How long do hanar live




















User mini profile. Constipator Status: Offline. By gisle - Sun Dec 30, pm. Most of them have their lives cut short violently before they can reach the end of their natural life spans.

But if they didn't leave violent, brutish lives on average they'd live longer than the Asari. Han Shot First Status: Offline. By Clayless - Sun Dec 30, pm. Clayless Status: Offline. By Guest - Sun Dec 30, pm. Few hanar are willing to deal with other species.

Economic contacts are limited to a handful of trade stations on their borders. Due to this self-imposed isolation and the unique physiology of the race, their economy is small and isolated from the rest of the galaxy.

Few standard technologies designed for bipedal and fingered species are available in their space, and they produce very few goods that are usable by others.

One of the known products they do export is alcohol. Batarian entrepreneur Edan Had'dah was revealed to have a liking for hanar-produced liquors. This is likely to have been procured through the discreet gray-market trade relationships the hanar still maintain with the batarians, despite the latter species' own political and economic isolation from the rest of Citadel space.

The hanar equivalence of alcohol or at least equivalent practice is mindfish , a hallucinogenic fish that is a favorite of the species. It is known by that batches of this product have made its way into Citadel establishments like the Silver Coast Casino. Possibly due to their physical frailty, the hanar employ robo-miners to excavate valuable resources.

The hanar practice a religious holiday called Nyahir or "First Cresting Bloom" which lasts a full thirteen days and revolves around celebrating the gift of speech, which they attribute to having come from the Enkindlers.

It is a mixture of contemplation and competition, with the faithful engaged in stylized debates, poetry duels, and other traditional hanar art forms. The winners of these events have their names inscribed in bio-luminescence on the side of Mount Vassla, an underwater volcano at the heart of one of the oldest Prothean ruins on Kahje.

Reverence for the Enkindlers turn zealous hanar into vociferous protesters whenever their beliefs are challenged. Prothean dig sites are often blockaded , the protesters wishing the artifacts be left undisturbed. On learning that the mass relays weren't created by the Protheans, the hanar largely react with denial and shock.

Outliers like religious leader All-Bright Olos the 10th do not consider it as heresy, but rather an example of the Enkindlers' predecessors' benevolence. The Enkindler religion has its share of more extreme cults. Just curious. I know a few. Humans years Asari or could be more Krogan Centuries, but exact numbers?

Vorcha 20 Drell 85 Salarians 40 Anybody have an idea about the rest? User Info: dragonx dragonx 11 years ago 2 I'm pretty sure Quarians live to around the same age as humans. User Info: landwing landwing 11 years ago 3 Samara is about but she says she still has centuries left.

User Info: Gamer4life Gamer4life 11 years ago 4 i probably missed something from the codex or something in either of the ME games but User Info: Gamer4life Gamer4life 11 years ago 6 "Advancements in medical science. User Info: sth sth 11 years ago 7 Humans, Turians, and Quarians all live to roughly years old.

User Info: PsyrenCall PsyrenCall 11 years ago 8 Unless specified otherwise, all races share the same life expectancy of humans. User Info: landwing landwing 11 years ago 9 When romancing Liara, Shepard says we're short lived, we be lucky to make it to User Info: Missiletainn Missiletainn 11 years ago 10 is the ballpark estimate of most races unless otherwise specified. Blood Dragon Armor dlc is free. How to change character appearances. Where is Emily Wong and Dr. Side Quest. Excluding that, I just say that they evolved from herd animals in a wide, grassy plain.

The elcor possess massive hands on their forelegs, which they can use to wield weapons. However, they also walk on four legs, making it difficult for them to actually use tools in motion. But, their slow nature and conservative thinking makes them great tacticians if they decide fast enough , which I think would appeal to many other races.

So, strong, hardy, but slow grassland creatures who can use tools, but likely didnt develop many themselves. However, their grip is strong, able to strangle a human, and they can further produce a dangerous toxin. Even using all six tentacles, they can barely lift five pounds out of water, so those without biotic powers will likely be doing very little physical labor. Also, being such a different physiology from all other races the only sentient invertebrates that I know of , they have little interest in trade for most things.

Besides blatantly useful resources, like magical or psionic items, they probably do not travel much, aside from desiring to explore. I would also expect most hanar who travel in this way to be accompanied by a companion drell, one who would be able to protect them and interact in a more meaningful way.

So, I imagine the krogan in a fantasy world evolved in another, similar setting, perhaps one touched by a bit of the feylands, to simulate that untamed nature Im getting a familiar, planar vibe from most of these races hm? In any case, the krogan are badass. Obviously powerful and hardy, theyre also fast and tough. The easiest choice for them is to be fighters, because without severe protections, any other race is screwed. I also imagine that the krogan decimated their natural resources by over-industrialization, possibly because of the salarians uplifting them.

One thing Im not sure about is the genophage. Its such an int egral aspect of the krogan mythos, but not necessarily needed in a fantasy setting. The salarians being alchemists means that it could be pretty easily represented by a magical or quasi-magical disease or curse , imparted to them by the salarians because of their overuse of the land and its resources. Im also of the opinion that representing the races with interesting, spot -on racial traits is preferable to weakening them just for game balance.

If I play a krogan, I want to be able to wade through a troop of enemies fairly unscathed, though Id expect to be penalized in other ways. But, thats just my opinion. Not too biotically inclined, but very skilled at mechanics, the quarians would probably be the most advanced race technologically than any others.

Since I think the geth can be represented by a magical or psionic experiment gone bad, it makes sense for the geth to have driven the quarians out of their homeland which I imagine to be a wasteland-like area, based on Rannoch.

This means that the quarians fit perfectly as a nomadic sort of race, traveling the lands to eek out as best an existence as they can. Theyd be scavengers, trying desperately to not appear like vermin, but always looking out for the fleet as best they could. Now, their physical difficulties are an interesting thing to try and determine.

Making them have specialized suits that are truly separated from the outside world would be difficult with fantasy tech without magic involved. That being the case, I submit that perhaps the quarians instead are sickly, but not as deathly sickly as the quarians in the games. Too much exposure to sunlight or cold will hurt them very much, and their weak immune systems cannot take that abuse, so they deck themselves in silks and cloths, trying desperately to avoid contamination, while keeping their range of motion.

One fun possibility for the quarians is that they could literally be a fleet, sailing the seas. If that were the case, they might have more of a connection to the hanar and drell than most other races, simply based on proximity.

Another possibility is that the quarians might be so technologically advanced as to have nearly stumbled on the ability to craft airships or the like, offering another aspect to them. In any case, I would expect any sort of crossbows or firearms to mostly be of quarian design, even if they dont necessarily possess the capability to be the major manufacturers anymore. Lacking a hormonal sex drive means that romance isnt an issue for them.

Their inherent imprinting means that certain individuals will be held in higher regards that others and the possibility of kin-slayers would be WAY more taboo than in other cultures, especially of the dalatrasses , despite their being little logical reason.

Combine this with their information gathering ways and their stealthy tactics, I imagine the salarians to almost be something like ninja gnomes: gnomes because theyre focused on alchemical innovation and information gathering, and ninjas because they prefer stealth and espionage to direct combat. Their short life expectancies mesh well with their hyperactivity, making them a race that works much faster than others, a nice foil to the long lived asari.

The salarians in the games evolved on a massive jungle-like planet, which I think will be perfect for why they uplifted the krogan. They share a similar environment, and the salarians saw a potential race of bodyguards for cheap. But, once they shared the technology and techniques they had learned, they realized their mistake, and were forced to release the genophage or whatever we call it to stop the krogan from decimating entire ecosystems.

So pretty much just like the game, but it works surprisingly well. In fact, the military is the center of the turian social system, with nearly all turians joining into the military or at least some form of work performed in the.

They are a hard, militarized race, very much stuck in responsibility and honor. To be honest, they almost literally have a stick up their ass, what with being part metal and all.

Now, the turians developed the metal exoskeleton in the games because of a low-magnetic field protecting their planet; the metal helped dissipate the excess radiation. In a fantasy setting, I think putting them as a mountainous race, higher in the atmosphere, would be a good replacement. Plus, combine that with their avian features and their religion of titans reaching for the heavens, the mountains seem the best bet.

The turian really presents itself as a very useful dwarf-replacement. Very law-abiding and focused on the clan rather than the individual, the turians act in defense of the poor and downtrodden, while often putting themselves at risk. And, having them be mountain-dwelling people, but not subterranean, helps keep the feel from being too dwarven.

In addition, they are capable of using lessphysical arms, which can allow ranged combat and supernatural abilities into the mix. The volus are a fun race, but not a very interesting one tactically. They are not physically adept, they dont have many biotic individuals in their race, and they have to sequester themselves to survive in environments outside their own special one.

Its the major reason they took up banking and finance as their occupations; it offers a way to stay useful to the other races. The volus, so used to trade and monetary matters, were instrumental to creating an intragalatic currency in the games, and I see no reason why they couldnt serve the same purpose in a fantasy setting.

As for their habitat, the volus in the games lived on a high pressure planet, but the planet was also possessed an ammonium based ecology. Thats difficult to explain in fantasy terms, but its possible. I suggest that this is another case of planar bleeds, where high gravity comes through, possibly into an environment that requires the volus to sequester themselves away into special suits.

So, the volus are small and sturdy, not built for speed or fighting so much as simply gathering resources and surviving. The volus are nearly useless in battle, be it one on one or widespread war, and this only becomes more obvious in a medieval-level tech setting. The best they can hope to do is lend support operating long-range weaponry, and even that is hard for them being of a smaller stature than other races although, I do love the image of a volus with a crossbow riding an elcor.

As such, I dont think the volus will be doing much fighting at all, though they probably have all sorts of interesting political intrigue. In most cases, the vorcha are viewed as vermin by other races, because they can alter their physiology to exist nearly anywhere. Considered vermin to most other races, they are nonetheless incredibly useful if they are properly trained.

They reach maturity quickly, but also die quickly, with an average. So, as a race in a fantasy setting, they almost play the same role as a goblin might. Technically a sentient, possibly intelligent and useful race, they are nonetheless dismissed and ignored, other than when they are causing issues.

Still, there are a place for the vorcha in a fantasy setting. Their healing abilities make them great at testing weapons however gruesome that sounds , they would make good gladiatorial combatants or maybe as the beasts? As player characters, the vorcha offer interesting talents in exchange for some rather distasteful associations. Having existed both in the Prothean time and in the modern cycle, they are still ignored by the Reapers in ME3, meaning they are still waiting to be uplifted.

I think this works perfectly in a fantasy setting as an ogre-analogue. Huge, brutish, and barely sentient, the yahg have a society, but most of them dont have any desire to fit into modern society.

They are not barbaric in the traditional sense, but more animalistic, travelling in packs, with little to no obvious society. But, individual yahg have the chance into not only interact, but thrive in modern society hell, in the games the first yahg presented is the Shadow Broker.

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