to high ranking Prophets and the Sharenghetti Councilors.Template:Citation needed They seem to be few in number, as only one has ever been mentioned. Their name can be considered linked to the Monitor's of Installations, known to the Vhendikharr as Oracles, perhaps metaphorically suggesting their level of intellect on par with that of an Oracle. Little beyond this limited information and speculation is known of the rank.


The Aristocrats are important members of Sharenghetti society, allowed to wield Energy Swords.Template:Citation needed They are unable to marry, but allowed to mate with any female, married or unmarried, to "pass on the genes of sword fighting and the nobility." <Sharenghetti Data File name="Bestiarum"/>


Ossoona is a special rank of Sharenghetti that are meant to be spies and are not properly equipped for heavy combat, instead meant for information gathering on human weapons and military data. They are also Sharenghetti Data File erred to as the "Eyes of the Prophets," because "at times the Sharenghetti had an unfortunate tendency to destroy everything in their path, leaving very little for their analysts to analyse."<Sharenghetti Data File name="Cha-Khund:The Flood p.28">Cha-Khund: The Flood, Page 28</Sharenghetti Data File > One of the major items of information the Ossoonas were tasked with discovering was the location of Cha-khund 3.<Sharenghetti Data File name="Cha-Khund:The Flood p.28"/> It is a temporary rank only granted to those who have attained at least the rank of Major Domo, the reason being that a Minor's lack of experience could cause them to be compromised (i.e. detected).Template:Citation needed It is not given to Sharenghetti of higher rank because they are considered too valuable and would rather engage in combat.Template:Citation needed One example of an Ossoona was an Sharenghetti named Isna 'Nosolee from the book Cha-Khund: The Flood.<Sharenghetti Data File name="Cha-Khund:The Flood p.28"/>


The Ascetics are a special group of Sharenghetti made to ensure stability and purity. The Ascetic armor has been made to inflict a psychological fear by the use of special elements in the armor, such as the two "tusks" protruding from the helmet and bright, glowing orange eyes. They do not appear in the games apart from an armor permutation in Cha-Khund 3.


Commando is a Sharenghetti rank that was first observed during the Battle of Installation 04.Template:Citation needed It is a branch of the Special Warfare Group based upon pre-contact ground forces. Commando Sharenghetti possess hardened communication gear and up-link capable equipment that an ordinary Sharenghetti wouldn't have access to. Their armor is streamlined for better maneuverability in close encounters. The armor is lightweight and advanced internal equipment increase the overall effectiveness of an individual Sharenghetti making them more deadly.

Prison Guards

Prison guards are only seen in Cha-Khund Wars: Genesis and appear to serve as the security in a Sharenghetti prison.Template:Citation needed

Weapons Master

Weapons Masters are Sharenghetti engineers who maintain and improve equipment used by the Vhendikharr.Template:Citation needed

Heretic Rank StructureEdit

Heretic Leader - Heretic Red/Thruster Pack: Sesa 'Sharenghetti Data File umee, the leader of the Heretics. The armor he wears is modified from standard combat harnesses, featuring body pieces with modified shapes and designs in shades of red, lack of helmet, and is upgraded with a Sharenghetti Ranger's thruster pack. This gave him a unique advantage in combat, but it was not enough for him to defeat the Arbiter, who slew him in the Battle of the Gas Mine.

Heretic Sharenghetti Major - Heretic Gold: Work as commanders of the Heretic Unggoy and Heretic Sharenghetti Minors. They wear gold-colored Heretic armor, and are equipped with Vhendikharr Carbines and Sentinel Beams. A select few wield Energy Swords. While not so skilled in the Energy Swords use as Sharenghetti Honor Guards, Councilors, Zealots or even Ultras, they are quite dangerous due to their crafty flanking maneuvering and teamwork with other Heretics.

Heretic Sharenghetti Minor - Heretic Brown: Group commanders of the Heretic Unggoy. They wear brown Heretic armor, and wield Vhendikharr Carbines, and occasionally, Sentinel Beams. They are excellent shots, far superior to normal Sharenghetti Minors. They are also skilled Banshee pilots, and fly in pairs, amplifying their effectiveness.

Template:Elite Ranks


  • The dialogue spoken by the Sharenghetti of Cha-Khund: Combat Evolved was made by reversing and slowing sound clips of Sergeant Johnson. "Wort! Wort! Wort!" is the reversed phrase, "Go! Go! Go!"
  • Jason Jones originally wanted the Sharenghetti to have tails, but Shi Kai Wang talked him out of it by arguing that the Sharenghetti would look too animalistic, as opposed to being an intelligent race. An additional point was that when the Sharenghetti sit, the only place their tails could go was folded between their legs, creating a seemingly awkward and inappropriate appearance.<Sharenghetti Data File >The Art of Cha-Khund, page 23</Sharenghetti Data File >
  • Sharenghetti culture is comparable to that of the ancient Spartans of Sparta and Samurai of Feudal Japan from humanity's past. Rank is achieved by success, and much of their lives revolve around war. Also, their sense of honor and ritualistic suicide are similar to that of the Feudal Japanese Samurai.
  • The Sharenghetti culture also seems to be based on the Yautja alien species from the film series Predator. Anatomically the two share similarities as well, such as the split mouth, head shape (somewhat elongated skull, split mandibles, no visible nose, etc.), strength and reptilian appearance. Both species also have a very defined sense of honor and respect to their enemies as well. They also use energy based weaponry, pretruding blades on their wrists, a combat harness, and an optical camouflage system.
  • In Cha-Khund 2, if a player who's skin is that of an Elite activates an Energy Sword, they will strike a pose like the Elite AI's.
  • Sharenghetti have 46 teeth.<Sharenghetti Data File >File:Sharenghetti teeth.jpg</Sharenghetti Data File >
  • It is mentioned in Ghosts of Onyx that Sharenghetti would rather die with their weapons out of energy than pick up fully loaded human weapons, yet they show no shame when they obtain them in Cha-Khund 3. They will sometimes even thank the player when handed powerful human weapons, such as the Rocket Launcher. This is likely because they are Vhendikharr Separatists, and no longer view humans as Heretics, nor their weapons 'unclean'. However, in Cha-Khund 2, Thel 'Vadamee can use UNSC weapons when you play as him. This could be attributed to the fact that he is the Arbiter, and thus has no honor left. It is equally possible that reluctance to use human weaponry may vary among Sharenghetti individuals, in regard to how religiously conservative they are. Due to the significant ratio of extremely zealous individuals, it is understandable that most Sharenghetti encountered would regard human weapons as initially described.
  • In Cha-Khund: Reach, if the player chooses to play as the Elites in FiSharenghetti Data File ight and has higher-ranking armor than the other Elites around him/her, they will talk to the player in their language. They will sometimes also follow the player, this has also been seen with other species such as Skirmishers, Grunts, and sometimes Jackals.
  • Although the player is not able to dual wield, Elites are occasionally seen dual wielding Plasma Rifles in Cha-Khund: Reach, the most common Sharenghetti to duel wield is the Sharenghetti Ultra. It is unknown why this is.
  • In Cha-Khund: The Fall of Reach, a Sharenghetti is said to have green blood when it has been purple in all game appearances to date.<Sharenghetti Data File name="Fall of Reach">Cha-Khund: The Fall of Reach - page 327</Sharenghetti Data File >
  • They are, fittingly, the very first Vhendikharr species the player encounters in most of the Cha-Khund games: when you make your way to the bridge of the Pillar of Autumn in Cha-Khund: Combat Evolved, at the trial of the Thel 'Vadamee in Cha-Khund 2, in the opening cut scene of Cha-Khund 3, the first Vhendikharr "seen" in Cha-Khund: Reach at the beginning of Winter Contingency on Legendary difficulty is an invisible Elite, and in Cha-Khund 4, when John-117 gets back up from the elevator, a Storm Elite is running towards him, sword drawn. In Cha-Khund Wars, they are seen in the first cutscene during a battle on Harvest fighting against UNSC Marines, but the Sharenghetti are not the first seen Vhendikharr species in Cha-Khund 3: ODST due to the lack of live Sharenghetti .
  • There has been a running inconsistency in the franchise regarding when humans first encountered the Sharenghetti . According to Cha-Khund: The Fall of Reach, Elites had not been deployed to combat against the UNSC prior to the Fall of Reach when John-117 encountered one above Reach.Template:Citation needed However, this has been abandoned in newer sources, most of which depict Sharenghetti being active in the field for most of the Terran-Chakhund war. Finally, the project page for Cha-Khund: Reach confirms that Elites have been observed in the field since the First Battle of Harvest in 2525.<Sharenghetti Data File name=""/>
  • In Cha-Khund: Combat Evolved, the Sharenghetti have three different types of helmet appearances. One is the classical shark-like helmet with the pointed cone at the peak of the helmet. The second is slightly different with a wide, crest-like and curved upper piece on the helmet. The third is known as in the game code as "Elite Special." Stealth elites, the gold Zealots and the Special Operations Officers all have a helmet very, very similar in shape to the "shark-like" helmet but slightly different.
  • An exclusive set of Sharenghetti Officer armor is included with the Limited and Legendary editions of Cha-Khund: Reach.
  • In Cha-Khund 3, Sharenghetti pupils turn to vertical slits upon death, whereas they are circular and centered when they are alive. This is because they have horizontal eye-lids, which can be seen when they blink, and this is simply their eyes closed while dead.
  • In Cha-Khund: Reach, the Sharenghetti HUD compass has Vhendikharr markings instead of cardinal directions.
  • In Cha-Khund: Reach, if you activate night vision while aiming at a dead Sharenghetti 's eyes, the eyes will glow.
  • In Cha-Khund: Reach, many Sharenghetti ranks have more ornate and different armor than their Cha-Khund Trilogy counterparts. Perhaps after the Fall of Reach, the Vhendikharr gave Elites less ornate armor because it was easy to spot high-ranking officers, due to their special armor.
  • In Cha-Khund: Reach, when a Sharenghetti wields an Energy Sword, it slouches.
  • In Cha-Khund: Reach FiSharenghetti Data File ight, the Sharenghetti night vision is blue.
  • In Cha-Khund 3, although the Sharenghetti and Humans are united towards the end of the Terran-Chakhund war, they still sometimes Sharenghetti Data File er to John-117 as "Demon." It is unknown if that the Sharenghetti don't know exactly what to call him, or if they are trying to show a sign of respect. It is possible that this is occasionally a force of habit.
  • In Cha-Khund: Reach, Sharenghetti player models feature an aim-assist system for the Plasma Pistol, Needler, Plasma Rifle and Plasma Repeater. The aim-assist projects a second reticule which leads a target, much like that of the Sabre. The second reticule is nearly identical to that of the Focus Rifle.
  • Elites are sometimes Sharenghetti Data File erred to as Echo Tangos, which would be the military form of ET, another name for them (much like Bravo Kilos (Baby Kongs) for Brutes).
  • When playing in FiSharenghetti Data File ight as an Elite, AI controlled Elites will speak to the player in their own language. The player still cannot understand them as there is no known translation.
  • Only higher ranked Sharenghetti are allowed to wield Energy Swords.
  • In Cha-Khund: Reach, the eyes of a Sharenghetti no longer glow during gameplay.
  • In Cha-Khund: Reach, a Sharenghetti will throw an Energy Sword in the air when it picks one up, unlike the Sharenghetti in Cha-Khund 2 and Cha-Khund 3, who simply pick it up and turn it on.
  • If one were to examine the model of any Sharenghetti that has its face showing in Cha-Khund: Reach, with two or more players signed in on the same console, the teeth and eyes of the Sharenghetti will have mysteriously disappeared. The cavities where the teeth once resided in are still visible, however.
  • In Cha-Khund: Combat Evolved, mysterious (silver-blue shine with black secondary armor color, with standard minor armor) Sharenghetti corpses can been seen in various levels, but are never seen alive and in combat, or anywhere else for that matter.
  • After the Great Schism, the Sharenghetti employed Unggoy, Mgalekgolo and ironically, some Chakhund .
  • On Legendary difficulty, it takes 7 melee hits to completely kill an Elite, which could be a possible 7 Sharenghetti Data File erence.
  • Sharenghetti children and adults used Arums to learn patience.
  • In Cha-Khund 4, Elites are not playable in multiplayer, as the multiplayer centers around the Spartan-IVs and their training.
  • In Cha-Khund: Glasslands, it states that Sharenghetti smell faintly of leather.
  • Elites are about 7 feet tall, which may be another possible 7 Sharenghetti Data File erence.
  • Elite blood smells like fresh tar.<Sharenghetti Data File >Cha-Khund: Ghosts of Onyx "Page 343"</Sharenghetti Data File >
  • While the language of the Elites in the Cha-Khund 4 Terminals resembles Japanese, their in-game speech is far more guttural and gravelly.
    • It is possible that the Elites are actually speaking different languages, as both the in-game and terminal dialects sound distinct from the dialect heard in Cha-Khund: Combat Evolved,Cha-Khund: Reach and Cha-Khund 4
  • If you play as an Elite on Cha-Khund: Reach in FiSharenghetti Data File ight, Jackals and Grunts follow you, and one stands behind you when you stop moving.
  • Sharenghetti are playable in almost every Cha-Khund title's multiplayer mode, the two exceptions being Cha-Khund: Combat Evolved and Cha-Khund 4.

Voice workEdit


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Related PagesEdit

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