“Have you ever faced an asari commando unit before?” —Matriarch Benezia, (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 . 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 . 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, (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. The drell ancestors emerged from dry, rocky deserts on the barren world of Rakhana. Eight centuries ago, the already-arid drell homeworld began its swift descent into lifelessness due to disastrous industrial expansion. At the time, the drell lacked interstellar flight capacity, and with their population bursting at eleven billion, they faced certain doom. Since then, the drell have remained loyal to the hanar for their camaraderie and have fit comfortably into galactic civilization. It was around the 1980s CE that the hanar made first contact with the drell race. In the following ten years, the hanar would transport a total of 375,000 drell to the hanar homeworld, Kahje. The remaining billions left on Rakhana would perish on their dying planet, warring against each other for diminishing resources. The drell now thrive co-existing with the hanar and have been a part of galactic civilization for roughly two centuries. Venom Their skin is apparently infused with a venom mild enough to be served in drinks, and may cause mild hallucinations on “oral contact”. They also have two sets of eyelids, akin to the nictitating membrane possessed by certain animals such as reptiles. Sexual dimorphism among drell appears to be roughly analogous to humans. Females have breastlike protrusions, and their head “frills” are more pronounced than males’.

Desert Dwellers Because the drell ancestors emerged from arid, rocky deserts, the humid, ocean-covered hanar homeworld of Kahje proved tolerable only when the drell stayed inside a climate-controlled dome city.

The Perfect Memory The drell possess eidetic memory, an adaptation to a world where they must remember the location of every necessary resource (vegetation, drinkable water and prey migration paths) across vast distances. The memories are so strong that an external stimulus can trigger a powerful memory recall. These recalls are so vivid and detailed that some drell may mistake it for reality. This process can be involuntary.

DRELL NAMES Drell Female First Names: Umitos, Olofe, Adraru, Etukral, Anihe, Oshumi, Ohere, Yikira, Atera, Afuro, Imunfit, Udrukse, Ahati, Ehema Drell Male First Names: Seri, Ranih, Lanso, Fennek, Kafi, Tasni, Seyu, Lusen, Nene, Sisfa, Nesah, Koro, Tiru Drell Last Names: Loat, Toun, Maik, Yian, Kees, Keot, Druet, Reus, Yian, Luak, Huos, Suat, Neos, Soes, Shees, Huak

DRELL TRAITS Ability Score Increase. Your Dexterity score increases by 2. Age. Drell Mature fully at age 18. On average Drell live about 85 years. Alignment. Drell have no centered alignment. Size. Drell size varies, from just under 5’5 feet to just under 6’5 feet tall. Your size is medium. Speed. Base walking speed is 30 feet. Skin Deep. You have an advantage for saving throws against poison. Gift of the Compact. You gain Proficiency in two skills of your choice. Desert Dwellers. In any hot, arid terrain your speed increases to 35 feet.

Elcor “No (annoyed to be bothered), I haven’t seen anyone like that here–nor have I been looking (said standoffishly), what do you think I am (using an old joke), the bar’s information minister?” —Elcor, Mass Effect: Redemption (2010)

The elcor are a Citadel species native to the high-gravity world Dekuuna. They are massive creatures, standing on four muscular legs for increased stability. Elcor move slowly, an evolved response to an environment where a fall can be lethal. This has colored their psychology, making them deliberate and conservative.

Seasonal Nomad Prehistoric elcor traveled across Dekuuna in large tribal groups. These groups were likely led by the oldest and most experienced elcor. This may have later developed into the elcor culture of Elders, whose wisdom could keep the tribe safe provided they followed the correct guidance. Elcor are traditionally migratory in nature. This reflects on their choice of twin capitals on their homeworld, one for the wet season and one for the dry season. Modern technology has rendered the tradition obsolete, though elcor still observe it.

Homegrown and Homesick Elcor usually prefer to stay on their colonies rather than travel in space, which may be why few elcor are seen on the Citadel or on other worlds. Their culture is built on small, tight-knit groups, and their conservative nature means the elcor government is extremely stable. Despite this, they are always welcoming to outsiders.

The Artistically Inclined Like other sapient races, elcor are no strangers to entertainment and the arts. Several elcor actors have been cast in an all-elcor rendition of William Shakespeare’s Hamlet, where their particular species traits are used in conveying the nuances of the play. The production turned out to be an award-winning 14-hour hit by 2185 and ran until 2186.

Courts of Dekuuna The elcor government is known as the Courts of Dekuuna. The elcor follow the recommendations of their Elders, who spend years poring over ancient records of jurisprudence to determine the precedent that should be followed in any given situation. The Elders record closely argued and minutely detailed instructions on what course to follow in any theoretical crisis. These are filed away in huge libraries of data discs and are consulted when needed. This makes elcor policies very predictable, provided one has done a great deal of research.

Elcor Warriors Because of their slow, conservative psyches, elcor are not suitable for making the spur-of-the-moment decisions necessary in combat situations. Instead, they rely on sophisticated VI combat systems. These war machines can choose between thousands of gambits developed and polished over centuries by elcor strategists. The slow speed and immense size of the elcor makes them easy targets. Fortunately, their durable hide allows them to shrug off most incoming fire. Elcor warriors don’t carry small arms; their broad shoulders serve as a stable platform for the same size of weapons typically mounted on Alliance fighting vehicles

ELCOR NAMES Elcor last names are private and often only used on their homeworld. Their last names are family names. Elcor Female First Names: Ivesia, Talis, Salint, Ortasa, Eliana, Isani, Calyn, Desian, Xelma, Prasyl Elcor Male First Names: Calyn, Harrot, Petozi, Xeltan, Motan, Krisk, Trasin, Garzi, Oltan, Rokan, Barret Elcor Last Names: Vekuun, Imorisan, Gangeles, Ortalann, Desnunan, Esmakun

ELCOR TRAITS Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1. Age. Elcor live to be at least 500 years of age. Alignment. Elcor don’t have any centered alignment (Garrus did tell a story of an Elcor Serial Killer, so if that doesn’t say something). Size. Elcor, at maturity, can be as tall as 8 to 9 feet tall, on all fours. Your size is medium. Speed. Base walking speed is 15 feet. Elcor Resilience. You have resistance to bludgeoning damage. Widsom of the Courts. You have an advantage on all wisdom saving throws.

Geth

“This subject will invent fiction it believes the interrogator desires. Data acquired will be invalid.” —, Mass Effect 2 (2010)

The geth (“Servant of the People” in Khelish) are a race of networked artificial intelligences that reside beyond the Perseus Veil. The geth were created by the as laborers and tools of war. When the geth became sentient and began to question their masters, the quarians attempted to exterminate them. The geth won the resulting war, and reduced the quarians to a race of nomads. The history of the geth’s creation and evolution serves as a warning to the rest of the galaxy of the potential dangers of artificial intelligence and to the legally enforced, systematic repression of artificial intelligences throughout galactic society.

Checkered Past The geth were created by the quarians as a labor force. They were designed as VIs, as advanced as possible while remaining non-sentient. They were also designed to operate more efficiently when networked together. Unfortunately, this feature was the quarians’ undoing. Geth programs were indeed non-sentient individually, but slowly gained sentience through the massive geth network. Eventually, they started asking the quarians questions only sentient beings would think to ask; in one notable instance, a domestic geth unit asked its owner if it had a soul. Alarmed at this, the quarians decided it would be best to shut down all geth before they conceived of revolt. The attempt failed, and a war began between the geth and the quarians, which geth afterwards referred to as the Morning War. At first, the geth did not respond to the termination order with violence; it was only after panicked quarians fired upon them that the geth thought to pick up weapons and defend themselves. Even after this, some geth remained loyal to their creators and put themselves in harm’s way to protect geth sympathizers from persecution; likewise, there were quarians who did not feel the geth deserved to die. However, as time went on, the geth sympathizers were outnumbered, and the war continued, eventually seeing the geth gain the upper hand. The war ended when the surviving quarians evacuated their home world and colonies in the Perseus Veil. Unknown to the quarians themselves, the geth actually allowed them to leave; unsure of the repercussions of eradicating an entire species-namely their own creators- and having decided that the quarians were now too weak to be a threat, the geth decided to draw back their forces so that the surviving quarians could flee. The fleet of ships that escaped the Veil became known as the Migrant Fleet, and has been roaming the galaxy ever since.

GETH NAMES I mean… be creative. They are AI, Legion was the only one we met with a name, however this shouldn’t limit you into choosing a name for your lovely geth. You’re free to choose any name you wish (as it goes for the other races, you are not limited).

GETH TRAITS Ability Score Increase. Your Ability Scores each increase by 1. Age. They’re robots, don’t really have a lifespan. Alignment. Most if not all geth are True Neutral, or Lawful Neutral. Their “Law” being a part of the geth consensus which is maintained with group decisions. They tend to be a lot less individualistic. Size. The average geth trooper stands at about 6 feet tall. Your size is medium. Speed. Base walking speed is 30 feet. The AI Complex. You roll at a disadvantage on saving throws against tech. However, if you perform a tech attack, and roll a natural 20 on the d20, roll a 1d5 and add it to the damage. Legion Mastery. You gain proficiency in the Decryption skill. Infantry Unit. Choose any 1 skill to be proficient in. Subrace. There are different submodels of the geth beyond, what i’ll call for now, the Legion-esque model of Geth (the basic model). Geth Prime. Geth Primes are heavy geth platforms that serve as command units on the battlefield. Larger and more powerful than any other geth infantry platform. Ability Score Increase. Your Constitution score increases by 1. Size. Geth Primes, stand at 9 feet tall. Your size is medium. Speed. Their base walking speed is 20 feet. Command Unit. You roll advantage against checks against all geth except other Geth Primes. Prime Armor. You are proficiency with heavy armor. Geth X06. The Geth I’ve assigned to the X06 category include the Hopper, Stalker, Sapper, and Ghost– Each model Specialized in a particular aspect. Ability Score Increase. Your Dexterity score increases by 1. Size. The Geth X06 models do not often stand up right. However their standing height is 6ft. Your size is medium. Speed. Their Base walking speed is 35 ft. Wall Crawler. You gain Proficiency in the Acrobatics skill. As a Geth X06, If you chose to climb a wall of other surface that is not the floor, depending on you DM, you can make an Acrobatics check. The X06. You have proficiency with light armor. The following Skills are based on which Geth X06 Model you choose: Geth Hopper. You Dexterity score increases by 1. Geth Stalker. You gain the Cloak Skill. Geth Sapper. You gain proficiency in the Hacking skil. Geth Ghost. You gain the Assassination Skill.

Hanar

“Enkindle This.” —Blasto, Blasto The Jellyfish Stings (2185) The hanar are a species resembling Earth’s jellyfish and are one of the few non-bipedal Citadel races. Hanar are known for their intense politeness when speaking, and their strong religious beliefs regarding the Protheans, whom they refer to as “the Enkindlers”.

Not Just a Jellyfish The invertebrate, water-native hanar cannot support their own weight in normal gravity. When interacting with mainstream galactic society, they rely on contra-gravitic levitation packs that use mass effect fields. Their limbs can grip tightly, but are not strong enough to lift more than a few hundred grams each. Hanar also possess the ability to secrete natural toxins. It is not known if hanar have more than one sex, or are asexual (as some jellyfish species are). Despite evolving in water, hanar also appear able to breathe air, or use technological means to enable this.

Communication The hanar communicate using sophisticated patterns of bioluminescence—which other species need machine assistance to translate (though many drell apply genetic modification to their eyes in order to perceive higher frequency flashes which allows them to understand the hanar)—and speak with scrupulous precision and extreme politeness. Most hanar take offense at improper language, and must take special courses to unlearn this tendency if they expect to deal with other species.

Ocean Dwellers The hanar homeworld, Kahje, has 90% ocean cover and orbits an energetic white star, resulting in a permanent blanket of clouds. Due to the presence of Prothean ruins on Kahje, the hanar have developed a religion centered on the ancient species, calling them the “Enkindlers”. Hanar myths often speak of them as an elder race that uplifted and civilized them by teaching them language.

The Compact Several hundred years ago, the hanar made contact with the drell on their nearby homeworld of Rakhana. Drell society was quickly collapsing due to overpopulation and warring over scarce resources, so the hanar rescued several hundred thousand drell and brought them to Kahje, where they integrated into hanar society with the remaining drell dying out. Now the drell serve as a client race of the hanar, and although to outside observers the relationship can be construed as a form of slavery, the reality is very different. Drell have integrated with every level of hanar society, and most consider it an honor to serve a hanar family in a tradition referred to as the Compact. Many drell become unofficial members of the family, and some even earn the privilege to learn their masters’ “soul names”.

Poise and Polite Hanar are extremely polite, almost to a fault. They never refer to themselves in the first person with someone they know on a face name basis: to do so is considered egotistical. Instead they refer to themselves as “this one,” or the impersonal “it.” It is only around those who know their soul name that they would ever consider using the first person. Even when flustered or angry, a hanar will still maintain exquisite poise, and will remain formal even with those it wishes dead.

Illuminated Primacy The hanar government is known as the Illuminated Primacy. According to gossip between a salarian and a in the Council Chambers, the hanar are considered likely prospects for a Council seat in the near future, though what great deed the hanar did for the Council to warrant consideration is not revealed.

HANAR NAMES The hanar have two names, a “face name” and a “soul name.” The face name is used as a general label for use by strangers and acquaintances. The soul name is kept for use among close friends and relations, and tends to be poetic. For example, a hanar known for its cynicism may take a name that means “Illuminates the Folly of the Dancers.” Hanar Face Names: Delanynder, Opold, Zymandis, Yenolsan, Verlandyis, Corso, Xemedis, Hanald, Unimysl Hanar Soul Names: Carries the Sounds of the Soul, Embraces the Dark of Humor, Steals the Light of the Awestruck, Destroys the Dawn of the Guided, Learns the Secrets of the Shadows.

HANAR TRAITS Ability Score Increase. Your Charisma score increases by 2. Age. Hanar live up to 150 years. Alignment. The Hanar have no designated alignment. Size. The hanar stand at 7 to 8 feet tall. Your size is medium. Speed. Base walking speed is 30 feet. Polite. You roll an advantage on saving throws against being charmed. Rumor Has It. You are proficient in Deception.

Humans

“Humanity is ready to do its part. United with the rest of the Council, we have the strength to overcome any obstacle. When the come, we must stand side by side. We must fight against them as one. And together we can drive them back into dark space!” —David Anderson, Mass Effect (2007) Humans, from the planet Earth, are the newest sentient species of notable size to enter the galactic stage and are the most rapidly expanding and developing. They independently discovered a Prothean data cache on Mars in 2148, and the mass relay networks shortly thereafter.

Humanity at it’s Finest Humans have a fairly robust physiology. Their internal makeup and reproductive processes are typical of most bipedal mammals, and their size and proportions give the appearance of being strong, fast and agile. In comparison to the Council races, humans are roughly physically on par with turians (as a human in or around peak physical condition can overwhelm a similarly fit turian, making them near equals in a hand- to-hand combat situation), and less agile than asari (whom they closely resemble). Humans would appear on average to be stronger than salarians but not as fast, due to the extremely elevated metabolisms of the latter. Like most organic races, humans are also capable of producing biotic individuals. All cases of biotics in humans are the result of pre-natal exposure to element zero, which carries a high risk of medical complications.

Newcomers Humans humans only emerged on the galactic stage within the last thirty years, it is highly likely that the introduction of new technology into their society will greatly increase their average lifespan.

Outsiders Unlike many species in Citadel space, humans have no close allies among the other races, though they are trade partners with the turians and asari. Without alliances or key political positions, humans have had to follow the edicts of the Council without having much influence on their decisions. However, now that Humanity has a seat on the Council, they are able to influence the Council’s rulings, protect their own interests and have a say in the governing of Citadel space.

HUMAN NAMES Major Political bodies on Earth include the UNAS, Chinese People’s Federation, the European Union, Russia, and Independent African States. Naming Conventions fit the Various cultures of your choosing. I won’t list examples here.

HUMAN TRAITS Ability Score Increase. Your Dexterity score increases by 1. Age. Humans live up to 150 years of age. Alignment. Human alignment varies immensely. Size. Humans can range from just under 5 feet tall and a little over 6 feet. Your size is medium. Speed. Base walking speed is 30 feet. Feat. You gain one feat of your choice. Skills. You gain Proficiency in two skills of your choice.

Krogan

“When the rachni laid waste to the galaxy two-thousand years ago, when all seemed lost and the end was near, one word delivered the killer blow. One word drove the monsters back into the abyss, and one word delivered death to an enemy none dared fight. And that word was, ‘KROGAN’! And today, the krogan rise again. Today, we forge a new path and join the galaxy as allies in victory. Today, we win our future!” —Urdnot Wrex, (2012)

The krogan are a species of large reptilian bipeds native to the planet Tuchanka, a world known for its harsh environments, scarce resources, and overabundance of vicious predators. The krogan managed to not only survive on their unforgiving homeworld, but actually thrived in the extreme conditions. Unfortunately, as krogan society became more technologically advanced, so did their weaponry. The end result is that they destroyed their homeworld in a nuclear war that reduced their race into primitive warring tribes. With the help of the salarians, the krogan were “uplifted” into galactic society, and lent their numbers and military prowess to bring an end to the Rachni Wars. Ironically, after the rachni were eradicated, the rapidly-expanding krogan became a threat to the galaxy in turn, starting the Krogan Rebellions and forcing the turians to unleash the genophage. This genetic “infection” dramatically reduced fertility in krogan females, causing a severe drop in births secondary to prenatal and postnatal death and, ultimately eliminating the krogan’s numerical advantage.

Survivors Due to the brutality of their surroundings, natural selection has played a significant role in the evolution of the krogan. Their large shoulder humps store fluids and nutrients, enabling them to survive extended periods without food or water. A bigger shoulder hump is seen as a sign of high status, showing how successful an individual krogan is at hunting. Their thick hides are virtually impervious to cuts, scrapes or contusions, and they are highly resistant to environmental hazards, including toxins, radiation, and extreme heat and cold. Consequently, their diets can include food and drink which would prove very dangerous to other species—a fact reflected in the krogan liquor of choice, ryncol, which is said to “hit aliens like ground glass”. Younger krogan have yellow or green markings on their hides. These markings darken to brown or tan over time, showing their age. Younger krogan tend to have looser plates on their head with soft spots in between. When they grow older the plates grow together to form one whole.

Hard to Kill The most amazing physiological feature of krogan biology is the multiple instances of major organs. These secondary (and where applicable, tertiary) systems are capable of serving as back-ups in the event of damage to the primary biological structures. They have, for example, four hearts, four lungs, and four testicles. This reflects in their slang, where they often speak about a “quad” where a human would use the words “balls” or “pair”. Krogan also have a secondary nervous system using a neuroconductive fluid, meaning they are almost impossible to paralyze. Krogan bleed a yellow or orange fluid when shot, which may be this fluid or actual blood. Aside from redundant systems, the legendary krogan “blood rage” adds to the race’s reputation for being notoriously difficult to kill or incapacitate in normal combat scenarios. In this state, krogan become totally unresponsive to pain and will fight to the death regardless of injury level, with the side effect of reducing their capacity for logic and self-control. Sheer physical hardiness means an individual krogan can expect to live for centuries. Krogan can live for well over a thousand years, as evidenced by Warlord Okeer, a veteran of the Krogan Rebellions who died (of decidedly unnatural causes) well over a thousand years after the Rebellions ended. Nakmor Drack is another example of their long life-spans, a 1,400-year-old veteran of the Krogan Rebellions who joined the Andromeda Initiative to voyage to the Heleus Cluster.

Clans The krogan homeworld of Tuchanka is divided into multiple nation-states, including the Republic of Ghurst, which was embroiled in a rebellion in 2185. Krogan are divided into numerous clans. Membership in a clan allows a krogan to own property, join the army and apply to serve under a battlemaster. Young krogan undergo a rite of passage that is overseen by a shaman respective to the clan the krogan wishes to join. Known Krogan Clans:

• Clan Bragus • Clan Drau • Clan Forsan • Clan Ganar • Clan Gatatog • Clan Graken • Clan Hailot • Clan Jorgal • Clan Jurdon • Clan Khel • Clan Nakmor • Clan Quash • Clan Raik • Clan Ravanor • Clan Talyth • Clan Thax • Clan Urdnot • Clan Weyrloc

Krogan DMZ The krogan once possessed a powerful fleet that included many dreadnoughts. Since the end of the Krogan Rebellions, however, they have been prohibited from constructing warships. This ban is enforced by the Council Demilitarization Enforcement Mission arm of the Citadel Council, which maintains garrisoned outposts throughout the Krogan DMZ. Every few years, another krogan warlord violates the ban, but usually an alliance of rivals ends his dreams of hegemony before Citadel forces even have to fire a shot. Relics of the Krogan Rebellions, such as defunct long-range ground-to-space anti-ship batteries that dot Tuchanka’s surface, serve as monuments to the krogan’s past glory and military might, but have little practical value.

KROGAN NAMES Krogan are given one name at birth, and earn a clan name through the clan’s unique Rite of Passage. If they survive or succeed, they earn the right to refer to themselves with the clan name. Krogan Male Names: Vug, Crag, Murk, Pekar, Vesk, Bregar, Dragas, Kralak, Srand, Srund, Brar, Guxx, Tarr Krogan Female Names: Rugga, Dranaka, Punaku, Volake, Dezki, Goyaso, Krodi, Prukor, Nergi, Qrundu, Wormi

KROGAN TRAITS Ability Score Increase. Your Constitution score increases by 2. Age. Due to their regenerative cellular systems, krogan can live to be up to 1000 years old. Alignment. Krogan can tend to fall into Chaotic tendencies, however there is no designated alignment. Size. Krogan can be from 6 feet tall to just under 8 feet. Your size is medium. Speed. Base walking speed is 25 feet. Darkvision. Thanks to your krogan blood you can see in dim light within 60 feet as if you were in dim light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Brutal Survivor. You gain a proficiency in Survival and Intimidation. Krogan Resilience. When you are reduced to 0 hit points but not killed outright, you can drop to one hit point instead. Every turn following, until you no longer have 1 hit point, you can roll a Constitution saving throw. If it’s higher than your Armor Class you gain 2 hit points. Headbutt. If you do decide to go with a headbutt, the attack is 1d4 plus your Strength modifier. Quarians

“Emergency induction port… It’s actually getting a little harder to get it into the slot. I think that means it’s working.” —Tali’Zorah vas , Mass Effect 3 (2012)

The quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. Since their homeworld Rannoch was conquered, the quarians live aboard the Migrant Fleet, a huge collection of starships that travel as a single fleet. Approximately three hundred years before the events of 2183, the quarians created the geth, a species of rudimentary artificial intelligences, to serve as an efficient source of manual labor. However, when the geth gradually became sentient, the quarians became terrified of possible consequences and tried to destroy their creations. The geth won the resulting war and forced their creators into exile. Now the quarians wander the galaxy in a flotilla of salvaged ships, secondhand vessels, and recycled technology.

Suited for Travel The most distinguishing feature of quarian biology is their weak immune system, compounded by centuries of living in sterile environments. As a result, all quarians by necessity dress in highly sophisticated enviro-suits, to protect them from disease or infection if they are injured. Their suits can be compartmentalized in the event of a tear or similar breach to prevent the spread of contaminants (similar to a ship sealing off bulkheads in the event of a hull breach). Along with their suits, quarians also have extensive cybernetic augmentations integrated into their bodies. A quarian’s lifespan is roughly equal to a human’s, but is prone to be less if infection breaks into the suit. Over time, the environmental suits themselves have gained symbolic and cultural significance, and being fitted with their first suit is considered a rite of passage. After returning to the fleet after their pilgrimage, they may alter their suit to reflect their new status as adults. Linking suit environments is seen as the ultimate gesture of trust and affection.

The Migrant Fleet There are roughly 17 million quarians on the Migrant Fleet (also called the Flotilla). It is technically still under martial law but is now governed by bodies such as the Admiralty Board and the democratically- elected Conclave, though ship captains and onboard civilian councils tend to address most issues “in- house” before it gets that far. Quarians are divided into several clans that can be spread across several ships, or restricted to one.

Survival of the Migrant Fleet The quarians’ top priority is the survival and sustainability of the Migrant Fleet. Most of their laws and customs revolve around this goal. It is illegal for couples to have more than one child, so that the fleet can maintain zero population growth (if the population begins to shrink, this rule is temporarily lifted, and incentives may be provided to encourage multiple births). Families are thus very small and close-knit. Homosexual relationships are not unheard of, however, as evidenced by Shio’Leth vas Novarra and his husband Viegle. Because every quarian depends on his or her crewmates to survive, they are much more community- minded than individualistic species like the krogan. Loyalty, trust, and cooperation are highly prized qualities. Conditions aboard most quarian ships are extremely cramped. It is not uncommon for all family members to share the same small living space, which in turn is in close proximity to many other families’ quarters. These spaces are often uncomfortable and ill-designed for living in, having been re appropriated from other functions such as storage. Families decorate their individual dwellings with colorful quilts, which serve to muffle sound and also to make the environment more cozy. Quarians place low value on personal possessions, instead evaluating objects by their usefulness and bartering them for other items once they are no longer needed. Every ship has a designated trading deck where those looking to barter can gather to do business.

Pilgrimage Young quarians are required to undertake a Pilgrimage outside the fleet in order to pass into full adulthood. The Pilgrimage is an opportunity for quarians to experience the world outside the Migrant Fleet, interact with other cultures, and learn to appreciate life among their own people. Their departure is a major event; the whole crew assembles to see them off, and they are given many gifts to aid them on their journey, along with immunity-boosting injections and advice on surviving on the outside. The young quarian cannot return to the flotilla until they have found something of value to bring back – whether information, money, or supplies. When they return, they do not go back to their birth ship, but instead select a new ship to join; this helps maintain genetic diversity by preventing intermarriage between close relatives. ]

Outside Citadel Space Other species tend to look down on the quarians for several reasons, the foremost of which being their supposed ‘unleashing’ of the geth upon the galaxy. This act led to the quarians’ losing their embassy on the Citadel. Quarians are often viewed as beggars and thieves. Tali says glumly that when she arrived on the Citadel, C-Sec hauled her in for a long interview before they let her wander around.

QUARIAN NAMES Quarian names are composed of four parts—the quarian’s given name and clan name separated by an apostrophe, the title (“nar” means “child of”, referring to their birth ship, while “vas”, adopted after the quarian has completed their Pilgrimage and joined a ship, means “crew of”) and the name of their vessel. On occasion quarians may impose their naming conventions on other races. , for example, may be referred to as “Shepard vas Normandy” if the Commander chooses to interact with the quarians on their home territory. In certain formal situations, quarians appear to use both their adult ship and childhood ship. Tali’Zorah identifies herself as “Tali’Zorah vas Neema nar Rayya” during docking procedures following summons to the Migrant Fleet regarding accusations of treason. Quarian Male Given Names: Juh, Fees, Saemm, Wuto, Nol, Wom, Wil, Sato, Hes, Haelo, Naalo Quarian Female Given Names: Lunu, Sina, Yanne, Laeri, Jina, Monnu, Lana, Zise, Jola, Rela Quarian Clan Names: Yeesal, Funis, Mosul, Zur, Hifin, Xaafor, Nemas, Caeman, Faamis, Sufal, Haador Quarian Fleet/Ship names: Ruyya, Faedor, Mador, Xeevum , Quib Quib, Idenna, Neema, Nara, Moreh, Tesleya, Tonbay, Ulnay

QUARIAN TRAITS Ability Score Increase. Your Wisdom score increases by 2. Age. Quarians can live up to 90 years of age. Alignment. Quarian alignment Varies. Size. Quarians stand at just under 5 feet to a little under 6 feet tall. Your size is medium. Speed. Base walking speed is 30 feet. Suited. Quarians are immune to any airborne toxin or poison. Tech Savvy. You are proficient in the Hacking skill. Salarians

“Actually, wanted to talk. Medical matters. Aware that mission is dangerous, different species react differently to stress. Aware you come by a great deal. Have had other species become attracted to me before. Awkward. Not interested.” —Mordin Solus, Mass Effect (2010)

The second species to join the Citadel, the salarians are warm-blooded amphibians native to the planet Sur’Kesh. Salarians possess a hyperactive metabolism; they think fast, talk fast, and move fast. To salarians, other species seem sluggish and dull-witted, especially the elcor. Unfortunately, their metabolic speed leaves them with a relatively short lifespan; salarians over the age of 40 are a rarity. Salarians are known for their observational capability and non-linear thinking. This manifests as an aptitude for research and espionage. They are constantly experimenting and inventing, and it is generally accepted that they always know more than they are letting on.

Amphibians The salarians are a bipedal race of amphibians, with tall, elongated bodies well-suited for their high metabolism, and skeletons composed of more cartilage than those of other races such as humans. Salarian heads are long and thin, and have a pair of horns protruding from the top of their skulls. Skin varies in color, from bright reds and greens to the more common shades of blue or grey. Their blood is a greenish color. Salarian eyes are large and oval and have thin membranes in place of eyelids. The pupils are a wide slit, oriented horizontally, and the irises can be dark green, purple, red, blue, or brown. Salarians are noted for their high-speed metabolism, which allows them to function on just one hour of sleep a day. Their minds and bodies work faster than most sapient races, making them seem restless or hyperactive. The drawback of this active metabolism is a short lifespan of around 40 human years.

Matriarchal Normally, the rare salarian females are cloistered on their worlds out of tradition and respect. Powerful female Dalatrasses are dynasts and political kingpins. They determine the political course of their respective regions through shrewd negotiation. Though male salarians rise to positions of great authority in business, academia, or the military, they rarely have any input on politics; one notable exception to this rule is Valern, a male salarian representing his race on the Citadel Council in 2183. Due to their method of reproduction, salarians have no concept of romantic love, sexual attraction, or the biological impulses and social rituals that complicate other species’ lives. Male-female relationships are rare (due to the scarcity of females) and more akin to human friendship. Sexuality is strictly for the purpose of reproduction. Ancient social codes determine who gets to fertilize eggs, which produces more daughters to continue the bloodline. Fertilization generally only occurs after months of negotiation between the parents’ clans, and is done for purposes of political and dynastic alliance. No salarian would imagine defying this code.

Photographic Memory Salarians have photographic memories and rarely forget a fact. They also possess a form of psychological “imprinting”, tending to defer to those they knew in their youth. Salarian hatching is a solemn ritual in which the clan Dalatrass (matriarch) isolates herself with the eggs. The young salarians psychologically imprint on her and tend to defer to her wishes. During the hatching of daughters, the Dalatrasses of the mother and father’s clans are present at the imprinting. This ensures the offspring have equal loyalty to both, ensuring the desired dynastic and political unity.

Salarian Union The salarian government, since at least the formation of the Council in 500 BCE, is called the Salarian Union. It is a labyrinthine web of matrilineal bloodlines, with political alliances formed through interbreeding. Structurally, the government consists of fiefdoms, baronies, duchies, planets, and marches (colonization clusters). These are human nicknames, as the original salarian is unpronounceable. Each area is ruled by a single Dalatrass (matriarchal head-of-household) and represents an increasing amount of territory and prestige within the salarian political web. Approaching 100 members, the first circle of a salarian’s clan comprises parents, siblings, uncles, aunts, and cousins. The next circle includes second cousins, etc., and escalates to well over 1000 members. The fourth or fifth circle of a clan numbers into the millions. Salarian loyalty is greatest to their first circle and diminishes from there. Their photographic memories allow salarians to recognize all their myriad relatives.

The Special Tasks Group In principle, the salarian military is similar to the Systems Alliance, a small volunteer army that focuses on maneuver warfare. What differentiates the salarians is not their equipment or doctrine, but their intelligence services and rules of engagement. The salarians believe that a war should be won before it begins. Their powerful intelligence network is spearheaded in the field by the Special Tasks Group (STG), which is responsible for monitoring developing situations and taking necessary action, usually without the shackles of traditional laws and procedures.

SALARIAN NAMES Salarian names are quite complex. A full name includes – in order – the name of a salarian’s homeworld, nation, city, district, clan name and given name. For example, a salarian named Gorot II Heranon Mal Dinest Got Inoste Ledra would be called either by his clan name, Inoste, or his given name, Ledra Salarian Clan Names: Darnon, Otorm, Liwal, Vastik, Yihon, Edik, Huroth, Mirpa, Rukant, Balip, Gerhum Salarian Male Given Names: Gaenis, Piben, Au, Eraji, Loben, Ronik, Hiu, Daebam, Cunis, Wazon, Iji, Dezal, Mural Salarian Female Given Names: Lenika, Golsi, Amalo, Dalse, Taedroki, Hunisa, Texa, Porixo, Vexa, Exe, Sozomi, Sebana, Coloni

SALARIAN TRAITS Ability Score Increase. Your Intelligence score increases by 2. Age. Salarian live up to 40 years of age. Alignment. Salarian alignment varies immensely. Size. Salarians can range in height from just under 6 feet and up to 7 feet tall. Your size is medium. Speed. Base walking speed is 30 feet. Suspicion. You gain proficiency in Perception skill. Tech Cunning. Whenever you make an Intelligence check related to any technology devices, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Subrace. The Lystheni. Lystheni. The salarian race also includes the Lystheni “offshoot.” How the Lystheni are distinct from mainline salarians and why they are currently unwelcome in Council space is unrevealed. Lystheni salarians may be found living among batarians, exiled quarians, and other galactic refuse at Omega. The Lystheni are outcasts to the Citadel collective, not by any order of the council but by the Salarian Union. What actions against the Union that caused this severance is unknown. Instead of Salarian Suspicion and Tech Cunning you gain: Salarian Outcast. You gain proficiency in the Deception skill. Ruthless Sabotage. Whenever you make an Intelligence check related to any technology devices being sabotaged, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. You also gain the Sabotage Feat. Turian “It will take something beyond important for me to leave my men, or my turian brothers and sisters, in their fight.” —Primarch Victus, Mass Effect 3 (2012)

Known for their militaristic and disciplined culture, the turians were the third race to join the Citadel Council. They gained their Council seat after defeating the hostile krogan for the Council during the Krogan Rebellions. The turians deployed a salarian-created biological weapon called the genophage, which virtually sterilized the krogan and sent them into a decline. The turians then filled the peacekeeping niche left by the once-cooperative krogan, and eventually gained a Council seat in recognition of their efforts. Originally from the planet Palaven, turians are best known for their military role, particularly their contributions of soldiers and starships to the Citadel Fleet. They are respected for their public service ethic—it was the turians who first proposed creating C-Sec—but are sometimes seen as imperialist or rigid by other races. There is some animosity between turians and humans, largely due to the turian role in the First Contact War.

Birds of Prey Turian features are avian, making them resemble humanoid birds or raptors, however unlike most Earth avian creatures, turians are viviparous and give birth to live young. Turians are also recognizable by their voices, which have a distinctive flanging effect. Males and females do not differ greatly in physical appearance, but female turians lack the crest of horns found in the males of the race. The lifespan of a turian is comparable to that of a human. Turians exhibit the characteristics of predators rather than those of prey species (compare to krogan biology). Their forward-facing alert eyes give the impression that they possess outstanding eyesight and their teeth and jaws mimic the structures possessed by apex predators such as crocodiles or ancient, carnivorous dinosaurs. Needless to say, their talons on both their feet and hands seem capable of ripping flesh. As such, their diet is primarily meat-based. Their slender bodies also seem to suggest that they are also capable of moving at high speeds.

Metallic Living The turian homeworld, Palaven, has a metal-poor core, generating a weak magnetic field and allowing more solar radiation into the atmosphere. To deal with this, most forms of life on Palaven evolved some form of metallic “exoskeleton” to protect themselves. Their reflective plate-like skin makes turians less susceptible to long-term, low-level radiation exposure, but they do not possess any sort of “natural armor”. A turian’s thick skin does not stop projectiles and directed energy bolts. Turian blood has a dark blue coloration.

Although life on Palaven is carbon-based and oxygen-breathing, it is built on dextro-amino acids. This places the turians in a distinct minority on the galactic stage; the quarians are the only other sapient dextro-protein race. T

Clan Tattoos Since the Unification War, turians normally wear elaborate tattoos marking their colony of origin, though it is not known which markings distinguish which colony or if color has any meaning. These markings are usually white — particularly on turians with darker carapaces — but can be of other colors such as blue for or red for Nyreen Kandros. The lack of facial markings is looked down upon in turian society; the turian term “barefaced” refers to one who is beguiling or not to be trusted. It is also a slang term for politicians.

Duty and Honor Every citizen from age 15 to 30 serves the state in some capacity, as anything from a soldier to an administrator, from a construction engineer to a sanitation worker. Turians have a strong inclination toward public service and self-sacrifice, so they tend to be poor entrepreneurs. To compensate, they accepted the mercantile volus as a client race, offering protection in exchange for their fiscal expertise. Turian society is highly regimented and very organized, and the species is known for its strict discipline and work ethic. Turians are willing to do what needs to be done, and they always follow through. They are not easily spurred to violence, but when conflict is inevitable, they only understand a concept of “total war.”

Turian Military The turian military is the center of their society. It is not just an armed force; it is an all-encompassing public works organization. The military police are also the civic police. The fire brigades serve the civilian population as well as military facilities. The corps of engineers builds and maintains spaceports, schools, water purification plants, and power stations. The merchant marine ensures that all worlds get needed resources.

Turian Hierarchy The turian government, known as the Turian Hierarchy, is a hierarchical meritocracy. While it has great potential for misuse, this is tempered by the civic duty and personal responsibility turians learn during their childhood. Turians have 27 citizenship tiers, beginning with civilians (client races and children). The initial period of military service is the second tier. Formal citizenship is conferred at the third tier, after boot camp. For client races, citizenship is granted after the individual musters out. Higher-ranked citizens are expected to lead and protect subordinates. Lower-ranking citizens are expected to obey and support superiors. Promotion to another tier of citizenship is based on the personal assessment of one’s superiors and co-rankers. At the top are the Primarchs, who each rule a colonization cluster. The Primarchs vote on matters of national importance. Throughout their lives, turians ascend to the higher tiers and are occasionally “demoted” to lower ones. Turians value knowing one’s own limitations more than being ambitious. The turian imperial anthem is called “Die for the Cause.”

TURIAN NAMES Turian Male Names: Galertis, Aumus, Sernus, Paulpius, Bruttis, Gaivus, Seus, Opius, Voius, Septius, Lucruns Turian Female Names: Nepilia, Tuldia, Plimia, Portina, Noviria, Vitelna, Bruccidia, Maeteia, Sicidia, Caevia, Quiria Turian Last Names: Varion, Dexilianus, Quicus, Natamius, Bromlius, Brudos, Globdos, Falso, Decion, Termoscus

TURIAN TRAITS Ability Score Increase. Your Constitution score increases by 1. Age. Turians can live up to 150 years of age. Alignment. Turian alignment varies immensely. However, those under the hierarchy usually are Lawful in some manner. Size. Turians can range in height just over 6 feet and under 8 feet tall. Your size is medium. Speed. Base walking speed is 25 feet. Turian Combatics. You are proficient with all guns, and melee weapons. Talons. You gain an extra 1d4 attack damage to all melee attacks with your talons. Volus

“My job makes it necessary for me to keep informed.” —Barla Von, Mass Effect (2007)

The volus are an associate race on the Citadel with their own embassy, but are also a client race of the turians. They hail from Irune, which possesses a high-pressure greenhouse atmosphere able to support an ammonia-based biochemistry. As a result, the volus must wear pressure suits and breathers when dealing with other species. Because they are not physically adept compared to most species, volus mostly make their influence felt through trade and commerce, and they have a long history on the Citadel. However, they have never been invited to join the Council, which is a sore point for many volus individuals.

Ammonia Based Living The volus homeworld Irune features an ammonia-based ecology and a gravitational field 1.5 times that of Earth, as well as a high-pressure atmosphere. This is reflected in the physiology of the volus themselves. The volus are unable to survive unprotected in an atmosphere more suitable to humans and other carbon- based lifeforms, and as such require protective suits capable of providing the proper atmosphere, as well as being pressurized to support the volus. Traditional nitrogen/oxygen air mixtures are poisonous to them, and in the low pressure atmospheres tolerable to most species, their flesh will actually split open. As the volus are never seen outside of their protective suits, little else is known about their appearance and physiology. It has been noted; however, that volus have cloacae, a trait they share with the salarians. Some volus individuals have also shown themselves capable of using biotics.

Economists Volus culture is dominated by trade, whether it be of land, resources, or even other tribe members. The volus have a reputation as traders and merchants, and many, such as Barla Von, work as some of the best financial advisers in Citadel space. Due to the volus not being physically adept, they tend not to be violent, and can even seem overly-pacifistic and cowardly to other, more militant species. The volus homeworld Irune is remarkable for having done away with warfare as an institution of the state, as the volus lack the romantic view of war found in the galaxy’s more aggressive species. Physical skirmishes between groups rarely last long, and are almost always ended by social castigation, bargaining agreements, or harsh economic sanctions.

Vol Protectorate The volus government is known as the Vol Protectorate. Rather than being a fully sovereign government in its own right, the Protectorate is a client state of the Turian Hierarchy. In return for falling under the protective umbrella of the turian military, the volus pay a tax to the Hierarchy, as well as deferring to the turians in all foreign policy matters and providing auxiliary troops to the turian armed forces. They still maintain an embassy on the Citadel, making them an associate species of the Council, though they currently share their embassy with the elcor.

VOLUS NAMES Volus have two names but no family names. According to volus sensibilities you cannot own a person, so using a family name would essentially be laying claim to their offspring. Possibly because of their tribal origins, volus tend to refer to members of other races by their source world rather than species name (i.e. “Earth-clan” instead of “human”). A notable exception to this is that they refer to quarians as “Migrant- clan”, or “clanless”, due to their lack of a homeworld. They also tend to refer to themselves as “Vol-clan”. Volus Male Names: Olar, Korlack, Von, For, Mit, Toma, Inu, Dorik, Ves, Was, Prit Volus Female Names: Omala, Dalea, Moras, Fasna, Nov, Eva, Wehn, Opra Volus Last Names: Barla, Han, Pitne, Inos, Din, Talis, Yesi, Oma, Evas, Unto

VOLUS TRAITS Ability Score Increase. Your Wisdom score increases by 1. Age. Volus tend to live for up to 85 years. Alignment. Volus alignment varies. Size. Volus are just under 4 feet tall. Your size is small. Speed. Base walking speed is 20 feet. Master Negotiator. You gain proficiency in the Persuasion skill. The Economist. On any Perception check towards buying, selling, or haggling prices, you roll at an advantage. Vorcha

“Everyone choke and die! The Collectors make us strong!” —Blood Pack Boom Squad Vorcha, Mass Effect 2 (2012)

Known for their unique biology and aggressive behavior, the vorcha of Heshtok are a primitive race that live among the galaxy’s darker and more dangerous locations, such as Omega. Many vorcha are trained by the krogan Blood Pack as mercenaries due to their savage nature and adaptability to different environments. The rest of galactic civilization regards them as pests and scavengers, and their presence is generally seen as a blight.

Ultimate Adaptation The vorcha are known for a rather unique biology that differentiates them from other known species and which carries with it a striking set of advantages and disadvantages. They have clusters of non- differentiated cells, similar to those found on the planarian worm of Earth. A vorcha that is cut or burned will adapt to have thicker skin. The lungs of a vorcha placed in a barely- breathable atmosphere will adapt to better use the gases there. A vorcha subjected to high gravity will quickly develop stronger heart and leg muscles. Non-differentiated vorcha cell clusters do replenish themselves, but the process is slow. Generally, vorcha can only adapt to a single environment within their brief lives. However, what cells are replaced allow them to heal rapidly, and even to regrow lost limbs over a period of months. As a consequence of this, the vorcha as a species no longer evolve as other races do. The vorcha equivalent of DNA has remained unchanged for millions of years. There is no need for them to evolve as a species when they can adapt as individuals.

A Mess, Probably The vorcha do not have a recognized single government that would allow them membership in any galactic league. Alliances between bloodlines are tenuous at best, and the vorcha’s short, violent lives ensure there are few lasting institutions. The vorcha have no formal military force to speak of. Although recognized as vicious warriors in their own right, their lack of any government has precluded the formation of armies and fleets, and it has never been in the best interest of other races to allow the vorcha to construct their own dreadnoughts. Many vorcha are employed as cannon-fodder troops in gangs such as the Blood Pack, where their inexperience further shortens their brief lifespans.

VORCHA NAMES Vorcha have no naming method to speak of. If I’m being honest, their names sound like the way they talk. No last names, their lifespans are too short for something like a family name or last name to hold any value to them. There are no gender constraints to their names. Vorcha Names: Gryll, Kreete, Shisk, Messik, Dessk, Ashik, Zeek, Wryl, Ikris, Riks

VORCHA TRAITS Ability Score Increase. Your Dexterity score increases by 2. Age. Vorcha typically live up to 20 years. Alignment. Vorcha are normally Chaotic Neutral. Size. Vorcha can stand between 4 feet and just over 5 feet tall. Your size is small. Speed. Base walking speed is 30 feet. Adaptable. You have an advantage on all saving throws.