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Ideas for new Mass Effect alien races(over 20 added so far)


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#101
Armass81

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Waitingforrain wrote...

I really enjoy all the ideas that you guys have had.  Just for fun, I started trying to illustrate some of the species that you guys have come up with- figured I would post them here so the species' creators/owners could enjoy. 


Immagine inviata


I like the picture, however the info is bit outdated here and the current doesnt match that vision so much.

Heres how the shekhmu look like now: The males body is like that of Vanduul(which are a homage to another classic feline scifi game race, the kilrathi, which in turn were inspired by Larry Nivens kzinti, who are also a great inspiration for the shekhmu):

Immagine inviata

The head is like that of caitians, with larger skull to support larger brains and a shorter muzzle than in your picture and maple leaf shaped ears and a mane of quills. (some males trim them, especialy diplomats mates. Soldiers like to keep them to look more fierce.)

Immagine inviata

Immagine inviata

Females dont have the mane and their bodies are similar to that of human and asari females except their feet are semi digitigrate, they are also not as tall as the males who are usually over 6 feet to 7 feet. You dont want to mess with the males, being the stronger sex they are made for battle and can easily match turians.  Still no match for a krogan or a yahg tough in brute strength and durability, but they are cunning warriors still.

Still very lovely picture. You got the tail right.

Modificata da Armass81, 10 settembre 2013 - 06:41 .


#102
Waitingforrain

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It happens. Lol.

I'm a big fan of your idea for this thread. Really neat.

Also, that concept art for the Vanduul is super bad ass. I am going to have to look into that game.

#103
Abraham_uk

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Flengorn:

 

 

 

Species Full Name: Ratalezk Nolkorus Yamyiri Flengoris  (Meaning species without a planet)

 

Appearance: The Flengorn do not have a consistent shape. They are a dark green goo that can alter their shape at will and have an average volume of roughly 200 cubic centimetres. This bizzare shape shifting race cannot change colour and cannot hold shapes for very long, so for most of the time they look like flat green goo.

 

About The Flengorn: The Flengorn are a primitive race that were actually created by 4 Salarian Scientists in a creature creation station orbiting Sur'Kesh. They may not have towns, villages, infrastructures or belief systems, however they do share a common language known as Flengoris.

 

The species can express emotions and hold entire conversations with a complex series of high pitched noises that are outside of the human hearing range. Human speak to them is outside of their hearing range, so to enable communication, omnitools have to translate what Flegorn and non Flengorns are speaking.

 

The Flegorn have difficulty with simple tasks such as:

 

Feeding themselves,

Reproduction

Breathing

Moving

etc

 

So the Flengorn are 100% dependant on their Salarian masters to look after them.

 

 

Cuteness Factor: Flengorn are to Salarians what cats are to humans. Cute, sometimes annoying but always adorable. Flengorn are capable of showing appreciation and affection towards their owners by using their shape shifting abilities to communicate to their owners.

 

Basic examples of Flengorn's Shape Shifting Language (known as Surtaris)

 

The fist is actually an endearing gesture towards an owner showing that they are happy.

Three figures pointing towards the owner is a sign that the Flengorn is tired. When they make this sign it is best not to disturb them.

Forming an "s" shape means that they are hungry

Forming a "Y" shape means that they are thirsty

Forming a "sphere" means that they are angry (they normally roll towards the owner, but don't worry they are harmless)

Forming a "n" shape means that they are sad

Forming a "U" shape means that they are excited

Forming a Tetrahedron shape means that they wish to be left alone

 

 

Why they rarely speak: Whilst the Flengorn do have a spoken language, they rarely speak since speaking actually puts a lot of strain on their bodies.

 

 

Reception: Even though Flengorn are actually the one of the most hygienic pets in the galaxy, most non-Salarians take one quick glance at a Flengorn and decide that they are disease carrying vermin. It is rare for a non-Salarian to consider a Flengorn as "cute" and a common reaction to seeing a Flengorn is to kill it.

 

Even though Flengorn are not on the verge of extinction, the Salarians have listed the "Flengorn" as a protected species thanks to ignorance. Though a species that looks a bit like mucus is not exactly going to encourage open-mindedness.

 

 

 

 

Advice to anyone wishing to raise a Flengorn:

 

Flengorn require plenty of food and plenty of water. The average Flengorn will need about 30 litres worth of fluids and gasses a day. Suffice to say that the owner needs to be well off to own such a high maintenance pet.

 

Any substance that contains the following elements: Oxygen, Carbon, Nitrogen, Hygrogen, Iron, Calcium, or Copper will be compatible for digestion.

 

How they eat: They don't actually eat. They absorb nutrients from the surrounding area. They cannot absorb solid objects and can only absorb liquids and gasses.

 

Ideal temperature range: -20 degrees Celsius to 40 degrees Celsius.

 

Required amount of sleep: It is recommended that a human has 8 hours sleep per Earth day. It is recommended that Flengorn have 7 hours per Earth day, however some Flengorn can go days without sleep and still be fine. 

 

How to spot illness: You can always tell if a Flengorn is unwell. They will tell you by assuming the shape of a hexagon or pentagon. There are other visual cues however, such as their flesh being red or blue. Flengorn illnesses are not contagious however they must be treated within 24 Earthly hours or otherwise they will most likely die.

 

Lifespan: If fed well and given their recommended 7 hours per Earth day sleep, they are expected to live for 80 Earth years. The oldest Flengorn is now 127 Earth years of age.



#104
Armass81

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Thats a nice add, a salarian pet.



#105
Blad3Zer0

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So far I've seen what Flengorn can do to express affection for their owners. What can owners do to express affection for their pet Flengorn?



#106
Twinwrath

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I have to say that this thread is pretty amazing so far. I like that most of these races are detailed, and the species somewhat make since and aren't just typical fan-fic crap that makes their race way overpower and oddly look just like humans. Another thing I should note is how utterly alien these ideas are looking in my head, it's really inspiring for a sci-fi writer like myself to see that there are people out there that can make some pretty amazing species ideas. Keep up the good work!


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#107
zephyris12

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Name: Ranti
 

Official Name: United Ranti Federation
 

Homeworld: Ranti'Lah, Nomad System, Amphitrite's Deep
 

Appearance: The Ranti range in size depending on age, but generally stand no taller than a human. When measured from the tip of the head to the tip of the tail, they can range anywhere from 10-15 feet long. The Ranti greatly resemble the nagas of earth’s mythology; they have no legs, but rather a long, serpentine tail. They possess four arms, each tipped with three-fingered hands and an opposable thumb. These clawed hands were used by their ancestors to capture prey and defend themselves from predators. Their faces are strikingly humanoid, although covered in scales and patterns. Their eyes, while similar to humans, are serpentine in nature; slitted pupils with orange sclera and no discernible iris. Fossils of ancient Ranti show eyes positioned on the sides of the head; this suggests that they used to be prey for a large predator that no longer exists. However, the Ranti evolved to fill the niche of the apex predator, and their eyes now face forward and are positioned similarly to a human’s. They have large mouths filled with sharp, small teeth. While not venomous, their teeth are capable of causing extreme lacerations. Their arms appear to have evolved some sort of fin or flipper-like appendage. They appear to have traveled as nomads. The scales are vibrantly colored, more so on females than they are on males. The colors of the scales can range from reds to yellows to greens; no known naturally blue individuals have ever been recorded. The scales can be patterned from birth or lack patterns entirely; however it is a common practice to paint the face with tribal designs. There is no sexual dimorphism present. This means that males and females are around the same size. They have no known hair anywhere on their bodies. They are amphibious, so when they are outside their home planet they must wear suits capable of regulating their body temperature. Ancient females used to possess something akin to the human breast. However, since they served as protection and storage for fats and nutrients rather than production of food for young (Ranti are egg layers), the only use for them is to tell the gender of a Ranti. They shed their skin periodically, a process known to them as nahale. They are also capable of parthenogenesis; both genders can lay and fertilize their own eggs, due to the incredibly high amounts of homosexuality present within the culture. Male Ranti possess a penis which is hidden within a slit at the lower abdomen. This is where the female’s cloaca is located. Family lines of Ranti emit the same pheromones as one another to prevent incest when The Genesis comes around. The Ranti evolved from an amphibious, primarily sea dwelling creature, so legs became unnecessary. The arms assisted the ancient Ranti in the search for food and enabled the opening of the shells of primitive mollusks, which served as their food. However, as time went on and new predators appeared, the Ranti were forced to begin living on land more and more, eventually evolving an extra set of clawed arms to aid in defense, hunting, and climbing trees in order to escape predators. It also made them more combat efficient, able to wield many weapons at once or to wield a firearm and their biotic powers at the same time.

 

Society: The Ranti live on a hot, humid jungle planet called Ranti'Lah (Home of the People.) The ancient Ranti, prior to civilization, were a sea dwelling race, before evolving for millions of years and becoming a land based, hunter gatherer society. The sexes were mixed and there was little to no warfare. However, a Ranti known only as The Prophetess spoke of a dream she had in which their god Temus and goddess Hiuna had spoken to her. Hiuna and Temus, who were once lovers, both became arrogant and believed themselves to be superior to the other. This launched a warfare that lasted for one hundred years. Mythology says the Ranti were created originally for Hiuna, Temus, and the spirits to share Ranti'Lah with, but were eventually used in warfare against one another. After the Prophetess spoke of this dream, the male and female Ranti were just starting to settle into cities. Tensions between the sexes grew, and when the Prophetess was assassinated, the males and females were thrown into a war of attrition that lasted for 83 years. The war was ended with a treatise, called the Treaty of Sanctions at the holy city of Trelaff, the site of the final battle between Hiuna and Temus. The races agreed to stay seperate to ensure this didn't happen again, thus fulfilling the prophecy.

 

The Ranti are split between the sexes due to religious reasons; each believes their sex to be superior to the other. The males and females fought each other for a long time, greatly reducing their numbers before they finally joined together reluctantly to avoid the extermination of their race. When the Ranti are born, their gender is determined and the babies are sent to their corresponding continents/fleet. They are raised by foster parents until their first molting, after which they are expected to be self sufficient. Thus, the Ranti don't have much concept of family.

 

Ranti government is very complex; Males and females are governed seperately, each governed by a Soverieng of their own gender. However, the Ranti still consider themselves one race and don't have seperate nations. The Sovereigns agreed on a set of laws and neither is allowed to change them in order to ensure stability within the government and instill a form of checks and balances. The Sovereigns each choose their own officials, which are then tested to ensure they fit the job. Although the sexes are governed seperately with local affairs, the Sovereigns band together during times of planetary or galactic crisis and the sexes are then governed as one under two leaders.

 

Several generations ago they were forced to leave their home planet for reasons forgotten to the Ranti. They have lived on ships for generations, which has weakened their immune systems. Since Ranti'Lah is a very warm planet with very virulent diseases, attempts have been made to expose newborns to the diseases with varying success. Attempts made to colonize the homeworld again have been met with little success; Ranti'Lah currently sports a population of just over six thousand Ranti.
 

Affiliation: They are a Citadel alligned race, and have attempted to colonize many worlds, with varying degrees of success. Their home system borders Asari space

 

Military: The Ranti have two militaries, the male and female militaries. Each led by the Sovereign, they come together in times of war. If the chain of command for one gender is ever broken, it may be taken over by the Sovereign of the other gender. The Ranti have an immensely large fleet, however only a small portion is dedicated to military endeavors. The most powerful ships in the fleet are the Sovereigns' dreadnoughts. The Ranti are more suited to ground warfare, due to their proficiency in biotics and the blades they attach to their tails. The Reaper invasion has seen more and more Home Ships transforming into makeshift military vessels in order to throw their full might against the Reapers.

 

NOTE: Sorry it's so long; I have a full profile for them written elsewhere. Just found them on my computer and thought this was the perfect place to post them! ^-^


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#108
ptjz2015

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I am quite interested in the raloi, and hope there will be a description of them in this thread in the future. I know they are not new, but they might as well be because we know virtually nothing about them other than they are avian and they come from the planet Turvess.

 

BTW, I really really love all these ideas for new alien species and the amount of detail put into each of them. Keep up the good work. :)


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#109
ptjz2015

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So I'm going to do a race on my own. Note that this race is created after the Reaper War. Shepard chose the destroy option and synthetics never died.

 

 

Name: S.O.T.H.A.T.E (Pronounced So-tha-tay)

 

Official Name: Servant of the Hanar and the Enkindlers

 

Homeworld: Kahje, Lomoll System, Cobalt Nebula

 

Appearance: Their appearances varies, but the initial model has a humanoid shape. They are vaguely similar to the Cerberus Nightmare Armor. They are very streamlined and is made of a smooth metal, allowing them to easily swim and work underwater in the hanar homeworlds and their colonies. They have four arms to carry heavy objects with ease and when used in war, can be outfitted with different weapons on each hand. Their heads are oval and curved, with four relatively small "eyes". Two for normal colored vision and another two used for night vision or infrared vision, which are not used very frequently. They, like the geth, have different models. A few of them are used militarily and others industrially. From tanks to bulldozers to cranes and even ships. The hanar have built many platforms for the sothate, dubbed the soth, as the hanar are relatively useless in industrial and military fields. 

 

History: After the Reaper War, the galaxy has gone back to rebuilding. The relatively high number of dead drell soldiers angered many young drells without their fathers. These drells, disillusioned by the life their species had lived under the hanar, formed a terrorist organisation targeting hanars. After a few assassinations, bombings and shootings, the Hanar Illuminated Primacy sent their drell assassins to eliminate the terrorists and crack down on suspected ones. Many drells were killed, even innocents, and many drell assassins committed suicide after killing their own children, as most of the Kelon'fans, drell for liberators, were young drells. Eventually, more drells joined the group, waging guerrilla war against the hanar and the conservatives. After a short but bloody war, a peace treaty was signed. The drells are allowed to go back to Rakhana or continue to stay with the hanar. Almost all left Kahje, saddened by the hanar's willingness to kill drells. This left the hanar without a military. 

 

They eventually found the solution of their problems in robots and A.I. After months of research and experiments, they approached the geth and the Council races for help to create a new synthetic species. The council agreed but stated that their numbers must be kept to a minimum and warned that if they went rogue, the hanars would be expelled from the galactic community. The hanar agreed to the terms and started working on the A.I., called Project SOTHATE. The geth designed the sothate based on their own design, giving them the synthetic tissue, white conductive fluid and the neural network that were present in the geth. The only difference between the geth and the sothate is the appearance. 

 

After 3 years, the first model went online without any problems. The geth taught the first sothate that they should obey their masters or else they will end up like the geth, treated with suspicion and hate. The sothate agreed, knowing that their species would be wiped out the second they went rogue. In a few more years, the sothate has integrated with hanar society.

 

Population: The Citadel Council has limited the number of sothate produced. As of now, only 1 million exists and any unauthorized creation of sothate will be destroyed. 

 

Affiliation: The Hanar Illuminated Primacy.

 

P.S. Sorry if I rushed the appearance part, I'm not really good at describing things. Hope you like it.

 

 



#110
ptjz2015

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This is my take on the raloi. Hope you like it. 

 

Name: Raloi

Official Name: The Raloi Federation of Republics

Homeworld: Turvess, Maishava System, Shiva Nebula, Outer Citadel Space

 

Appearance: The raloi are an avian species that has a thin humanoid body covered in feathers. They measure about 6 feet, or 180cm, average, and females are shorter than males. Some raloi’s feathers are brightly coloured, whereas some are as dull as dirt.  Colours range from emerald green to light yellow to a greyish white. Their legs are devoid of feathers, and they are beaked. The beak resembled an eagle’s, but it is slightly modified through evolution to be able to eat fruits and vegetables. There are also talons present on their feet and hands, though at modern times, these are filed down to prevent hurting others, and only soldiers and ceremonial warriors have sharpened talons. Their heads also have a sort of crest at the top, with the most beautiful ones denoting their positions in raloian culture. The raloi also has a long feathery tail at their back. One of their most prominent features are their four arms, a pair growing out of their back and another growing out of their shoulders. The pair at the back doubles as wings, similar to Earth’s prehistoric birds. These extra limbs, coupled with the talons, allowed the raloi to easily traverse mountains and cliffs, both of which are abundant in Turvess, whose slightly weaker gravitational field strength and strong tectonic activity led to the formation of hundreds and thousands of tall mountains, cliffs and volcanoes. The raloi’s clothing are generally light and flowy, and are often decorated with colourful patterns. In combat, they wore a skintight suit with streamlined pieces of armor attached, so as to not impede running and flying speed.

 

History: The raloi evolved from birds in the mountainous planet of Turvess. In the early history, these proto-raloi lived in the cliffs to avoid the land-based predators in the valleys. They usually lived near the seas and have a predominantly seafood diet. They evolved limbs to allow easy navigation from one mountain to another, which more often than not lack the necessary space for the large birds to land. Eventually, they discovered fire and learned to use tools. However, agriculture came at a much later date, mainly because the cliffs offered little space for farming. They followed a hunter gatherer lifestyle until a raloi man, who took the risk to settle on the valleys believing that there would be more food, found out about how plants grow, that agriculture began to take place. The early raloi would build wooden extensions, or carve a space out of the cliff, to put soil in and plant seeds.  It took more than a millennia for the raloi to refine their agricultural practices. This is when raloi population boomed. Mountain ranges essentially became the first raloi cities, who carved entire buildings inside. The most magnificent is Altikri. Built inside an extinct volcano on a huge island, it was so heavily modified that it resembled more like a modern skyscraper than a mountain. The island proved to be rich agricultural land due to the volcanic soil, providing food for thousands who settled there. It would be the largest city on Turvess for 600 years, until a massive earthquake, thought to be a 9.8 on the Richter scale, caused half the mountain to collapse and the entire island to be devastated. Since the Agricultural Revolution, raloi history closely resembled the humans’, but where the humans had catastrophes such as the fall of Rome or the Dark Ages, the raloi, miraculously, had none at such devastating scale at the time. Of course, there are wars, some particularly bloody, but the raloi civilisation never had a setback for a long time. This led to the creation of an extremely proud race, and racist and xenophobic sentiments began to rise after the discovery of the southern continent, where the green-feathered natives were discriminated by the more advanced red-feathered raloi. Eventually a massive ethnic war broke out on a scale never before seen. Atrocities after atrocities. Massacres after massacres. Approximately 200 million died in the war, which is almost a quarter of the total raloi population. This war became known as the Colours War, an almost joyful name for a devastating catastrophe. Since then, the raloi adopted an almost pacifist stance. Several tribes abolished their military, one went as far as to ban all objects that can kill. Murder and death became such a strong taboo in raloi history that the entire race went on the course of an almost fanatical pursuit of invincibility and longevity. Raloi explorers toured all over the planet in search of a cure to death. Several powerful tribes and dynasties spent an incredulous amount of money for such expeditions, often bankrupting themselves. This period of idiotic fanaticism eventually caused the deaths of about 12 million raloi, most of them due to famines and disease as their leaders stole their possessions to fund the search for a non-existent cure. This period was a huge shame to the race, for obvious reasons. Raloi historians did such a good job at hiding that much of this period was left out of the history books, and eventually forgotten by the raloi, leaving a huge blank in the timeline of the race’s history. This led to massive confusion by contemporary historians, until an asari archaeologist discovered records about huge numbers of voyages after the raloi were discovered by the galactic community. After the Age of Bigots and the Age of Fanatics, came the Age of Intellectuals. Due to the raloi vowing never to repeat such events again, the raloi engaged in a period much like the Renaissance. Philosophers, scientists, artists, and the likes became commonplace. Education became mandatory and universities were founded. This combined with the ever-present value of pacifism led to a Raloi Golden Age, and this continued until the day the raloi were discovered by the asari. Though their technology lagged behind most of the Council races, their intellectual and pacifist stance promised a great future for the race as a whole, that is, until the Reaper War.

 

Society: Viewed as an ideal race in much of the galaxy, the raloi held a high regard on equality and peace. Most raloi tended to be polite and calm, and only use violence as a last resort. As murder is still a strong taboo, Turvessian cities tend to be void of crime.  Though relations are still cold between several races, hate crimes are extremely rare to almost non-existent. The raloi are split between 23 nations, all of them united under the common banner of the RFR, or the Raloi Federation of Republics. Biotics in the raloi population are non-existent due to the lack of eezo on their planet and their lack of space exploration, which was still in its infant stage.

 

Population: 5 billion est. on Turvess.

 

Affiliation: Citadel-aligned race.

 

Military: The RSDF, or the Raloi Self Defence Force, are the main military body of the species. They consist of 500,000 active members and 500,000 reserves. These troops are essentially responsible for only self-defence of the species, and is only deployed when diplomacy failed. Though they have a relatively small number, these troops are well-trained, well-led and well-fed. They also have a Special Forces team called the Rialli Guards, who were rumoured to have been as powerful as the turian Blackwatch or the asari commandos. 


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#111
batarianbatman

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The Arq'qesh

Oficial Name: The Glorious Hives of Qeshar (KESH-ar)
Homeworld: Qeshar, N'mamuu System, Nemean Abyss

Appearance: Large, insectoid, bipedal, human-looking sapients, they have a small mouth with sharp teeth, lips, and a chin line; they have large, beady eyes, with seemingly no pupils. Human shaped faces with multiple antenna and perturbations jotting outward. In reality, their eyes are more like sonar and their vision is different from most sapient species; they are able to detect chemical fluctuations and changes in body language; this has made them very good partners of batarians, who rely on their knowledge of their body language to have cordial dealings. The arq'qesh are human sized, the males have large wings that allow them to fly for several minutes before tiring. They have two long, skinny arms, and two short arms spouting from their stomachs that are meant to hold prey in place. Only males have these extra limbs, as evolution dictated that they would do most of the manual work around the colonies.

Females are very rare as all arq'qesh larvae are fertilized automatically by machines on their homeworld. The more fertility compounds are poured into a larvae's cocoon the more likely that no females will be born to it. Only every few incubationary cycles will the Queens purposefully unfertillize. This is to keep female numbers in a colony low, as they become a potential threat and can become Queens later on. Females act as breeders, biotics, or perhaps politicians if they are of the highest Hive families. Arq'qesh have a religious reverence for the female spirit, and treat their "Queens" very well. Citadel scientists have learned that this is a physiological need the males have, to please their women, due to a social memory complex when the Arq'qesh were evolving; the queens ruled with an iron fist and released pheromones that send the males into a blood rage; allowing them to defeat the other sapient race on Qeshar. the nah'Ori.

Society: Largely fascist, predominantly matriarchal; strict caste based occupational structure. The Hive Queens each have independent government, military, and police forces. Some Hives are more democratic, others are completely locked down dystopias. Luckily, the Hive Queens at least believe in equality between each other, prompting very few inter-Hive wars. Qeshar, after the rise of the arq'qesh, has become quiet; a once virulent jungle world turned to desert and swamps from radiation due to the nuclear destruction of the nah'Ori and their civilization. The arq'qesh value history and lineage above all else, and many of the Hives will relive the glory days of fighting the nah'Ori in the mountains and valleys of Qeshar, by having mock battles. They stick to themselves, for the most part, because they have little value for most entertainment and dialogue between races; they simply strip mine entire planets slowly and conservatively, then they move to another world.

The arq'qesh females completely dominate their society and are rarely seen by other sapient races. There are two other castes below the Queen; the Priests and the Angels, ( who are allowed to witness mass effect technology while the Drones work on the Hives infrastructure ) These "elevated" arq'qesh are the ones who have been fully fertilized and have full self awareness, not physiologically manipulated by the queen's pheromones, but loyal through choice. They make up about 3% of the total population and are the only members who are actually aloud to procreate (drones are neutered at birth to make them more docile). Priests handle the controlling over the Drone caste, while Angels defend the colony from outsiders. Elevated arq'qesh can be male or female, though the Priests tend to be female, and the Angels tend to be male.

Affiliation: Themselves. Sometimes, the arq'qesh work for batarian or krogan mercenary and pirate groups. Groups of abandoned Drones an Angels will sometimes ally with aliens, this is easy because of the common alien travel through the Nemean Abyss. The arq'qesh wish to colonize much of the Abyss, and are a constant threat to groups looking to do the same. Unfortunately for them, most of the real estate was already taken up thousands of years before the arq'qesh established space travel in the 1700's CE. Unfortunately for everyone else, the arq'qesh don't mind using unrelenting force to annex worlds they desire.

Military: The Hives Security and Defense Fleet is the most formidable arq'qesh military institution with hundreds of capital ships and several outright fleets; its military power is comparable to the of the Systems Alliance; however, the Hives have only colonized a handful of planets, allowing their fleets to remain in groups, en masse. The Fleet has ships and military divisions from every major Hive on Qeshar.Their ships have particularly dangerous ultraviolet GUARDIAN laser turrets and they aren't afraid to deploy nuclear weapons on habitable worlds. The Citadel considers the Glorious Hives to be the largest threat in the Nemean Abyss




(more to come)

#112
batarianbatman

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The Boavat

 

Official Name: The Boavat Star Consortium 

Homeworld: Ishmayya. Geatola System, Eagle Nebula

 

Appearance: Short, muscular felines resembling Earth hyena-like arthropods. They stand about 1.3-1.6 meters tall and have broad shoulders. Boavat biology is very unique in that they are able to replicate their cells at a rate fast enough to regenerate lost limbs, a feat unheard of among mammalian species.This ability comes from an energetic red star, Geatola, who unleashes all kinds of radiation on Ishmayya's boiling surface. However, it hyper activates certain proteins that make them die quite normally from environmental diseases, usually relating to cold weather. They have to wear heating devices on their chests when travelling to other planets. They live to be about 50 years old. They have furry ears, and a canine like snout. Most of them wear human or turian designed clothes, and use alien products. They have become the apex predator on their planet due to their intelligence, sharp steel-like fangs, and pack mentality. Baovat are best in groups and rarely travel without their families. Never try to bargain with a boavat, they will win; they know what peple want to hear and are great liars. The "Pack" is a group of interconnected families that live together in large tree cities top Ishmayya's vast forests. The heat atop the canopy's can be dangerous for unprotected aliens to travel to, with temperatures reaching over 70C. Most of Ishmayya's wildlife has been preserved an is left to its own devices on the continent of Elelion; the galaxy's largest game reserve. The boavat seek to preserve their planet after seeing what could happen during the Reaper War. The Ishmyya Reservation Coalition is a powerful lobby group on world that allows corporations to ship the planet's diverse flora and fauna throughout galactic markets.

 

Society: Free loving, free caring, and competitive; boavats tend to be the center of attention when they are present, always suggesting a new idea or performing an experiment. They were already space-faring when the Alliance found them, having been for well over one hundred years; they carved out a small remote empire in the Eagle Nebula's outskirts. They are lovers of science and the arts. However, in reality their society is completely dominated by a group of international corporations who control the Geatola System's resources.  Nation-states exist, in fact there are hundreds, but they are typically just large megacities that give way to corporate lobbying. The Star Consortium calls the shots on the planet and dominates the trade and industrial aspect of their society.The Consortium has monopolized the "actiuu" trade and has used it as a way to gain an Embassy on the Citadel (actiuu is an Ishmayyan staple crop that heals all different kinds of diseases when ingested). It has led to a trade explosion in the Geatola System ever since the boavats were discovered by the Systems Alliance in the first few years following the Reaper War. The boavat revere humans, seeing them as the heroes of the galaxy (along with the turians) and have made several holo-films about their exploits during the Reaper War.

 

The Kalinde Corporation is a boavat industrial giant that has invested heavily in Alliance projects and has even conscripted boavats to serve as irregular troops in the Alliance and Hierarchy militaries The Consortium has been given an embassy on The Citadel and has even earned several seats on the Noveria and Caleston corporate executive boards. The boavat are particularly interested in trade and they see the volus as viable partners in business. The Irune-Ishmayya Trade Corridor is taking over other markets as we speak. The major products the boavat have supplied include: platinum, furs and cloths, valuable star charts of the Eagle Nebula, actiuu, other medical and research inventions, powerful mech designations and automated planetary defense systems. They are also rising in the shipping industry as well with Halphasin Industries and Yesodi Armaments both challenging other races ability to build quality ships.

 

Affiliation: Citadel Space. They have an embassy and a considerable amount of immigrants on the Citadel. Boavat are typically free minded and many of them have become mercenaries and pirates, many more have travelled to human and turian worlds to learn in their universities or markets. They follow the Accords, and have only constructed one dreadnought, Titan's Breath.

 

Military: Small, but efficient. The Boavat are brilliant tacticians. There are several corporations that are devoted to the defense of their planet; though their not good for much else. Many pirates, seeing Ishmayya as a potential easy target, planned an assault, only to be quickly and brutally cut down by Ishmayya's automated defenses and the Consortium Fleet. Kalinde Corp  CEO, J'eser Affgerra, leads his company's plans in the Eagle Nebula aboard Titan's Breath. The ship has earned the fear of hundreds of pirate groups in the Eagle Nebula due to its sheer size and ferocity (over 1,250km in length).



#113
batarianbatman

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The Irdaie

Official Name: N/A
Homeworld: Dhnkhauu, Eegesh System, Geyser Valley Cluster

Appearance: Similar to vorcha with reptilian features, the irdaie are seen as a blight by most other races; they often war with the turians, who put them down ferociously in a war about one thousand years before the Krogan Rebellions. They have large reptilian slit eyes and two antenna that help monitor sound at an enhanced level. They are apex predators, having conquered their brutal home planet with ease. Over time, they learned genetics and extended their lifetime to about 400-600 years. Due to the experiments, they mutated and lost most of their moral ideals. They lack the cognitive, emotional function that most bipedal, social, sapient species exude. They are scientifically, heartless. They do not care for each other or even for their own well being; they are completely nihilistic and only seek to cause pain. Being a genetic hybrid, the irdaie are incredibly physically strong. They can lift small vehicles if they're "pumped full." The irdaie practice genetic enhancement quite liberally and will often have members of tribes who can become monstrosities and biotic gods; Ghar Krue'hk became the most popular.

 

 

Society: Completely nonexistent. They love battle. Their planet was destroyed by the turians in 260 BCE and they live in stations and bunkers within the planet's lifeless husk and in its' orbit. They plot revenge against turians from within their isolation. Irdaie are carnivores and enjoy sapient beings, especially turians. When their civilization was just beginning to understand science, a group of elite corporate interests let loose a planet wide gene experiment that slowly took over the irdaie minds; they are completely selfish, seeing the universe as a catastrophic, chaotic playground for them.

 

There no rules in irdaie society, only the law of the jungle; they are divided into tribes but these tribal organizations are very fluid and can undergo dramatic reversal when a new chieftain arrives at the scene. It was always like this since the experiments in the third millennium BC, then the Blood Lord, Ghar Krue'hk united the irdaie for about 300 years; his reign is considered legend, and it ended with a furious turian bombardment and invasion. The Blood Lord was killed in his palace. Irdaie are obsessed with violence and entertainment, a dangerous combination for anyone who encounters one. Some irdaie have broken out of this physiological deficiency and have learned to control their violent tendencies; most of them live in asari space, as the asari are quite sympathetic to their emotional vacuum of a civilization.

Affiliation: the strongest, meanest Irdaie around. The irdaie once had an empire under the Blood Lord that ruled huge swathes of the Traverse; they were united under one emperor. Now, they are little more than a group of thugs and scavengers fighting extinction, and each other. The Citadel estimates there are only about 8,000,000 Irdaie left on Dhnkhauu. Their small territory is on the borders of the Terminus Systems and Citadel Space. The Citadel mostly considers them a negligible threat, and the asari and salarians don't want war with them because of their conservatism when it comes to fighting species with such small populations; they don't want to be responsible for the extinction of the irdaie or any other species.  

Military: Horrifyingly cruel, every Irdaie fights; luckily their numbers are very small. Young Irdaie are spared until they reach and age where they can hold a rifle; then they are conscripted by the chieftains' officials. On land, the irdiae have few challengers, only a krogan or yahg could put one down without a serious fight. Irdaie ships are very effective, often stolen from turians and volus and retrofitted with crude blade weapons (Irdaie practice suicide attacks with "fire ships"). They also have ships from their ancient empire that are still viable opponents; they're weakly armoured but heavily armed. They will often ram suicide, modified freighters into large enemy ships to disrupt the enemy fleet's cannon line. They show no mercy in combat and take no prisoners, They, essentially, worship death.



#114
batarianbatman

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The Syakryl

 

Official Name: The Magistrate of Royals

Homeworld: Ja'Karnet, Helqam System, Kappa Julius Cluster

 

Appearance: Humanoid amphibians, with faint blue, green, or purple skin; somewhat reptilian with large heads and reptilian, forward facing eyes. They have large muscles but appear quite lean, like attractive drell and human hybrids with large tentacles and cheek mandibles. They have gills that process oxygen and can adapt to other chemical compositions, given time. They live to be about 300-350 years old. They were originally aquatic and rose to land hundreds of thousands of years ago by the inusannon. They can breathe underwater. They served as soldiers and biotics for the inusannon. When their civilization fell to the Reapers, Ja'Karnet was spared due to its medieval level technology. They are natural biotics due to the large eezo stores on their planet and the population reveres biotic ability. The syakryl worship the inusannon and decorate their bodies with paint of their greatest "gods' who came down to share technology with them

 

Society: Largely democratic, though there are numerous monarchies, constitutional or otherwise that dot Ja'Karnet's island surface. These royal families are descendants of the planet's great biotic soldiers and legends who have now fought against the Reapers twice and lived to tell the tale. They attract the most religious and most ambitious syakryl to come join their armies and thus they have control over the planet, though numerous large city states and megacities occupy much of the coastal regions; these states are free from the Magistrate but they do not have space infrastructure and thus their people usually must join one of the royal armies in order to leave Ja'Karnet.

 

The syakryl are very proud and enigmatic. They have a rich history and have met with asari and salarian diplomats through the centuries. They have elected to stay independent from the Citadel until the Reaper War convinced them to regain an embassy after more than 2,000 years of isolation. Their population is out of control having only colonized their home system (they are very paranoid about the Reapers and outsiders, understandably), there exist about 14.3 billion syakryl on Ja'Karnet, with several million having colonized various moons in their home system. The Magistrate is trying desperately to acquiesce more territory so that their people can have more breathing room. They enjoy their beautiful home planet, with its diverse life and large food industry, but they are beginning to suffer psychologically from being isolated when they know so much and crave so much that the universe has to offer. Conservative syakryl dislike the prospect of reconnecting with the galaxy.

 

Affiliation: The Citadel (nominally). They have as of the Reaper War, joined with the Citadel. They respect each of the races on the Council and adhere to the Citadel conventions. Many of the trained biotics have abandoned their Kings and have taken to piracy in the Traverse. Some have even left for life on the Citadel or Earth, seeing it as the now capital of the galaxy.

 

Military: Strikingly formidable. The syakryl are incredibly talented warriors, on par with humans and asari. They tend to use guerrilla tactics and strategic withdrawals to wear down enemies, followed by viscous assaults with biotics and mechs. They don't have many space assets though in a three year period they were able to recover over a hundred purposefully derelict ships from their ancient age, even a few high tech inusannon ships were refitted and turned into heavy cruisers and dreadnoughts. In total their strength would rival the salarians or humans though they are still in the infant stages of their supposed military buildup. The turians are somewhat suspicious of the syakryl, as their territorial aims lie right in the heart of turian space



#115
batarianbatman

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The Kxutao

 

Official Name: Kxutao Honorary Judicial Commission

Homeworld: Kxu Prime, Momu System, Mediterranean Frontier

 

Appearance: Large, muscular humanoids with scaly, leather like texture. Chalk white colored skin and mandibles with black, red, or brown spots. They have three large digits including a thumb on both hands, with a small "baby limb" protruding from their elbows; this appendage is used for climbing their mountainous homeworld's cliffs. They have large eyes and pupils, ears, and a large mouth. Kxutao are omnivorous and will eat anything available; given the slim pickings of their homeworld, they love alien dishes. They are incredibly religious and follow their "masters" edicts to an extreme, what some would call, fanaticism. They love to spar with each other as all kxutao are trained in martial combat. They have a thick coat of fur that covers their back and protects them from the violent weather of Kxu primes. Not many other races have seen kzutaos yet, usually they are only seen as slaves, mercenaries, or ambassadors in Citadel and Terminus space. Humans call them "yeti men."

 

They are to be feared for their martial ability, ranking as the galaxy's most dangerous hand-to-hand combatants. They make use of their rough hides and shielding to take a lot of punishment so they can get close and slice their enemies in half. They are often seen as mercenaries in the Terminus Systems, having been co-opted or enslaved by batarian war bands and pirates.

 

Society: Patriarchal feudal system. Most kxutao haven't even seen an alien yet. They're technology is on par with 19th century Earth; steam engines, electricity, and gunpowder are all new inventions to the kxutao. Only the Master Judges, the kxutao elite religious and military organization, have been allowed to legally leave Kxu Prime (they're something like the Catholic Church, having sway over the many kingdoms of kxutao). The quarians accidentally discovered them when they crossed into their system, in 2169. The kxutao were perplexed and sent several diplomats to exchange knowledge. The Judges' "Commission" has actually been selling some of its own citizens for slavery in exchange for technology. They have secretly infiltrated all of the governments of the "Hedej", or "kings" of Kxu. The Kingly families are ignorant to the possibilities of space exploration and the Masters keep it that way. In reality, they've known the truth for centuries, and have acted in secrecy to build a lucrative slave and trade route out of the Momu System.

 

Life was difficult for the kzutao during evolution as few prey species exist on their mountainous, arid home planet. They practiced cliff diving to scavenge bird species that flew through the valleys; it was dangerous but honorable work. Eventually these practices saw military application when civilizations starting brewing. Major wars were fought on Kxu Prime about 200 years ago, the wars lasted over 50 years and ravaged much of the western continent of Xhemna. These elite "flying knights" created several knightly orders much like Medieval Europe and Japan. Most of them swore oaths to the Master Judges, who "hold the secrets of the stars." The knights are mostly unaware of the Judges' actions and the few who have escaped Kxu Prime have formed a rebel militia on Korlus; they are hiring mercenaries and preparing for an assault against the Judges.

 

Affiliation: Independent, pre-spaceflight civilization. The Citadel has looked into what the Master Judges are doing and has considered sending a diplomatic and military force to Kxu Prime. Most kzutao serve one of the dozens of kings. The kingdoms are often at odds with one another and form opposing alliances frequently. Some kzutao have become assassins and mercenaries in the Terminus Systems.

 

Military: Negligible. The Master Judges have a small, elite fleet that could self defend the planet but it can't do much else than that. Besides, they have little interest in expanding; their civilization is just booming and they got a head start putting them light years in front of their competition.  



#116
Armass81

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Nice adds, glad to see my thread is still alive.



#117
batarianbatman

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Thanks for your ideas! I love the mass effect universe, and I love writing a Sci-fi. These are just some races from some unfinished projects I was doing, I thought they might fit into Mass Effect.