How long is a krogan lifespan
Both the Turians and Quarians aren't very special compared to humans. Especially the Quarians aren't that different from humans As mentioned by Tali. While also here it doesn't seem like there is a confirmed max age, it's safe to assume they will live for around years, just like humans. Quarians don't always reach this age though, because they are very vulnerable to infections. It's why they wear the suit after all. Skip to content mass-effect-series In the Mass Effect series, we learn that humans can now somehow live up to the age of , while special cases like Miranda can live even longer.
Asari can live up to a century and Salarians can only live for up to 40 human years. But what about Krogans, Turians, Quarians and the other species mentioned? Legion and the quarians team up with Shepard to take out the Reapers on Rannoch, but Legion reveals that they have separated the Reaper processing upgrades from the Reaper mind control, and they wish to share these processing upgrades with all surviving geth. These upgrades would grant all geth platforms the power to operate as independent, intelligent agents; as a side effect, the upgrades also give the geth programs a collective sense of identity one identity per platform.
If you side with Legion or if you negotiate a peaceful end to the war, then Legion becomes an individual just before it sacrifices itself to disseminate these upgrades. The volus are a diminutive, vaguely humanoid biped species. The volus homeworld Irune has an atmospheric pressure some 60 times that of Earth's, and life there is based on ammonia; therefore the volus must wear pressurized environmental suits whenever they leave their homeworld. Due to the suits, little else is known to outsiders about their appearance and physiology.
Volus culture is tribal and ever-shifting, as clans negotiate deals to trade land, resources, and even other tribe members with their consent. Volus have no love of war, and see violence as a failure to negotiate properly. Between this and their physical weakness, volus are perceived as pacifistic and somewhat cowardly by other species.
Their government, the Vol Protectorate , has been a client state of the Turian Hierarchy since shortly after the turians joined the Citadel Council around CE; they willingly pay taxes to the turians, and in turn they rely on the turian military for protection and are citizens in the Turian Hierarchy. However, they have been active in Citadel Space for far longer, going back to at least BCE when they first established their Citadel embassy.
While few volus leave the comfort of their homeworld, they are nonetheless vital to the galactic economy: the volus established the standard galactic currency the credit , wrote the laws on interstellar commerce, and constantly monitor and balance interstellar trade. The elcor are a large, knuckle-walking quadrupedal species native to Dekuuna, a high-gravity world.
While immensely strong, their movements are slow and deliberate — a consequence of evolving on a planet where a fall can be lethal. Elcor society is organized into small, tight-knit groups most commonly kin that travel together. In prehistoric times, elcor were migratory, following the annual wet and dry seasons. Despite being obsoleted by technology, this history is still culturally observed: Dekuuna has two capitols, one for each season.
Elcor greatly prefer the open sky over confined spaces, and are thus are proportionally less common aboard spaceships and space stations than most other species. Instead of using intonation to carry emotional content, elcor possess an impressive array of non-verbal communication to accompany each verbal utterance: a bouquet of pheromones, slight body movements, and subvocalized infrasound. Because other species are not privy to this subtle communication, elcor habitually prefix each statement with the emotion being conveyed when speaking to aliens.
Elcor are deeply cautious and conservative: they almost infallibly follow the recommendations of their Elders, who spend years poring over ancient documents and jurisprudence to determine which precedent to follow for a given situation. They think slowly and deliberately, and they plan for the long term. Elcor space is self-sufficient; they trade only in finished goods, preferring to support themselves rather than rely on the galactic economy.
With all that said, however, they are warm and welcoming to strangers. To make up for their slow and deliberate thinking, in war elcor make heavy use of combat VIs which have been pre-programmed with thousands of carefully selected gambits. They do not make use of small arms; instead, they use their bodies as living weapons platforms. The hanar are an aquatic species with an appearance not unlike a 2m-tall Earth jellyfish with prehensile tentacles. They communicate via bioluminescence, relying on software to translate their own language into the spoken languages of other species and vice versa.
Hanar culture places high importance on politeness and decorum. Hanar consider the cavalier use of the first and second person to be unspeakably rude, to the extent that hanar who leave their homeworld, Kahje, must take classes to desensitize themselves to the perceived rudeness of alien speech. The drell are a desert-dwelling reptilian bipedal species, technologically uplifted by the hanar. Native to the planet Rakhana, their homeworld was dying due to overpopulation when the hanar discovered them, rescuing some , of them before their ecosystem collapsed into a Malthusian nightmare.
As a result, the surviving drell now live on Kahje, a planet poorly suited to them. When the hanar rescued the drell, in their gratitude the drell agreed to the Compact, a means by which the drell repay their debt of gratitude by carrying out tasks that the hanar find difficult. Over time, the lungs lose the ability to absorb oxygen. The drell victim eventually suffocates to death.
The batarians are a species of four-eyed humanoid bipeds. Batarian culture places high regard on caste and status, and slavery is so ingrained into their culture that they consider the Council's laws against it to be anti-batarian discrimination.
Since then, their interactions with other species has been mostly in the form of slave grabs, black market trade, and acts of terrorism ranging from petty to planet-shattering. ME3 implies that much of the animosity from batarians toward humans is the result of government propaganda and a powerful police state.
Vorcha possess clusters of non-differentiated cells, giving them a unique ability to morph their developing body to suit the conditions of the vorcha's upbringing, as well as the ability to regrow lost body parts. Vorcha are reputed to have low intelligence and aggressive, violent behavior, the latter of which being so deeply ingrained that vorcha use violence as their primary form of non-verbal communication. On their homeworld Heshtok, vorcha live in clans which constantly war with one another for scraps of land and resources; over the centuries, their homeworld has been stripped bare.
Vorcha populations away from home are largely descended from stowaways aboard spacecraft unfortunate enough to land on Heshtok; they tend to live one of two lives: either in vorcha-dominated slums living as scavengers on the edge of society where they are regarded as unusually sentient pests , or as mercenaries in organizations such as the krogan -dominated Blood Pack.
Despite all this, the vorcha are not inherently violent. In an experiment on the mining world Parasc, asari mining corporations adopted and raised vorcha orphans as a labor source, and vorcha adaptability proved to outweigh any propensity toward violence.
The Collectors are an enigmatic species with a mix of humanoid and insectoid features. Prior to the events of the Mass Effect games, they were known for paying exorbitant sums for live test subjects, often trading their advanced technologies for slaves counted in the low dozens.
During the course of ME2, it is revealed that the Collectors are servants of the Reapers , and that they are what's left of the Prothean species after 50, years of genetic modification and cybernetic augmentation by their Reaper masters.
The keepers are an eight-limbed insectoid species that exist aboard the Citadel , where they silently carry out maintenance, repair, and custodial tasks. It is not known if they are sentient or sapient. It is speculated that they were created by the Reapers , the result of extensive genetic engineering that converted a previously free-living species into biological robots.
The Protheans were a species with a mix of humanoid and insectoid features. They died out 50, years ago; the reason was originally mysterious, but they turned out to be the most recent victims of the Reapers and their cycles of Harvest. Much like the ancient Romans on Earth, the Protheans were conquerors who assimilated defeated cultures as citizens into their ever-growing empire. By way of cryonic stasis, one Prothean has survived to modern times: a soldier named Javik , the Avatar of Vengeance.
The rachni are an insectoid species. Over the years, many have mistaken the rachni for mindless creatures of instinct, when the truth is that the rachni are as intelligent as any humanoid species, having built cities on the surface of their homeworld and developed FTL spaceflight.
Adults can survive being separated from their nest with no ill effect, but juveniles are driven mad by the silence. Rachni are territorial and isolationist, showing quick aggression to trespassers but with no natural desire to expand their territory through war. They tend to prefer worlds that other species find too toxic to settle, worlds that no one else would want.
The galaxy at large is mostly unaware of this, however, as the brutal Rachni Wars have shaped galactic perceptions of rachni behavior. The Rachni Wars ended when the krogan supposedly drove the rachni to extinction. However, during the events of ME1 on Noveria, this genocide was revealed to be incomplete: Commander Shepard encounters a rachni queen, imprisoned by the villain of the game with the hope of breeding an army of soldier drones.
If Shepard chooses to release her, she promises to remember and repay the kindness shown to her, and later games show that she makes good on her word. Post by Sentient Solutions » Fri Jun 26, pm I don't think asari would necessarily have a childhood phase that lasts 10 times as long as a human just because their overall lifespan is that much longer.
What we know of thessia and the asari lifecycle suggests that, like humans, the rate at which their young develop would be subject to evolutionary pressure. The baby that is able to eat solid food faster has an advantage, the child who can hunt, forrage and prepare her own food has an advantage, and the one who's able to do both, survive to sexual maturity, and smart enough to be capable of doing all while rearing her own young has more impact on the gene pool than the ones who don't.
So, theoretically, I think the asari would be pressured to reach adulthood at about the same pace as humans do, but the development of biotics is a sort of x-factor which competes with those other things. In addition to growing up, brain development, and all the rest, our theoretical asari is also devoting some of the energy she generates to the development of her biotics and infrastructure her body needs to support it, we know that is energy intensive, and she can only eat so much for the environment to be able to support the species as a whole TLDR: I think an asari's physical development maybe takes around earth years to get to what takes human years.
Liria T'Remi. Commander, 31st Regiment. PM me if you have any questions. How long is their lifespan, approximately?
I'm planning to make a krogan character myself, and have his age set as "roughly 50 years away from the average krogan life expectancy for nonviolent deaths". But I don't know if that's old enough to have been born after the Rebellions, during the Rebellions, or before the Rebellions. Archaeology holds all the keys to understanding who we are and where we come from. It's supposed to be around Krogan Lifespan minus 50 , but I don't know how long a krogan lifespan normally is, and I don't want to create him before I know that.
Depending on the answer, that could put his date of birth before, during, or after the Krogan Rebellions, which is kind of a big deal for a krogan character. Post by Infrastruct » Fri Jul 10, am To put it succinctly, there is no defined upper limit for krogan who haven't been killed in action.
In Mass Effect 3 , Wrex implies that he was at the very least present for the end of the Krogan Rebellions. Ignoring those additional years of childhood before presumably being able to fight in battle, that means Wrex is at least 1, years old - and he's easily able to hold his own alongside Shepard when fighting against Sovereign in the original Mass Effect, implying he's got many more years of governing Tuchanka before he's in danger of death by old age.
In Mass Effect: Andromeda, Nakmor Drack is explicitly stated to be over 1, before being placed into cryogenic suspension. In Andromeda, it is suggested that Drack will eventually succumb within the next 60 years.
0コメント