- Body plan
- A barrel torso on four piston legs, two heavy tool arms, a crown of pressure vents, and a face made from heat-sensitive pits rather than eyes.
- Senses
- Heat gradients, vibration, magnetic fields, metal chemistry, and pressure waves. Cold objects are effectively invisible unless they move.
- Life cycle
- Clans fuse mineral paste into brood-stones, then wake juveniles with a carefully staged reactor surge. Adults grow denser until they choose a final overpressure.
- Native environment
- High-pressure magma chambers and metal-rich volcanic vents.
- Social unit
- The furnace clan, defined by the reactor that warmed its brood rather than ancestry.
- Notable trait
- A Khar can survive brief vacuum by vitrifying its outer salts, but must be reheated with embarrassing tenderness.
- Homeworld
- Vuld. Geologically dying after centuries of mantle extraction; the surface is a field of abandoned industrial shafts.
- Founding event
- The seizure of the extraction fleet turned isolated brood chambers into the first mobile furnace clans.
- Historical wound
- Offworld companies classified living brood chambers as thermal anomalies and cooled them for easier mining.
- Current aim
- Acquire enough fuel and metal to keep every surviving brood-stone hot, by trade if respected and by raid if delayed.