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xHAMR
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PostPosted: Sun Jul 27, 2008 11:01 pm


Table of Contents - Species
PostPosted: Sun Jul 27, 2008 11:03 pm


Asari

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The asari, from the planet Thessia, are often considered the most powerful and respected sentient species in the known galaxy. This is partly due to the fact that the asari were the first race after the Protheans to achieve interstellar flight, and to discover and inhabit the Citadel. The asari are known for their elegance, diplomacy, and biotic talent. Their millennia-long lifespan and unique physiology - allowing them to reproduce with a partner of any gender or species - give them a conservative but convivial attitude toward other races. The asari were instrumental in proposing and founding the Citadel Council, and have been at the heart of galactic society ever since.

Appearance
A typical asari individual has a blue to purple complexion. Some asari, such as their representative on the Council, wear facial markings. In the place of head hair, the asari possess wavy folds of sculpted skin; aside from this and their skin tone, aesthetically the asari are the closest alien species to humans. The asari also possess very robust cellular regeneration, which can lead to misconceptions about their age. An asari that appears to be only thirty years old when compared to a human could, in actuality be over 300 years old.

Biology
Although asari have only one gender, female, they are not asexual. An asari provides two copies of her own genes to her offspring. The second set is altered in a unique process called melding. During a melding, an asari consciously attunes her nervous system to her partner's, sending and receiving electrical impulses directly through the skin. Effectively the asari and her partner briefly become one unified nervous system. 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 unique means of reproduction is the reason asari are talented biotics. Their evolved ability to consciously control nerve impulses is very similar to biotic training.

An asari's melding ability extends to a mental connection as well, which has been described as a true union between the asari and her partner. It allows an asari to explore her partner's genetic heritage and pass desirable traits on to any offspring. During mating an asari and her partner share memories, thoughts, and feelings. It is also possible for an asari to use this ability outside of a reproductive setting, to explore another individuals mind when necessary. Such non-reproductive meldings are incredibly straining on an asari unless she has been specifically trained in keeping her own mind separate from the others.
Asari pass through three distinct life stages, marked by biochemical and physiological changes:

The maiden stage begins at birth and is marked by the drive to explore and experience. Most young asari are curious and relentless.

The Matron stage of life begins at around 350, though it can be triggered earlier if the individual melds frequently. Matrons have a desire to settle in one area and raise children.

The Matriarch stage begins at around 700 or later if the individual melds rarely. Matriarchs become active in their community as sages and councilors, dispensing wisdom from centuries of experience.

Each stage is marked by strong biological tendencies; individuals do make unexpected life choices however. For example, there are maidens who stay close to home rather than explore and matrons who would rather work than build a family. There are also a few Matriarchs who have little to no interest in community affairs.

Culture
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. They are unfazed that some of their investments or decisions may not pay off for decades or centuries. Matriarchs can seem to make incomprehensible decisions, but their insight is evident when their carefully-laid plans come to fruition. In interstellar relations, this long view manifests in the unspoken policy or centrism. The asari instinctively seek to maintain stable balances of economic, political, and military power.

Traditionally, asari spread their influence through cultural domination and intellectual superiority. They invite new species of advanced development to join the galactic community, knowing that their ideals and beliefs will inevitably influence the existing culture. The asari tend toward communal, consensus attitudes among themselves too: for example, they prefer to live in shared spaces aboard starships even if there are alternatives available.

Asari believe that their offspring acquire the best qualities of the "father" from the melded genes, but evidence is anecdotal. They frown upon intraspecies conception, believing that, as there may be new outlook and other benefits to be gained from adding genetic traits from other species, it is wasteful for asari to reproduce together. The results of such unions are occasionally referred to as "purebloods", which is a great insult among the asari. It is unknown if this is merely a social convention, or if the added genetic diversity is truly advantageous. Clearly, the asari were quite successful when they had no other species to mate with, and returning to the old way does not seem to result in "inferior" offspring.

Because of their natural sensuality and ability to mate with any species, asari are sometimes rumored to be promiscuous. These rumors are mostly the result misinformation or wishful thinking. In fact, asari have to accept that if they mate outside their own species, they will almost inevitably outlive their partner. Therefore they have had to apply their philosophical "long view" to relationships as well, savoring the time they spend with their partners rather than focusing on their inevitable loss. As a result of the age difference, many asari raise their daughters alone, especially if the "father" species is short-lived.

Government, Economy, and Military Doctrine
The asari came late to the concept of world government. For centuries, their homeworld of Thessia was dotted with loose confederacies of great republican cities. The closest Earthly equivalent would be the ancient Mediterranean city-states. 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 on another over differing philosophies, they sought to understand one another. Only in the information age did the city-states grow close. Communication over Internet evolved into an "electronic democracy". 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 these millennia-old "wise women".

The asari possess the largest single economy in the galaxy. They have extensive trade and social contacts. Craft guilds, such as those within the cities Serrice and Armali, hold a virtual monopoly on advanced biotic technology. Given their political influence, an embargo by the asari would prove disastrous to the Alliance.

The asari military resembles a collection of tribal warrior bands with no national structure. Each community organizes its own unit as the locals see fit, and elect a leader to command them. Units from populous cities are large and well-equipped, while those from farm villages may be only a few women with small arms. There is no uniform; everyone wears what they like. The asari military is not an irregular militia, however; those who serve are full-time professionals. The average asari huntress is in the maiden stage of her life and has devoted 20-30 years studying the martial arts. Asari choose to be warriors at a young age, and their education from that point is dedicated to sharpening their mind and body for that sole purpose. When they retire, they possess an alarming proficiency for killing. Huntresses fight individually or in pairs, depending on the tactics preferred in their town. One-on-one, a huntress is practically unbeatable, possessing profound tactical insight, a hunter's eye, and a dancer's grace and alacrity.

Biotics are common enough that some capability is a requirement to be trained as a huntress; lack of biotic talent excludes a young asari from military service. While fluid and mobile, asari can't stand up in a firestorm the way a krogan, turian, or human could. Since their units are small and typically lack heavy armor and support weapons, they are almost incapable of fighting a conventional war, particularly one of a defensive nature. So asari units typically undertake special operations missions. Like an army of ninja, they are adept at ambush, infiltration, and assassination, demoralizing and defeating their enemies through intense, focused guerrilla strikes. As a popular turian saying puts it, "The asari are the finest warriors in the galaxy. Fortunately, there are not many of them."


added 7-22-08 by The Hegemon

xHAMR
Vice Captain

Eloquent Informer

6,300 Points
  • Elocutionist 200
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  • Autobiographer 200

xHAMR
Vice Captain

Eloquent Informer

6,300 Points
  • Elocutionist 200
  • Risky Lifestyle 100
  • Autobiographer 200
PostPosted: Sun Jul 27, 2008 11:04 pm


Humans

Humans, or Homo sapiens, are a bipedal mammalian species from the planet Earth. They generally stand between 5 feet and 6.5 feet tall and their skin color ranges from pale white-pink to dark brown-black (human skin color may be changed by pigment pills, long exposure to sunlight or certain diseases.) Humans can live to around 130 years old due to recent medical advancements, which have cured almost all diseases. Humans are generally seen by other species as intelligent, aggressive, highly adaptable and thus, unpredictable.

A recent addition to the galactic stage, Human society (called the Systems Alliance) advanced significantly with the advent of interstellar travel, made possible with the discovery of lost Prothean technology on Mars in 2148. The discovery that Charon was a Mass Relay encased in ice allowed for far reaching travel and rapid colonization. During this time, the Systems Alliance had continued to build up their military fleet and installations. They constructed massive military stations at the nexus points of the Relays
Humanity continued to expand outwards and establish more and farther colonies on uninhabited planets. This fast expansion brought them into contact (and conflict) with the turians. The First Contact War of 2157, fought between the humans and turians brought humans to the attention of the other species of the Citadel Council, who wasted little time in ending the war. They brokered a peace between the humans and turians and introduced the humans to the larger galactic stage with other alien races.


The Systems Alliance

The Systems Alliance is the representative body of Earth and all human colonies in Citadel space. Backed by Earth's most powerful nations, the Alliance has become humanity's military, exploratory and economic spearhead. While the Alliance is relatively new to the galactic community, it has already made a name for itself, gaining humans an embassy on the Presidium. The Alliance is governed by a parliament based at Arcturus Station. Humans have expanded rapidly from Earth in a very short period of time, becoming swiftly integrated into Citadel society and the galactic economy. They have become less ethnically diverse in the twenty-second century, due to a more multicultural society and greater unity between nations. Improved medical advances and gene therapy have led to longer, healthier lifespans; the average citizen can now expect to live to around 130. Most humans retain their native tongue, but learn alien languages or trade pidgin for the sake of convenience or as a gesture of unity.

One of the lasting consequences of the First Contact War was the interruption of a 1,200-year galactic peace. Fairly or unfairly, humans are often thought of as aggressors, and are sometimes portrayed as a disruptive influence by non-human media. At the same time, other races recognize humans as an adaptable, intelligent and militarily capable race.


Military

The Alliance military is respected by the Citadel races for its novel tactics and technology (and not least for the fact the First Contact War had more turian than human casualties). Their strength lies in fire support, flexibility, and speed. The Council regards the Alliance as a "sleeping giant" as only 3% of humans volunteer for military service. They make up for low numbers with sophisticated technical support (VIs, drones, artillery, and electronic warfare) and emphasis on mobility and individual initiative. Their military doctrine is not based on absorbing and dishing out heavy shocks like the turians and krogan. Rather, they bypass enemy strong points and launch deep into their rear, cutting supply lines and logistics, destroying headquarters and support units, leaving enemies to 'wither on the vine'.

On defense, the Alliance military lives by Sun Tzu's maxim, "He who tries to defend everything defends nothing." Only token garrisons are placed on their colonies. These are intended for scouting rather than combat, avoiding engagement to observe and report on invaders using drones. However the Alliance stations powerful fleets at mass relay nexuses so that in the event of an attack they respond with overwhelming force.
The Hahne-Kedar Company and Aldrin Labs are key suppliers of the military. All soldiers receive gene therapy for improved strength and stamina. The Alliance also recruits biotics, who are trained using techniques developed at BAaT (originally run by Conatix Industries). The new L3 biotic implants are considered a significant step forward in biotic amplification.

The Alliance maintains an impressive navy, though it is only entitled to a small number of dreadnoughts, partly due to the Treaty of Farixen limiting their construction, compared to the turians or the asari. Arcturus Station, as a key installation with several mass relays leading to human territory, is heavily defended.


added 7-22-08 by The Hegemon
PostPosted: Sun Jul 27, 2008 11:07 pm


Krogan

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. Four thousand years ago, at the dawn of the krogan nuclear age, battles to claim the small pockets of territory capable of sustaining life escalated into full scale global war. Weapons of mass destruction were unleashed, transforming Tuchanka into a radioactive wasteland. The krogan were reduced to primitive warring clans struggling to survive a nuclear winter of their own creation...a state that continued until they were discovered by the salarians two thousand years later. 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 (see below). Unfortunately, after the rachni were eradicated, the rapidly-expanding krogan became a threat to the galaxy in turn, forcing the turians to unleash the genophage. This genetic 'infection' all but sterilized the entire krogan species, meaning they will likely die out within a few generations.

Biology

Due to the brutality of their surroundings, natural selection has played a significant role in the evolution of the species. Unlike most species on the Citadel, krogan eyes are wide-set - on Earth this is distinctive of prey animals, but in this case it gives the krogan 240-degree vision, giving them greater visual acuity and awareness of approaching predators. Krogan reproduce and mature at an astonishing rate; prior to the genophage, krogan could produce hundreds of offspring. 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 toxins, radiation, and extreme heat and cold. Younger krogan have yellow or green markings on their hides. These markings darken to brown or tan over time, showing their age. 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 systems are capable of serving as back-ups in the event of damage to the primary biological structures (and also mean krogan males have four testicles). Having redundant systems makes krogan difficult to kill or incapacitate in normal combat scenarios. Krogan also have a secondary nervous system using a neuroconductive fluid, meaning they are almost impossible to paralyze. Sheer physical hardiness means an individual krogan can expect to live for centuries.

Culture

The harsh krogan homeworld conditioned the krogan psychology for toughness just as it did the body. Krogan have always had a tendency to be selfish, unsympathetic, and blunt. They respect strength and self-reliance and are neither surprised nor offended by treachery. The weak and selfless do not live long. In their culture, 'looking out for number one' is simply a matter of course. After their defeat in the Rebellions, the very concept of krogan leadership was discredited. Where a warlord could once command enough power to bring entire solar systems to heel and become Overlord, these days it is rare for a single leader to have more then 1000 warriors swear allegiance to him. Most krogan trust and serve no one but themselves. This solitary attitude stems in part from a deep sense of fatalism and futility, a profound social effect of the genophage that caused krogan numbers to dwindle to a relative handful. Not only are they angry that the entire galaxy seems out to get them, the krogan are also generally pessimistic about their race's chances of survival. The surviving krogan see no point to building for the future; there will be no future. The krogan live with an attitude of 'kill, pillage, and be selfish, for tomorrow we die.' Female krogan rarely leave their home worlds, focusing on breeding in an attempt to keep krogan numbers from declining too quickly. The few remaining fertile females who can carry young to term are treated as prizes of war, to be seized, bartered or fought over.

Krogan do not have strong religious beliefs, likely a result of evolving on a world where every day is a struggle for survival. The closest they come is to establish ritualistic burial grounds called the Hollows, where the skulls of their ancestors are displayed to remind them of "where we all come from, and where we all go". The Hollows are as sacred as any krogan place can be, and violence there is forbidden.


Military

Traditional krogan tactics were built on attritional mass-unit warfare. Equipped with cheap rugged gear, troop formations were powerful but inflexible. Command and control was very centralized; soldiers in the field who saw a target contacted their commanders behind the lines to arrange fire support. Since the genophage, the krogan can no longer afford the casualties of the old horde attacks. The Battle Masters are a match for any ten soldiers of another species. To a Battle Master, killing is a science. They focus on developing clean, brute-force economy of motion that exploits their brutal strength to incapacitate enemies with a swift single blow of overwhelming power.

This change of focus from mass-unit warfare to maximal efficiency has increased employment demand in the fields of security and 'muscle for hire.' Due to the unsavory reputation of the krogan, most of these jobs are on the far side of the law.

Battle Masters are not 'spit and polish,' but they do believe in being well-armed and equipped, preferably with a gun for each limb. They are callous and brutal, but methodical and disciplined. They use any means at their disposal to achieve their goals, no matter how reprehensible. Hostage-taking and genocide are acceptable means to ensure a quiet occupation with few krogan casualties. The krogan serving with Saren's forces appear to be returning to the old style of mass attritional combat. They also work in close cooperation with supporting geth units, who fill in the roles occupied by combat drones in other armies. Biotics are rare among the krogan. Those that exist are viewed with suspicion and fear. The krogan see this aura of fear as a useful quality for an officer, and often promote them. Combat drones and other high-tech equipment are likewise in short supply.


The Rise and Fall of the krogan

Roughly 2000 years ago the krogan were a primitive tribal species trapped on a world suffering through a nuclear winter of their own making. They were liberated from this state by the salarians, who "culturally uplifted" the krogan by giving them advanced technology and relocating them to a planet not cursed with lethal levels of radiation, toxins or deadly predators. But the salarian intervention was not without an ulterior motive. At the time the Citadel was engaged in a prolonged galactic war with the rachni, a race of intelligent space-faring insects. The salarians hoped the krogan would join the Citadel forces as soldiers to stand against an otherwise unstoppable foe. The plan worked to perfection: within two generations the rapidly breeding krogan had the numbers to not only drive the advancing rachni back, but the ability to endure the harsh conditions of the rachni worlds. They were able to pursue them to their home worlds, find the rachni queens, and eradicate the entire species. 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 colonize, in gratitude for their help. But without the harsh conditions of Tuchanka to keep their numbers in check, their population exploded. 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, the krogan ambassador stormed out of the Chambers, daring the Citadel races to take their worlds back, and war broke out.

The so-called 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 Empire 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 the turian 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. Some concerned krogan have commented disdainfully that clubs, bars and brothels often try to hire krogan bouncers, reducing their people to some kind of status symbol.


added 7-22-08 by The Hegemon

xHAMR
Vice Captain

Eloquent Informer

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xHAMR
Vice Captain

Eloquent Informer

6,300 Points
  • Elocutionist 200
  • Risky Lifestyle 100
  • Autobiographer 200
PostPosted: Sun Jul 27, 2008 11:10 pm


Quarians

The quarians are a nomadic species of humanoid aliens known for their skills with technology and synthetic intelligence. Since their homeworld was conquered, the quarians live aboard the Migrant Fleet, a huge collection of ships that travel as a single fleet. Approximately three hundred years ago the quarians created the geth, a species of rudimentary artificial intelligences, to serve as an efficient source of manual labor. However, the geth gradually became sentient, rebelled against their quarian masters and drove them into exile. Now the quarians wander the galaxy in a flotilla of salvaged ships, secondhand vessels, and recycled technology.

Biology

Quarians are generally shorter and of slighter build than humans. They dress in a scavenged assortment of materials, hiding their faces behind visors, goggles, or breathing masks. Many people believe that the quarians are cybernetic, a blend of machine and biology that can survive for a time in the vacuum of space. Over the generations quarians' immune systems have atrophied due to the years in the sterile environment of the Migrant Fleet. As such, quarians are always given various vaccinations and immunizations to help ward off disease. However, they still refuse to remove their suits as to not take the risk. Like turians, the quarians are a dextro-protein species, meaning the food of levo-protein races such as humans or asari could trigger a dangerous allergic reaction.

Culture

One of the factors of life aboard the Migrant Fleet is population control. It is illegal for quarian families to have more than one child to maintain zero population growth - unless the restriction has been lifted to keep numbers stable - so families tend to be small. Along with the fact each quarian relies on the others for survival, this means the bonds between quarians tend to be very strong, compared to a more individualistic race like the krogan. Quarians enjoy storytelling, and hold dancers in high esteem. Some ships from the Fleet linger in orbit over planets used as drive discharge sites, to sell refreshments, supplies or trinkets made by their children to passing crews. Young quarians go on a Pilgrimage as a rite of passage, leaving the Flotilla to look for resources, information or supplies that will be useful to the rest of the fleet. This discovery is presented to the captain of the ship they wish to join as a gift upon the quarian's return. As well as proving they are a productive member of society, this ensures that the quarians maintain genetic diversity by not intermarrying with the crew of their 'home ship'. It is also seen as an opportunity for quarians to experience life outside the Migrant Fleet, to appreciate their own culture. Though quarians spend their whole lives on the move, they never leave home.

Insofar as religion goes, the quarians used to practice a form of ancestor worship. This involved taking a personality imprint from the individual and developing it into an interface similar to a VI. The quarians began experimenting with making these imprints more and more sophisticated, hopefully leading to the wisdom of their ancestors being preserved in an imprint that could be truly intelligent. After the geth became sentient and turned on them, some quarians saw their subsequent exile as punishment for this hubris, but most accept that the geth rebellion was a mistake, not a punishment. Their technology and relations to synthetic life have had a profound effect on quarian culture. As a result, in contrast to other races, quarians are reluctant to trust virtually - or artificially - intelligent machines, but they are far more likely to treat them as if they were living beings.


Government, Economics, and Military

Humans don't have any political relations with the quarians because the Migrant Fleet has not yet passed through any human-controlled area of space. Other species tend to look down on the quarians for several reasons. The most obvious is the geth; people condemn them for unleashing a dangerous synthetic life form on the rest of the galaxy. The creation of the geth was also grounds for the quarians losing their embassy on the Citadel.

Because of the Flotilla's limited resources, quarians strip-mine the systems they pass through, which often puts them at odds with any species currently settled there. The Migrant Fleet also tends to drop off criminals on planets it passes, because the quarians can't support a non-productive prison population - they just don't have the resources. These factors have led to the quarians being seen as beggars and thieves. However, life on the Migrant Fleet means quarians have unique skills. The quarians have developed an imperfect technique for recovering data from geth memory cores. They are masters at maintaining and converting technology, especially ship parts, and they are also expert miners because the Fleet requires huge amounts of fuel. This proficiency means corporations sometimes hire quarians quietly on the side if the Migrant Fleet is nearby, replacing existing workers (much to their annoyance). This unpopularity, and the fact their entire species travels and works as one, makes most quarians quite insular, caring only about the continued survival of the Migrant Fleet. Their nomadic life and exclusion from the Citadel mean that the concerns of the Citadel races don't particularly interest or impress them.

Although the Conclave establishes civil law much as any planet-based democracy, enforcement and trials are more unique. After the flight from the geth, there were few constables to police the millions of civilians aboard the Fleet, so the navy parceled out marine squads to maintain order and enforce the law. Today, quarian marines have evolved training and tactics akin to civilian police, but remain adept at combat in the confined spaces of a starship, and fully under the command of the military.

Once taken into custody, the accused is brought before the ship's captain for judgment. While the ship's council may make recommendations, tradition holds that the captain has absolute authority in matters of discipline. Most are lenient, assigning additional or more odious maintenance tasks aboard the ship. Persistent recidivists are 'accidentally' left on the next habitable world. This practice of abandoning criminals on other people's planets is a point of friction between the quarians and the systems they pass through. Captains rarely have another choice; with space and resources at a premium, supporting a non-productive prison population is not an option. In the early years, many quarian freighters were armed and used as irregular 'privateers'.' Civilian ships still show a strong preference for armament, making them unpopular targets for pirates. Though they have rebuilt their military, there are still mere hundreds of warships to protect the tens of thousands of ships. The quarian navy follows strict routines of patrol, and takes no chances. If the intent of approaching ship can't be ascertained, they shoot to kill.


The Migrant Fleet

Also known as the Flotilla, the Migrant Fleet is the massive fleet that became home to the quarians after they were driven from their home world by the geth. The Migrant Fleet consists of roughly fifty thousand starships that house 17 million quarians. Some of the vessels date from the original flight from the geth, three hundred years ago. The Fleet is so large it can take days for all the ships to pass through a mass relay. Though it remains a single unified Fleet, ships sometimes leave on an individual basis to pursue their own goals, on missions that can last days or years.

The Migrant Fleet is broken up into various clans, sometimes spread over several ships. Each individual ship has long been retrofitted to house as large a crew as possible. Over time the quarians thin out the vessels they can't use or are too damaged to repair, pooling the credits to buy and convert new ships. The cargo holds of freighters have been converted into small compartments for individuals to live in, often lined with colorful fabrics to make it an individual space and reduce noise in the cramped quarters. Space is at a premium aboard the Migrant Fleet because of the numbers of quarians living aboard and the need to 'sacrifice' ship areas to grow enough food to feed everyone. Captains are also keen to increase the size of their crew, as this increases their status in quarian society.

Everything the quarians do must help to ensure the continued survival of the Migrant Fleet. The Pilgrimage forms a large part of this, as well as being a cultural rite of passage. The Pilgrimage also gives quarians a chance to explore galactic society and appreciate their own people back on the Flotilla. Young quarians are prepared for their Pilgrimage by having lessons in life outside the Migrant Fleet, receiving gifts to help them, and being treated for immunodeficiency before they are allowed to leave.
Apart from their Pilgrimages, quarians typically spend their entire lives living shipboard and contributing to the Flotilla. In addition, quarians do not normally welcome outsiders onto the Migrant Fleet, because visitors carry an unacceptable risk of contagion; taken together, these factors mean quarians tend to be quite insular, caring little about the galaxy outside the Fleet.


added 7-22-08by The Hegemon
PostPosted: Sun Jul 27, 2008 11:11 pm


Salarians

The second species to join the Citadel, the salarians are warm blooded amphibians with a hyperactive metabolism. Salarians 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 forty are a rarity. The salarians discovered the Citadel only a few decades after the asari and opened diplomatic relations almost immediately. The salarians were one of the founding species of the Citadel council. In a gesture of trust, the salarians opened the records of one of their intelligence services, the League of One, but this quickly created problems when the League’s members found themselves in danger as a result. They rebelled and retaliated, but were later hunted down, leaving only relics behind.

Salarians also played a significant role in the evolution of the krogan species. The salarians provided the krogan with advanced technology and a new tranquil home planet (in order to manipulate the krogan into eradicating the rachni for the Council). The peaceful home planet and better technology put less strain on the krogan as a species; they no longer had to worry about simply surviving on a dangerous planet with primitive technology, as they did before contact with the salarians. This comparatively easy life, combined with their exceedingly high birth rate, allowed the krogans the time, numbers, and energy to spread through Citadel space, aggressively claiming formerly allied planets as their own. In order to end these “krogan rebellions” the salarians provided the turians with the genophage, a biological weapon that effectively sterilized the krogan and will cause them to die out within a few generations.


Appearance

The salarians are a bi-pedal race of aliens, with tall, elongated bodies suited for their high metabolism. Their heads are tall and thin, with horn-like appendages protruding from the top of their skulls. Their skin varies in color, but is mostly a shade of blue or grey. However, this does not apply to all salarians, as some are brightly colored, ranging from light red to green. Salarian eyes are large and oval-shaped with thin membranes in the place of eyelids. Their eyes are not brightly colored, and appear to have no iris, making their eyes more similar to those of an amphibian than a mammal.

Biology

Salarians are noted for their high speed metabolism, which allows them to function on just one hour of sleep per 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 limited to about forty 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 a photographic memory 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.


Culture

Salarians excel at invention, preferring to use cutting-edge technology rather than settle for anything less. They see information gathering (i.e. spying) as a matter of course when dealing with other races, but this is not underhanded: salarians simply embrace the dictum of “knowledge is power”. Alliance counterintelligence agencies are constantly uncovering salarian agents and cyberwarfare incursions, but there is little they can do to stop them. Normally, the rare salarian females are cloistered on their worlds out of tradition and respect. Powerful Dalatrasses are dynasts and political kingpins. They determine the political course of their respective regions through shrewd negotiation. They male salarians rise to positions of great authority in business, academia, or the military; they rarely have any input on politics.

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 negotiations between the parent’s clans, and is done for purposes of political and dynastic alliance. No salarian would imagine defying this code.

Salarian names are quite complex. A full name indicates – in order – the name of a salarian’s homeworld, nation, city, district, clan name, and given name. For example, a salarian name would be Corot II Hernanon Mal Dinest Got Inoste Ledra, but he would be called by his clan name Inoste, or his given name, Ledra.
Salarians are not notably religious.


Government, Economy, and Military

The salarian government is called the Salarian Union. It is a labyrinthine web of matrilineal bloodlines, with political alliances formed through interbreeding. 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; 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 salarian economy is the smallest of the three Council races, but still far larger than the Alliance. It is based on “bleeding-edge” technologies; salarian industries are leaders in most fields. They make up for a lack of military quantity by holding a decisive superiority in quality.

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 (a doctrine that has, in fact, been espoused by some of humanity’s greatest generals, such as Sun Tzu). The unquestioned superiority of their intelligence services allows them to use their small military to maximum effectiveness. Well before fighting breaks out they possess complete knowledge of their enemy’s positions, intentions, and timetable. Their powerful intelligence network is spearheaded in the field by Special Task Groups (STG) who monitor developing situations and take necessary action. This may be as simple as scouting and information gathering, or as complex as ensuring a conveniently unstable political situation stays that way.

In every war the salarians have fought, they struck first and without warning. For the salarians, to know an enemy plans to attack and to let it happen is folly. To announce their own plans to attack is insanity. They find the human moral concept of “do not fire unless fired upon” and “declare war before prosecuting it” incredibly naïve. In defensive wars, they execute devastating preemptive strikes hours before the enemy’s own attacks. On the offensive, they have never issued an official declaration of war before attacking. Biotics are virtually unknown in the salarian military. Those with such abilities are considered too valuable to be used as cannon fodder and are assigned to the intelligence services. While capable of defending themselves against most threats, the salarians know that they are a small fish in a universe filled with sharks. As a point of survival, they have cultivated strong alliances with larger powers, particularly with the turians. Though the relationship between the two species was rocky at first due to the krogan uplift fiasco, the salarians take pains to keep this relationship strong enough that anyone who might threaten them risks turian intervention.


added 7-22-08 by The Hegemon

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PostPosted: Sun Jul 27, 2008 11:13 pm


Turians

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 humans. There is some animosity between the two races, largely due to the turian role in the First Contact War. The bitterness between the races is slowly beginning to fade, most notably through the Turian and human cooperation on the Normandy project.

About the time the salarians and the asari were forming the Council, the turians were embroiled in a bitter civil war. The unification war, as it was later named, began with hostilities between the colonies furthest from the turian homeworld Palaven. These colonies were run by local chieftains, many of whom had distanced themselves from the Hierarchy. Without the galvanizing influence of the government, the colonies became increasingly isolated and xenophobic. Colonists began wearing emblems or facial markings to differentiate themselves from members of other colonies and open hostilities became common. When war finally broke out, the Hierarchy maintained strict diplomacy and refused to get involved. After several years of fighting, fewer and fewer factions remained and the Hierarchy finally intervened. By that time, the chieftains were too weak to resist; they were forced to put an end to fighting and renew their allegiance to the Hierarchy.

Though peace was restored, it took several decades for animosity between colonists to fade completely. To this day, most turians still wear the facial markings of their home colonies. As a point of interest, the turian term “barefaced” refers to one who is beguiling or not to be trusted. It is also a slang term for politicians.


Appearance

Turian features are avian, making them resemble humanoid birds or raptors. Many humans have claimed that they seem like the evolutionary link between birds and dinosaurs. The turian voice has a curious and distinctive metallic ring, the source of which has yet to be identified.

Biology

The turian homeworld, Palaven, has a metal-poor core, generating a weak magnetic field and allowing more solar radiation into the atmosphere. To cope with this, most forms of life on Palaven evolved to have 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 or directed energy bolts. Turian blood has a dark blue coloration, due to the presence of hemocyanin instead of hemoglobin.

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. 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 (judging from several comments by C-Sec agents and guards on Noveria, doughnuts will, regrettably, follow this trend). At worst, it will trigger an allergic reaction that can be fatal if not immediately treated.


Culture

Turians are noted for their strong sense of public service. It is rare to find one who puts his needs ahead of the group. Every citizen from age fifteen to thirty serves the state in some capacity, as anything from a soldier to an administrator, from a construction engineer to a sanitation worker. 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”. They do not believe in skirmishes or small-scale battles; they use massive fleets and numbers to defeat an adversary so completely that they remove any threat of having to fight the same opponent more than once. They do not exterminate their enemy, but so completely devastate their military that they enemy has no choice but to become a colony of the turians. It is theorized that another conflict between the rapidly advancing humans and the turians could annihilate a large portion of known space.

Other species see them as “men of action,” and they are generally regarded as the most progressive of the Citadel species (due to the fact that humans aren’t truly considered a “Citadel” race as of yet). Since their culture is based on the structure of a military hierarchy, changes and advances accepted by the leadership are quickly adopted by the rest of society with minimal resistance. While turians are individuals with personal desires, their instinct is to equate the self with the group, and to set aside personal desires for the good of all. Turians are taught to have a strong sense of personal accountability, the “turian honor” that other races find so remarkable. Turians are taught to own every decision they make, good or ill. The worst sin they can make in the eyes of their people is to lie about their own actions. Turians who murder will try to get away with it, but if directly questioned, most will confess the crime.

Turians have a strong inclination toward public service and self-sacrifice, so they tend to be poor entrepreneurs. To compensate, they accepted the volus as a client race, offering protection in exchange for their fiscal expertise. 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 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.


Government and Economy

The turian government is a 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. Throughout their lives, turians ascend to the higher tiers and are occasionally “demoted” to lower ones. The stigma associated with demotion lies not on the individual, but on those who promoted him when he wasn’t ready for additional responsibility. This curbs the tendency to promote individuals into positions beyond their capabilities.

Settling into a role and rank is not considered stagnation. Turians value knowing one’s own limitations more than being ambitious. At the tope 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 completely. Turians enjoy broad freedoms. So long as one completes his duties, and does not prevent others from completing theirs, nothing is forbidden. For example, there are no laws against recreational drug use, but if someone is unable to complete his duties due to drug use, his superiors step in. Judicial proceedings are “interventions”. Peers express their concern, and try to convince the offender to change. If rehabilitation fails, turians have no qualms about sentencing dangerous individuals to life at hard labor for the state.

The turian economy is vastly larger than the Alliance, but cannot match the size and power of the asari. For many years, development was hampered by cultural disinterest in economics. When the turians accepted the volus as a client race, business development improved. The military is supported by a well-developed infrastructure. Manufacturers such as Armax Arsenal and the Haliat Armory produce advanced, reliable equipment.


Military

Although they lack the brutality of the krogan, the refined skill of the asari, and the adaptability of the humans, the turian military has formidable discipline. Officers and NCOs are “lifers” with years of field experience. Enlisted personnel are thoroughly trained and stay calm under fire. Turian units don’t break. Even if their entire line collapses, they fall back in order, setting ambushes as they go. A popular saying holds: “you will only see a turian’s back once he’s dead”. Boot camp begins on the fifteenth birthday. Soldiers receive a year of training before being assigned to a field unit; officers train for even longer. Most serve until the age of thirty, at which time they become part of the Reserves. Even if they suffer injuries preventing front-line service, most do support work behind the lines.

Biotics are uncommon. While admired for their exacting skills, biotics’ motives are not always fully trusted by the common soldier. The turians prefer to assign their biotics to specialist teams called Cabals. Command and control is decentralized and flexible. Individual squads can call for artillery and air support. They make extensive use of combat drones for light duties, and practice combined arms; infantry operates with armor, supported by overhead gunships. Strategically, they are methodical and patient, and dislike risky operations. Tradition is important. Each legion has a full-time staff of historians who chronicle its battle honors in detail. The oldest have records dating back to the turian iron age. If a legend is destroyed in battle, it is reconstituted rather than replaced. The turians recruit auxiliary units from conquered or absorbed minor races. Auxiliaries are generally light infantry or armored cavalry units that screen and support the main battle formations. At the conclusion of their service in the Auxiliaries, recruits are granted turian citizenship.


added 7-22-08 by The Hegemon
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