Battleground Planet: Illium
Status: Garden World / Business Hub
Geographical Features: (Some of this is taken directly from the wiki)
Illium is a garden / business world that serves as a trade hub between the Terminus Systems and the Asari Republics. To abet this trade, the normally stringent customs laws of Council space on product safety, proscribed materials, and sapient trafficking are relaxed. Officially Illium is not an asari world; it is colonized and operated by asari corporate interests.
Illium is infamous for its abusive labor practices and legalization of nearly everything except murder. As such, Illium is the preferred production site for weapons and pharmaceuticals that would be illegal nearly everywhere else, made even more lucrative by legal indentured servitude.
Illium is one of the youngest asari colonies settled during the 7th Expansion Wave. The first child born on the world is only now reaching her middle-age.
Illium is slightly larger then Earth, and incredibly hot. Most population centers, especially those near the equator, live in specially designed skyscrapers, which reach high high into the sky to escape the planet's heat. These skyscrapers can and often are connected by sky-walkways, bridges, or can be accessed by hover car. Entire communities and cities exist high above the ground, buying and selling every kind of vice and service you can imagine.
Near the poles of the planet, where the heat is less intense, you'll find more traditional cities.
Third Party Factions: As Illium is basically space Vegas but worse, you can find just about every species from the Mass Effect universe here. As an Asari world, they likely have the highest population, while Quarians are the smallest, as Illium doesn't allow the Migrant Fleet in their system, and so only Quarians on their Pilgrimage are likely to be found here.
What follows is a basic rundown of the various Mass Effect races, and how much of a presence they are on the planet:
Asari:
An ancient alien race, where each member can live for up to a millennium. They are noted for the fact that each one is a born biotic (basically they can use a variety of psychic like powers such as lift, throw, a sort of psychic burn called Warp, etc.. .Of course, other races can be Biotics, but with Asari, it's more prevalent). Also of note, Asari can mate with any species. (Very Common)
Salarians:
An amphibian/lizard like race, Salarians are short lived (they're lucky to reach 40), have fast metabolisms, and are known for being very intelligent. Because they can think faster then other races, they are often able to make rapid-fast decisions. (Common-to-uncommon)
Turians:
A very militaristic race, the Turians have avian features making them resemble humanlike birds or raptors. They have a metallic exoskeleton that protects them from harm, acting like a natural armor. Most are in a profession that allows the use of violence. (Common)
Humans:
If you don't know what a human is… WELCOME ALIEN LIFE FORM! (Common)
Volus:
Often the accountants or businessmen of the universe, the Volus are short and squat, and require a special suit to survive off their planet, or their skin will split open due to differences in pressure, and they cannot breath traditional nitrogen/oxygen air mixtures. While some of these guys may be fighters, most are not. (Common)
Hanar:
Space jellyfish that are often very religious. They often don't fight themselves, relying on the Drell, a race they long ago saved from extinction. (Rare)
Drell:
An omnivorous reptile race. They can project their voice outside the hearing range of humans and have perfect memory (able to 'flashback' to any point in their lives'). Those that work for a Hanar have unbreakable loyalty. Drell are trained to act as spies, assassins, and/or saboteurs from a young age. (Rare)
Elcor:
Large, slow moving creatures. Everything about the Elcor is slow, from movement to speech patterns. (Very Very Rare)
Krogan:
A very warlike race, their thick hides are virtually impervious to cuts, scrapes or contusions, and they are highly resistant to environmental hazards, including toxins, radiation, and extreme heat and cold. Consequently their diets can include food and drink which would prove very dangerous to other species. The most amazing physiological feature of krogan biology is the multiple instances of major organs. These secondary (and where applicable, tertiary) systems are capable of serving as back-ups in the event of damage to the primary biological structures. They have, for example, two hearts, four lungs, and four testicles. A Krogan's first response to most problems is violence. It is also their second, third, and fourth response. (Uncommon)
Quarians:
A nomadic race that's good with engineering, typically very smart, but have a major weakness: They require a special suit to survive, much like the Volus. While they won't die instantly without it, they are prone to infection, illness, etc. (Rare)
Vorcha:
A rather primitive race, the Vorcha are violent, mean, and savage. They have adapted to survive in the worst places in the universe. They are the shortest lived species (only 20 years), but are capable of limited regeneration, and are able to adapt to their environment much faster then other races ( Vorcha that lives on a high gravity planet will develop thicker muscles, for example). (Uncommon)
Batarians:
Four eyed, very unpleasant, Batarians are known for being terrorists or slave traders. Batarains believe themselves better then just about everyone else. Their are some good ones of course, but they are apparently fewer in number. (Rare)
Danger Status: 2-3/5
-A major source of trade for anything your heart desires, no matter how terrible it may be. Illium is good for those that can take advantage of the opportunities available. But gangs are present, mercenaries abound, and indentured servitude and slavery are common. So keep your eyes open, be careful what you sign, and don't piss off the wrong people.
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