The Asari, Native to the Plane
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Asari “Have you ever faced an asari commando unit before?” —Matriarch Benezia, Mass Effect (2007) The asari, native to the planet Thessia, are often considered the most influential and respected sentient species in the galaxy, and are known for their elegance, diplomacy, and biotic aptitude. This is partly due to the fact that the asari were among the earliest races to achieve interstellar flight after the Protheans, and the first to discover and settle the Citadel. A mono-gender race, the asari are distinctly feminine in appearance and possess maternal instincts. Their unique physiology, expressed in a millennium-long lifespan and the ability to reproduce with a partner of any gender or species, gives them a conservative yet convivial attitude toward other races. Favoring compromise and cooperation over conflict, the asari were instrumental in proposing and founding the Citadel Council and have been at the heart of galactic society ever since. Living Blue Asari resemble humans in terms of basic skeletal structure with five fingers on each hand and foot that are relatively straight. This similarity allows asari to wear human armor. A typical asari has a blue to purple complexion, though a teal complexion is possible albeit seemingly rare. Some asari have facial markings, which are unique colored patterns that vary for every asari. Asari blood is purple. In the place of head hair, asari possess semi-flexible, cartilage-based scalp-crests that grow into shape. These structures are rigid, and do not “flop around” as some believe. Live Long and Prosper Asari also have a robust cellular regenerative system; while they do not heal faster than other species, they are known to reach over 1000 years of age. This long lifespan is rivaled only by the krogan. Asari pass through three climacteric life stages, marked by biochemical and physiological changes: The Maiden stage begins at puberty and is marked by the drive to explore and experience. The Matron stage of life begins around the age of 350, though it can be triggered earlier if the individual melds frequently. The Matriarch stage begins around 700 years of age, or earlier if the individual melds rarely. Because of their long lifespan, asari tend to have a “long view” not common in other races. When they encounter a new species or situation, the asari are more comfortable with an extended period of passive observation and study than immediate action. Gender, or lack thereof The asari, since they do not have a concept of gender, can chose to assume pronouns of any kind or none at all, the choice is theirs. Republics The asari governmental structure, known as the Asari Republics, is relatively broad; the asari came late to the notion of world government. For centuries, their homeworld of Thessia was dotted with loose confederacies of great republican cities. Since the asari culture values consensus and accommodation, there was little impetus to form larger principalities. Rather than hoard resources, the asari bartered freely. Rather than attack one another over differing philosophies, they sought to understand one another. Only in the information age did the city-states grow close; communication over the internet evolved into an “electronic democracy”. Aside from their Council representative, the asari have no politicians or elections, but a free-wheeling, all- inclusive legislature that citizens can participate in at will. All aspects of policy are open to plebiscite at any time. In any given debate, the asari tend to lend the most credence to the opinions of any Matriarchs present, nearly always deferring to the experience of these millennia-old “wise women”. ASARI NAMES The first name is chosen by the parents; however, the last names are determined by the parent that carried the baby before birth unless a different arrangement is made and agreed upon by the parents. Traditional asari last names begin with a single letter and apostrophe format. Asari First Names: Uness, Rila, Nairya, Mallene, Ashnyxa, Yevos, Norava, Syniya, Evinth, Nassana, Norul, Alestia, Isleris, Esheesna, Cyona, Lyman, Enass, Kethra, Aesthin, Nyme Asari Last Names: T’Sose, V’Tini, Scaora, Lodri, T’Neeri, Mova, Myravos, Mirev, T’Earis, Ruava, Metorav, Edolis, Canis, Varo ASARI TRAITS Ability Score Increase. Your Dexterity score increases by 2. Age. Asari Mature fully at age 40 and are considered young until their matron years. On average asari live about 1100 years. Alignment. Most asari are a neutral alignment believing firmly in mitigating and maintain an objective, and clear perspective on most situations. Size. Asari size and weight varies greatly, from just under 5 feet to over 6 feet tall. Your size is medium. Speed. Base walking speed is 30 feet. Darkvision. Thessia, their homeworld, has no moons attributing to a better than average darkvision. In dim light you can see within 60 feet as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of grey. Natural Biotic. When you roll a 1 on the d20 for an attack roll, ability check or saving throw for any biotic move, skill, or ability you can reroll the die and you must use the new roll. Can only be used once per encounter. Diplomatic. You have an advantage on saving throws against being charmed or intimidated. Biotic Weaponry. You have a proficiency with any biotic melee weapon. Batarians “The end times will come, not with a bang, but with a sigh. Those who dip their extremities in the well of sin and vice must repent with fire, oil, and gun! Let not fleshly friendships and base urges compel us to sin and neglect. The Word makes its demands, and it demands obedience!” —Mad Prophet, Mass Effect 2 (2010) A race of four-eyed bipeds native to the world of Khar’shan, the batarians are a disreputable species that chose to isolate itself from the rest of the galaxy. The Terminus Systems are infested with batarian pirate gangs and slaving rings, fueling the stereotype of the batarian thug. It should be noted that these criminals do not represent average citizens, who are forbidden to leave batarian space by their ubiquitous and paranoid government. Despite several disagreements with the Citadel and simmering hostility toward humans, most batarians prefer profitable pursuits such as drug running and slave grabs to out-and-out warfare. They have a reputation for being shrewd businessmen and merchants, though in more lawless regions of the galaxy like Omega, negotiations with a batarian are likely to be conducted at gunpoint. Wide Eyes, Dark Skin Their most distinctive physical feature is their four eyes, an uncommon trait among other races. One pair is set wide in prominent bony sockets protruding from the corners of their face. The second set of eyes is smaller and closer together, set higher on the face, just beneath the middle of the forehead. The eyes are uniformly dark orbs, with no discernible irises or pupils. Batarians exhibit a wide range of skin tones and colors. Some batarians possess striped colorations on their heads. Observed patterns include multiple chin stripes, a single strip running from the lower lip, or a thin dagger of color above the nose. These patterns are usually colored blue, black, or red, while the nose pattern is invariably red. Batarian blood has been observed to be red. The Black Sheep The rest of the galaxy views the batarians as an ignorable problem. Their government, known as the Batarian Hegemony, is still hostile to the Systems Alliance, but beneath the notice of the powerful Council races. Given the batarian government’s oppressive nature, it is speculated their supreme leadership is autocratic or totalitarian in nature, although the batarian homeworld of Khar’shan remains divided into various competing nation-states. Human Hatred The batarians blame humanity for their troubles and claim they were forced to fend for themselves, despite the fact that their exile is largely self-imposed. This has resulted in humans receiving the brunt of batarians’ antagonism in the form of scams, slave raids, and terrorist attacks, incidents which the Hegemony covertly supports but is always quick to publicly distance itself from. Lingua Franca Despite their isolation, the batarians still provide up-to-date glossaries and linguistic rules to the rest of the galaxy, though it is suspected that this is only so they can continue exporting propaganda. Batarian languages have become “lingua franca” in the Terminus Systems due to the prevalence of batarians in the region. BATARIAN NAMES Batarian Female First Names: Dapo, San, Basrak, Opren, Kalo, Areko, Kenna, Patok, Ufrag, Okano, Igask, Garos, Carn, Carem Batarian Male First Names: Ecathe, Fenis, Krosin, Premisa, Okrosin, Rasina, Egremen, Khasin, Arasin, Eghanya, Rento, Uray, Fanne Batarian Last Names: Drockas, Khak’kac, Dres’ker, Dospawen, Argovran, Drab’kach, Bas’nawar, Dras’setor, Ghogbolok, Por’kakan, BATARIAN TRAITS Ability Score Increase. Your Constitution score increases by 2. Age. Batarian Mature fully at age 20. On average batarians live about 170 years. Alignment. Batarians tend to be a brand of chaotic, most batarians are neutral but often resort to violence when faced with adversity. Size. Batarians size and weight varies greatly, from just under 5’5 feet to over 6 feet tall. Your size is medium. Speed. Base walking speed is 30 feet. Batarian Brawn. You gain Proficiency in the intimidation skill. Heavy Hitters. When you score a critical hit with a melee attack, you can roll an extra 1d5 and add it to the extra damage of the critical hit. Drell “Forgive me. Lately I have spent a great deal of time reviewing my life. I didn’t mean to make you uncomfortable.” —Thane Krios, Mass Effect 2 (2010) The drell are a reptile-like race that were rescued from their dying homeworld by the hanar following first contact between the two.