Mass Effect Technology and Citadel Space:The "Mass Effect:"Name: Mass Effect Fields
Description: A mineral known as "Element Zero," or eezo, is responsible for this effect. Eezo appears to be naturally occurring, but other than the variety of planets (primarily garden worlds capable of sustaining life) it is found on, no one knows how it is created. NOTE: Unbeknownst to the galaxy, eezo is an artificially-created compound made by the Reapers and transplanted onto a variety of worlds as part of their extinction cycle in an effort to conform as much of galactic civilization to one technology as physically possible (in this particular cycle, the mass effect technology produced by eezo is mostly confined to Citadel space, though this is still a large number of civilizations under one banner).
When subjected to an electrical field, eezo produces a field of dark energy that can increase or decrease the mass of the object in the field (a positive current increases mass, and a negative current decreases it).
Technology: Mass effect technology is used in a variety of ships (including those used by the Geth, Quarians, Batarians, Krogan, and Citadel races) via Element Zero cores, which replace the more expensive Hyperdrive. The core can reduce the mass of a ship to nothing, allowing the ship to achieve faster-than-light travel. Element Zero is also responsible for the phenomenon known as biotics: the ability for some lifeforms to create mass effect fields using Element Zero nodules embedded in body tissues (specifically, the nervous system). These powers are accessed and augmented by using bio-amps. Biotic individuals can knock enemies over from a distance, lift them into the air, generate gravitational vortices to tear obstacles or enemies apart, or create protective barriers. Exposure to dust-form eezo usually brings about this ability in the womb, but Asari, native to a planet with extensive eezo, are natural biotics (though they still use amps to control it).
Weapons: Many weapons use mass effect technology in their design as well: to generate ammunition, the weapon shaves a projectile the size of a sand grain from a dense block of metal contained within the weapon's body. The projectile is launched at supersonic velocities by decreasing its mass in a mass effect field. Ammunition is never a concern because of this, but managing the weapon's internal heat is; to compensate, these guns use thermal clips, small heat sinks that can be detached after a weapon fires a certain number of rounds. These prevent overheating, but the weapons cannot fire without a thermal clip to disperse the heat in the first place.
Overview: Because Element Zero is limited by location (a number of garden worlds, and numerous asteroid fields), mass effect technology is rare outside of eezo hotspots. Citadel space, the Quarian Migrant Fleet, the Batarian Hegemony, the Krogan, and the Geth are the biggest users of mass effect technology.
Name: Mass Relays
Description:
http://images1.wikia.nocookie.net/__cb20120402214123/masseffect/images/8/8d/Mass_Relays_Codex_Image.jpgTechnology: Mass Relays (theorized to be a Prothean device) utilize massive Element Zero cores to generate mass-free corridors of space, allowing near-instant travel from one relay to the next (far faster than standard FTL technology). Mass Relays are limited in number, and are mostly confined to areas of common Mass Effect usage, including Citadel Space, the Terminus Systems, and the Attican Traverse. They exist in certain star systems, stuck in orbit at the extreme edge of each (though a star going supernova can knock a relay out of orbit).
Weapons: None. However, a Mass Relay's quantum shields and hull (made of a currently unknown material) make them virtually indestructible to anything other than collision with a large enough planetary body. However, two things make this a bad idea: one, Mass relays are valued for quick and easy galactic travel, and two, the energy released when one is destroyed equates to that of a supernova, destroying the relay's home system--and everything in it.
Overview: Mass Relays, in reality, are another Reaper creation, meant to restrict as many species as possible to one technology. For now, however, they are simply another way to traverse the galaxy.
Native Name: The Citadel (
http://images4.wikia.nocookie.net/__cb20090207035233/masseffect/images/thumb/e/ed/MassEffect_2008-08-12_11-12-14-85.png/640px-MassEffect_2008-08-12_11-12-14-85.png)
Environment: Fully capable of supporting organic, oxygen-breathing life; the Presidium ring has been turned into a parklike vista, and the Wards in the five massive arms are large cityscapes.
Regions:
Presidium: The Presidium is a massive, park-like complex containing the offices of the various branches of Citadel Space's government, as well as the embassies of all the races represented in the Citadel. There are also shops, restaurants and recreational facilities, serving the wealthy residents who live and work throughout the sector. The Presidium is monitored by a Virtual Intelligence named Avina, and, unlike the Wards, incorporates an artificial 20-hour day schedule: lights are dimmed, and the holographic "sky" darkened, for 6 of the 20 hours, imitating the familiar day-night cycle.
The Wards: The "arms" of the Citadel, known as the Wards, constitute the residential and commercial sectors of the station. They are densely populated, housing millions of residents from various galactic species. Numerous skyscrapers rise from the superstructure, sealed against vacuum, as breathable atmosphere is only maintained to a height of approximately 7 meters. Unlike the Presidium, there is no artificial day-night cycle; as a consequence of this, commercial activity rarely ceases, and residents work and rest according to personal need. The Wards are policed by the Citadel Security Services (C-Sec), whose offices and custody suites are located in the Lower Wards.
Citadel Tower: The tower at the center of the Presidium houses the Council Chambers and the main traffic control for the station—any ship within a few thousand kilometers comes under the jurisdiction of Citadel Control. The Chambers themselves are not open to the public and access is only granted to officials and those with special clearance. They are beautifully furnished, with trees and fountains, as well as numerous staircases leading up to the central platform where the Council convenes.
Dominant Species: The Citadel races.
Technology Level: Mass effect technology.
Animal Life: None, except those transplanted by Citadel races.
Citadel Space:Name: Citadel Space
Leading Body: Citadel Council
Capital: Citadel Space Station
Technology Level: Mass Effect Technology
Inhabitants: Asari, Turians, Salarians, Volus, Humans.
Philosophy: The Citadel races are united under the banner of peace and prosperity, as well as protection from less desirable galactic inhabitants. While they have no qualms about bringing other civilizations into their fold, they are not aggressive expansionists, and each representative race still has its own personal government. However, in order to maintain galactic peace, the Council uses what is known as the Special Tactics and Reconnaissance group, or Spectres. Spectres are members of the Council races, and answer to no one but the Council itself. Their primary goal is to ensure stability within Citadel space, at any cost.
History: The Citadel-based government was formed many years ago, when the first race to discover the space station, the Asari, made their home there. The Salarians joined soon after, followed by the Turians and their mercantile client race, the Volus (who established an economy for the rapidly expanding territories of Council Space). The Asari, Turians, Salarians, and the all-human government called the Systems Alliance make up the Citadel Council, with each race having one representative member. The Volus have an embassy on the Citadel, but are not necessarily a Council race. The Quarians were once part of Citadel space, but were kicked out after the Geth War, as were the Batarians, before the arrival of the Alliance. Even the Krogan were once a Citadel race, until the Krogan Rebellions.
Citadel Races:Name: Only known as the Keepers.
Description:
http://images1.wikia.nocookie.net/__cb20100914204252/masseffect/images/thumb/7/74/Keeper_at_Zakera_Ward_Level_27_Dock.PNG/635px-Keeper_at_Zakera_Ward_Level_27_Dock.PNGDiet: None.
Armament: None.
Natural Abilities: Keepers are completely docile and harmless, and appear to exist for no other reason than to maintain the Citadel and its systems.
Physically, the keepers resemble large aphids. Little else is known about their biology, other than what can be observed with the naked eye. Attempts to capture a keeper or take it into custody for study will cause the creature to undergo a sudden "self-destruct," with a form of acid being released internally. The affected keeper literally melts into a puddle of proteins and minerals in less than a minute, preventing any serious research.
Due to the fact the keepers persist in destroying themselves when interfered with, they are nearly impossible to scan or study. By Council law, it has become illegal to interfere with the keepers on penalty of imprisonment, because the Citadel cannot be maintained without them. No matter how many keepers die due to old age, violence, or accident, they maintain a constant number. No one has discovered the source of new keepers, but some hypothesize they are genetic constructs: biological androids created somewhere deep in the inaccessible core of the Citadel itself.
Keepers are mute, at least to the perceptions of other races. Some Citadel scientists believe the keepers communicate between themselves with telepathic images, but this is mainly scientific speculation. Their inorganic components (specifically, the component on the keeper's back and its attached antenna) are speculated to facilitate the coordination between the keepers and the Citadel.
History: The keepers are actually the key to the Reaper genocide; a single Reaper vanguard hides in the galaxy proper, periodically scanning to see how civilization is advancing. When civilization as reached a predetermined point, the vanguard sends a signal to the keepers, forcing them to activate what is actually eh Citadel's real purpose: a gigantic mass relay. As a result, the Reapers pour through without any warning and begin the cycle of extinction. However, after the last spacefaring race, the Protheans, managed to sabotage the keeper signal before being completely wiped out, the keepers are effectively harmless. While most of galactic civilization believes they were a creation of the Protheans (like they do the Citadel), they are more likely the first race harvested by the Reapers.
Name: Asari
Description:
http://images1.wikia.nocookie.net/__cb20100109173633/masseffect/images/b/b9/New_Asari_Races_Page_Image.pngDiet: Omnivorous, like humans.
Armament: None, other than weapons they carry.
Natural Abilities: Asari are unique in that they are mono-gendered, resembling female humans. Despite this, they are not asexual.
Melding: During melding, an asari consciously attunes her nervous system to her partner's, sending and receiving electrical impulses directly through the skin. A common phrase used before melding is "embrace eternity," presumably to help focus the partner's mind. Effectively, the asari and her partner briefly become one unified nervous system. This unique means of reproduction is the reason asari are all talented biotics. Their evolved ability to consciously control nerve impulses is very similar to biotic training. The partner can be another asari, or an alien of any gender. However, since the asari began encountering other sentient species, non-asari mates have become preferred for the diversity they provide. This reproductive process can lead to some confusion among non-asari, who might expect offspring with "mixed" genes. However, the offspring is always 100% asari as no DNA is taken from the partner, but is rather used as a "map" to randomize the genes of the offspring.
Life Cycle: Thanks to a robust cellular regenerative system, asari can live to be 1000 years old, and pass through three climactic life stages, marked by biochemical and physiological changes:
1. The Maiden stage begins at puberty and is marked by the drive to explore and experience. Most young asari are curious and restless.
2. The Matron stage of life begins around the age of 350, though it can be triggered earlier if the individual melds frequently. This period is marked by a desire to settle in one area and raise children.
3. The Matriarch stage begins around 700 years of age, or earlier if the individual melds rarely. Matriarchs become active in their community as sages and councilors, dispensing wisdom from centuries of experience. Their knowledge and guidance may be one reason why Matriarchs are rarely seen outside asari space.
Ardat-Yakshi: Ardat-Yakshi (meaning 'Demon of the Night Winds' in an old asari dialect) is a rare genetic condition in asari, specifically affecting their nervous systems. Although the condition does not harm the asari, during mating the Ardat-Yakshi's nervous system completely overpowers and dominates that of her mates, causing hemorrhaging in the victim's brain and ultimately death in extreme cases. As a result, the Ardat-Yakshi becomes smarter, stronger and deadlier after each encounter. Ardat-Yakshi also have the innate ability to dominate the minds of others. The condition is impossible to identify until the asari reaches maturity, by which time it is too late to correct. When diagnosed, afflicted asari are given a choice: live in isolation or be executed. The asari do this to the Ardat-Yakshi because it is an addictive condition. Ardat-Yakshi make up only 1% of the population, but are a disgrace to the species as a whole. They are often the offspring of two asari parents, which gave rise to a prejudice against these so-called "purebloods" (a derisive term to the asari).
History: The asari are one of the most technologically advanced races in the galaxy, which can sometimes be seen as a form of arrogance. They were the first race to discover the ancient Citadel, and founded the Council when the Salarians came across the station as well.
Name: Salarian
Description:
http://images3.wikia.nocookie.net/__cb20100308205108/masseffect/images/thumb/0/0f/KirahheCapt..png/357px-KirahheCapt..pngDiet: Omnivorous.
Armament: Any weapons they can carry.
Natural Abilities: 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.
The salarians are amphibian haplo-diploid egg-layers; unfertilized eggs produce males and fertilized eggs produce females. Once a year, a salarian female will lay a clutch of dozens of eggs. Social rules prevent all but a fraction from being fertilized. As a result, 90% of the species is male.
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.
History: The Salarians discovered the Citadel only a few decades after the Asari. They have provided the Council with one of the greatest espionage groups in the galaxy: the Salarian Special Tasks Group (STG). Their fleet is smaller than other Council races, but is more technologically advanced.
Name: Turian
Description:
http://images1.wikia.nocookie.net/__cb20081118173460/masseffect/images/5/5b/Spectres_Codex_Image.jpgDiet: Primarily carnivorous (their dextro-amino acid chirality prevents them from eating most other species' food, however).
Armament: Weapons; sharp claws and teeth can be deadly in close combat, though it's considered dishonorable.
Natural Abilities: Turians possess a thin exoskeleton that protects them from low levels of radiation (such as that found on their homeworld), but not from enemy attacks. Turian voices have a distinct 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.
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 known sapient dextro-protein race. The food of humans, asari, or salarians (who evolved in levo-amino acid-based biospheres), will at best pass through turian systems without providing any nutrition. At worst, it will trigger an allergic reaction that can be fatal if not immediately treated.
History: Turians are a warlike, but immensely disciplined, people, providing Citadel space with one of the most skilled and deadly fleets in the galaxy. A civil war many years ago that was waged between the numerous Turian colonies, known as the Unification War, was eventually squashed by the Turian Hierarchy. However, many turians still tattoo markings on their faces to mark which colony they were originally from (a tradition from the Unifcation War).
Name: Volus
Description:
http://images2.wikia.nocookie.net/__cb20081119035224/masseffect/images/4/41/Volus_Codex_Image.jpgDiet: Omnivorous
Armament: Weapons (rely on the Turians for protection, mostly).
Natural Abilities: 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.
Volus are short, stocky, and not physically adept. However, 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 work as some of the best financial advisers in Citadel space.
History: The Volus are a client race of the Turians, relying on their soldiers and ships for defense. In response, they have provided the Citadel races with a stable economy, and also manufacture cheap but reliable mass effect weaponry (not as advanced as standard Turian armaments, but they see wider use in the galaxy), primarily through the Volus manufacturer Elkoss Combine.
Individual Governments:Name: Systems Alliance
Leading Body: Prime Minister Amul Shastri and the Parliament at Arcturus Station.
Capital: Terra Nova (homeworld of Alliance humans)
Technology Level: Mass effect technology.
Inhabitants: Humans.
Philosophy: As most humans come from a wide variety of governments across the galaxy, the Alliance represents the vast majority of the species within Council space. They are based around the same philosophy as most Citadel races: unity with the other species for protection.
History: The Systems Alliance is known for its flexible and novel military tactics and equipment, but its history is nothing special before joining with the other Citadel races. However, their expansion into the Skyllian Verge, a relatively undeveloped patch of space between Alliance and batarian space, led to direct conflict with the Batarian Hegemony. The batarians asked the Citadel Council to intervene and declare the Verge an area of "batarian interest". When the Council refused, the batarians closed their Citadel embassy and severed diplomatic and economic relations, becoming an inward-looking rogue state. Money and weapons funneled from the batarian government to criminal organizations led to many brutal raids on Alliance colonies in the Verge, culminating in the Skyllian Blitz, an attack on the principal capital world Elysium by batarian-funded pirates and slavers. The attack was beaten back, and the Alliance launched a counteroffensive two years later on the moon of Torfan, long used as a staging base by batarian-backed criminals. In the aftermath, the batarians retreated into their own systems, and are now rarely seen in Citadel space.
Name: Asari Republics
Leading Body: 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. Policy debates take place at all hours of the day, in official chat rooms and forums moderated by specially-programmed virtual intelligences. 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'.
Capital: Thessia (asari homeworld)
Technology Level: Incredibly advanced mass effect technology.
Inhabitants: Asari
Philosophy: Asari tend towards the "long view" in just about everything they do, from politics to relationships, as a result of their long lifespans. They value consensus and accomodation among all, and are very communal. They often act as the Council's diplomatic arm.
History: The asari came late to the notion of world government, instead acting as freely bartering, scattered city-states that eventually united with the advent of electronic communication and the internet.
Name: Salarian Union
Leading Body: In many ways, the salarian political network functions like the noble families of Earth’s Medieval Europe. 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.
Capital: Sur'Kesh (homeworld)
Technology Level: Advanced mass effect technology.
Inhabitants: Salarians
Philosophy: The Salarians believe in quality over quantity when it comes to just about everything, and often spend years refining a device if it doesn't meet their "bleeding-edge" specifications.
History: Much of Salarian history is classified, as befitting their secretive nature. Many of the things that go on on their homeworld are top-secret.
Name: Turian Hierarchy
Leading Body: The Turians have no truly distinct "leading body," though they have a very detailed hierarchical meritocracy. While it has great potential for misuse, this is tempered by the civic duty and personal responsibility turians learn in 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 import. They otherwise maintain a "hands-off" policy, trusting the citizens on each level below them to do their jobs competently.
Capital: Palaven (homeworld)
Technology Level: Advanced mass effect technology.
Inhabitants: Turians and client races.
Philosophy: A militaristic society, Turians value duty to their people more than individual concerns. They believe that being confined to a certain role or rank is not stagnation; turians value knowing one's own limitations more than being ambitious. However, turians also enjoy broad freedoms (including recreational drug use), as long as it doesn't interfere with their duty. The Turian Hierarchy is the peacekeeper and primary military arm of the Council.
History: Other than the Unification War, the Turian Hierarchy has enjoyed a long-lasting peace, especially since joining the Citadel Council.
Name: Vol Protectorate
Leading Body: None specifically; 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.
Capital: Irune (homeworld)
Technology Level: Advanced mass effect technology.
Inhabitants: Volus
Philosophy: Volus are mercantile and tribal (they even refer to other races by their homeworld rather than their species name), but are naturally nonviolent.
History: Because the Vol Protectorate used to be nothing but a large collection of tribes, little cohesive history before joining the Turian Hierarchy is known.
Non-Citadel Races:The Quarians, Batarians, Krogan, and Geth, while sharing similar technology to the Citadel races (Batarian and Geth-controlled space border Citadel space as well, and the Krogan Demilitarized Zone exists within Citadel space), are not officially part of Citadel government.
Name: Quarian
Description:
http://images2.wikia.nocookie.net/__cb20100317060346/masseffect/images/thumb/7/7c/QuarianMaleAndFemale.jpg/640px-QuarianMaleAndFemale.jpgDiet: Mostly vegan out of necessity, but will eat purified dextro-amino meat products if possible.
Armament: Weapons.
Natural Abilities: 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.
Quarian immune systems have always been relatively weak, as pathogenic microbes were comparatively rare in their homeworld's biosphere. Furthermore, what few viruses and other microbes were native to their homeworld were often at least partly beneficial to them, giving them a symbiotic relationship with their environment. After living aboard the Migrant Fleet for generations, the quarians' immune systems have atrophied further still due to the years in the sterile environment of the Migrant Fleet. As such, quarians are given various vaccinations and immunizations to help ward off disease. However, they prefer the safety of their suits even in clean environments and are reluctant to remove them without a good reason.
Quarians are a "dextro" race, like the Turians, and are physically very similar to humans (though they have three fingers and toes, and their leg shape is different).
History: 300 years ago, the quarians created a synthetic race known as the Geth. The relatively unintelligent Geth were intended to be used as manual labor, but as they increased in intelligence thanks to their neural network, and eventually became fully sentient, the quarians were terrified they would revolt, and attempted to destroy them. The Geth won the resulting war and the quarians fled their homeworld of Rannoch, as well as their colonies. The Geth stayed inside the Perseus Veil, and the Quarians were forced to become a race of nomads aboard the Migrant Fleet, a collection of 50,000 vessels from many manufacturers (some even date back to the Geth War), containing 17 million quarians.
Name: The Migrant Fleet
Leading Body: The Admiralty Board, the five most powerful ship captains in the fleet, and the democratically-elected Conclave, with a representative from each ship. Ship captains and onboard civilian councils usually handle the laws of their own ships, however (unless a criminal's actions threaten the entire fleet).
Capital: Rannoch (formerly), the Migrant Fleet (currently)
Technology Level: Advanced mass effect technology. Quarians are technically brilliant, and experts in the field of artificial intelligence.
Inhabitants: Quarians.
Philosophy: 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. Because every quarian depends on his or her crewmates to survive, they are very community-minded.
The 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. The quarian presents their gift to the captain of the new ship to prove they will not be a burden on the crew. Although the gift may be rejected if it is subpar, this is very rare, as most captains are eager to welcome a new shipmate on board. Having a large crew is a prestigious thing, as it means the captain has the financial and material means to provide for many people.
History: See above, in the Quarians' profile.
Name: Batarian
Description:
http://images2.wikia.nocookie.net/__cb20090125024459/masseffect/images/thumb/0/03/BalakBDtS.png/640px-BalakBDtS.pngDiet: Omnivorous, with a preference for meat.
Armament: Weapons.
Natural Abilities: Batarians' four eyes give them better eyesight than most other species. It is very difficult to lie to a Batarian because of their observational skills.
History: The Batarians are a disreputable species that chose to isolate themselves from the rest of the galaxy after their attempted attack on the Systems Alliance. The Batarian Hegemony refuses to let anyone leave their colonies or homeworld, and those that do are usually criminals and pirates who operate in the lawless area of space known as the Terminus Systems. Detailed history is classified by their paranoid government. Most batarians outside of their space have a vehement hatred for humans, Alliance or otherwise.
Name: Batarian Hegemony
Leading Body: Likely dictators of their nation-states.
Capital: Khar'shan (homeworld)
Technology Level: Advanced mass effect technology.
Inhabitants: Batarians
Philosophy: It is not known what the average batarian thinks about their enforced isolation, as the Department of Information Control ensures that only government-approved news enters or leaves batarian space. Given the batarian government's oppressive nature, it is speculated their supreme leadership is autocratic or totalitarian in nature.
However, the batarians still provide up-to-date glossaries and linguistic rules to the rest of the galaxy (allegedly so they can continue distributing propaganda). Possibly due to the prevalence of batarian criminal gangs, batarian languages have become "lingua franca" in the Terminus Systems.
History: Unknown.
Name: Krogan
Description:
http://images1.wikia.nocookie.net/__cb20100322235545/masseffect/images/thumb/5/5e/Kroganconcept.png/302px-Kroganconcept.pngDiet: Carnivorous
Armament: Weapons, as well as their deadly natural abilities.
Natural Abilities: Krogan are one of the toughest species in the galaxy. They have 240-degree vision, making them difficult to ambush. Their humps store water and fat when food is scarce, and prior to the Genophage, they could reproduce and mature at an astonishing rate. 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 "hits aliens like ground glass."
Krogan typically stand over 7 feet and weigh roughly one ton in armor. Biotic individuals are rare, though those who do possess the talent typically have strong abilities. 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, two 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. This durability allows many Krogan to live for an extensively long time--over a thousand years.
History: The Krogan come from the world of Garvug, a hostile world with extensive numbers of predators rivaling Florn in deadliness. "Eaten by predators" was the number one cause of death among Krogan until the discovery of gunpowder. Then, it was "death by gunshot." Unsurprisingly, when the warlike Krogan discovered nuclear warfare, the feuding clans subsequently bombed each other back to the stone age. In the process, their world was ravaged, the natural biosphere ruined. The Krogan may have been doomed, if not for the arrival of the Citadel Council (at the time only the Asari and Salarians), whose space station capital was very near Garvug. At the time, the Citadel races were embroiled in a bitter war with the sentient insect race known as the Rachni. They couldn't communicate with the Rachni queens, safe as they were on their toxic homeworld and colonies. The Salarians were the ones who came up with the idea to culturally--and technologically--uplift the Krogan, giving them several new colony worlds much safer than war-ravaged Garvug. In response, the Krogan bred exponentially, and pushed the Rachni back, killing the Queens on in their hives despite the toxicity of the worlds they hid on, and eventually drove the species into extinction.
For a brief period the krogan were hailed as the saviors of the galaxy and were given not only the conquered rachni worlds but other planets in Citadel space to colonise, in gratitude for their help. The Citadel Council even commissioned a statue for the Presidium—the Krogan Monument—to honor the krogan soldiers who died defending Citadel space.
But without the harsh conditions of Garvug to keep their numbers in check, the krogan population swelled to unprecedented numbers. Overcrowded and running out of resources, the krogan spread out to forcibly claim other worlds—worlds already inhabited by races loyal to the Citadel. There was always "just one more world" needed. The final straw was when the krogan began settling the asari colony of Lusia. When the Council ordered them to leave, Overlord Kredak, the krogan ambassador, stormed out of the Chambers, daring the Citadel races to take their worlds back. War broke out soon afterward.
The resultant Krogan Rebellions continued for nearly three centuries. The krogan sustained massive casualties, but their incredible birth rate kept their population steadily increasing. Victory seemed inevitable. In desperation, the Council turned to the recently discovered Turian Hierarchy for aid. The turians unleashed the genophage on the krogan home worlds: a terrifying bio-weapon engineered by the salarians. The genophage caused near total infant mortality in the krogan species, with only 1 birth in every 1000 producing live offspring.
No longer able to replenish their numbers, the krogan were forced to accept terms of surrender. For their role in quelling the Krogan Rebellions, the turians were rewarded with a seat on the Citadel Council. The krogan, on the other hand, still suffer from the incurable effects of the genophage.
Over the last millennium krogan numbers have steadily declined, leaving them a scattered and dying people. Faced with the certainty of their extinction as a species, most krogan have become individualistic and completely self-interested. They typically serve as mercenaries for hire to the highest bidder, though many still resent and despise the Citadel races that condemned them to their tragic fate.
Only one species actually enjoys a good relationship with the Krogan: the Trandoshans of Tuchanka. As a gesture of sympathy, they have populated Garvug (with Krogan permission) with a number of the native species of Trandosha, including Varren, Klixen, Harvesters, Thresher Maws, and Vorcha. This provides the Krogan with easy prey to hunt (and some larger challenges) as well as potential allies (Varren make excellent warhounds). Krogan are also one of the few species that are naturally stronger than Trandoshans, and so use many of the same weapons (Claymores and Gralssks, Strikers, etc.). The ongoing trade between the two groups is the only sign of cooperation the Krogan have shown in centuries.
The Geth:Name: Geth ("servant of the people" in the quarian language).
Description: Each individual Geth is little more than a basic virtual intelligence program. However, when wirelessly connected to one another, their intelligence increases. As they are exclusively software, Geth "runtimes" can download into mobile platforms to perform a variety of tasks, from managing the abandoned quarian worlds to defending themselves from attack.
Diet: None, as they are a synthetic race.
Armament: Geth use their own types of weapons almost exclusively, based around mass effect technology.
Natural Abilities: Part of the geth's success is due to their neural network. Effectively, they "share" their processing power, distributing low-level processes like motor control and visual identification to free up bandwidth for higher reasoning and complex thought. Geth can't share sensory data—they aren't a hive mind like some insectoid races—but in large groups they have more to think with. An individual geth mobile platform has only a basic intelligence on par with animal instincts, but in groups they can reason, analyze situations, and use tactics as well as any of the organic races.
History: See the quarians' history above. The Geth call the war between them and their creators the "Morning War." Geth have no government or leaders; the geth use FTL communications to "build a consensus"; a completely Consensus Democratic method of every geth program making their choice on any matter.
NOTE: The only geth who have interacted significantly with organics are a sect known as the "heretics". They are a small, radical group of geth who worship a hyper-advanced but long-vanished machine race called the Reapers, whom they see as the pinnacle of non-organic evolution. This group is estimated to consist of about five percent of the total geth population.
Mobile Platforms:Geth Trooper:
http://images3.wikia.nocookie.net/__cb20120315171312/masseffect/images/c/cf/ME3_Geth_Trooper.pngGeth Troopers are the standard Geth warfare unit. They possess their own unique brand of rifle, the Geth Pulse Rifle, and are relatively fragile. However, like all Geth, their overall intelligence increases when more are nearby, making them dangerous in large numbers. Geth Troopers are also supremely adaptable, using the Geth SMG as a backup weapon for their Pulse Rifle. They are occasionally designated to use heavier weapons like the Spitfire, or to become deadly snipers by using the Javelin.
Geth Rocket Trooper:
http://images4.wikia.nocookie.net/__cb20120315171231/masseffect/images/4/48/ME3_Geth_Rocket_Trooper.pngGeth Rocket Troopers wield the ML-77 Missile Launcher. They are shielded, but are exceptionally fragile, even more so than the standard Trooper. As a result, Rocket Troopers tend to stay at a distance and bombard enemies from range.
Geth Hunter:
http://images4.wikia.nocookie.net/__cb20120326002933/masseffect/images/b/be/ME3_Geth_Hunter.pngGeth Hunters are fearsome stealth specialists, equipped with their own personal cloaking generators. They are invisible to the naked eye while cloaked, but can be forced into visibility if their shields are depleted. Armed with Geth Plasma Shotguns, Geth Hunters can flank enemy targets and blow them apart before their victims even know they're there.
Geth Hopper:
http://images2.wikia.nocookie.net/__cb20091227111650/masseffect/images/thumb/8/83/Feros_Geth_Hopper.jpg/800px-Feros_Geth_Hopper.jpgGeth Hoppers are a new type of mobile platform that not even the Quarians recognize. Used as advanced cyberwarfare platforms, the agile Hoppers leap from surface to surface with surprising speed, clinging to walls and ceilings and firing a powerful, sniper-like laser from their eye. One subtype, known as Ghost Hoppers, have cloaking devices. All types are also capable of jamming or overheating weapons, and can also overload shielding, jam communications, and even cause explosive devices to prematurely detonate. However, Hoppers are fragile and only lightly shielded, making them easy to destroy (actually hitting them, however, is another matter entirely).
Geth Pyro:
http://images2.wikia.nocookie.net/__cb20120315160212/masseffect/images/0/03/ME3_Geth_Pyro.pngGeth Pyros use the M-451 Firestorm to lethal effect, increasing the weapon's fuel reserves with the armored tank attached to their backs. Pyros are shielded, but also well-armored, making them slow but tough, and deadly up close. Puncturing the fuel tank takes quite a few rounds thanks to its armor, but if it is successfully breached by gunfire, the tank will explode, often taking the Pyro with it.
Geth Recon Drone:
http://images1.wikia.nocookie.net/__cb20100627032509/masseffect/images/2/29/Geth_Recon_Drone_ME2.pngUsed in scouting roles, Recon Drones are fragile and lightly shielded, and their mounted weapon is similar to, but weaker than, that of the Geth Trooper's Pulse Rifle, making them poor fighters. However, they possess cloaking devices and often attack in swarms of three or four. They occasionally escort larger mobile platforms, like Geth Primes. White-armored versions of these constructs, called Geth Repair Drones, are used to repair fellow Geth soldiers in the middle of battle, but are unarmed. It is not known if Geth Drones have actual Geth programs in them, or are simply automated drones, as their name suggests.
Geth Armature/Colossus:
http://images4.wikia.nocookie.net/__cb20090825115144/masseffect/images/thumb/2/2f/GethArmature.png/800px-GethArmature.png (Armature)
http://images3.wikia.nocookie.net/__cb20080922231052/masseffect/images/thumb/6/64/Geth_Colossus_01.jpg/575px-Geth_Colossus_01.jpg (Colossus)
These quadrupedal war machines are some of the deadliest types of Geth mobile platform known. Colossi are even larger than the already impressive Armatures, and both types possess powerful shielding, a powerful machine gun mounted in their head, and a deadly Siege Pulse weapon that can overload shields and tear apart organic troops in a single shot. The Geth Colossus also possesses heavy armor, which must be destroyed before the actual Colossus can be harmed. Some Colossi also have a repair protocol, in which they contract into a smaller structure and repair their extra armor, before standing back up and resuming their attacks.
Geth Prime:
http://images2.wikia.nocookie.net/__cb20120315200914/masseffect/images/c/c9/ME3_Geth_Prime.pngPrime's Turret:
http://images1.wikia.nocookie.net/__cb20120326000910/masseffect/images/thumb/b/b0/ME3_Geth_Turret.png/640px-ME3_Geth_Turret.pngGeth Primes are towering mobile command platforms, enhancing the intelligence of surrounding Geth soldiers. They are equipped with a powerful, accurate, semi-automatic Pulse Cannon that causes incredible amounts of damage with a single shot. They can produce holographic "Combat Drones;" blue spheres that emit electrical shock pulses to stun and damage nearby enemies. The Combat Drone often follows the Prime as it moves and is rather fragile. Primes can also throw down hovering automated turrets, which function similar to small, unmanned Pulse Rifles. They are stationary, unlike the Combat Drone, but are small and easily overlooked in chaotic battles (which occur with alarming regularity whenever there's a Prime involved). Geth Primes are slow, but extraordinarily resistant to most infantry weapons thanks to their powerful shields and thick armor. When killed, Primes tend to explode very violently.
Geth Assault Drone:
http://images3.wikia.nocookie.net/__cb20100830231423/masseffect/images/thumb/e/e9/Geth_Assault_Drone.png/800px-Geth_Assault_Drone.pngGeth Assault Drones are combat support drones that are significantly deadlier than Recon Drones. They are often found around high concentrations of other Geth types, and can be deadly in open areas. They are armed with a standard cannon similar to that of the Geth Pulse Rifle. It is not known if they actually contain Geth programs or are simply automated drones.
Geth Rocket Drone:
http://images3.wikia.nocookie.net/__cb20100831132061/masseffect/images/thumb/8/87/Geth_Rocket_Drone_on_Virmire.png/800px-Geth_Rocket_Drone_on_Virmire.pngSimilar in many ways to the Assault Drone in that they support Geth ground troops, Rocket Drones differ noticeably in that they are armed with a powerful rocket launcher that can blast apart infantry with ease, and even destroy vehicles. Again, it is not known if Rocket Drones are manned with actual Geth runtimes.
Geth Turret:
http://images3.wikia.nocookie.net/__cb20100831103405/masseffect/images/b/b9/Geth_Heavy_Turret_on_Noveria.pngGeth Turrets are fully automated gun platforms that are equipped with both a strong pulse cannon and a missile launcher, used for anti-vehicle measures. Geth Turrets are used exclusively to defend key areas the Geth have occupied. A single shot can kill most infantry.
"Heroes have morals. Villains have work ethic."
-Megatron