*Founder* Veeta'Zaia nar Panma (Quarian), Captain "Nightmare" (Human)
Joined: 29 Jun 2012
The quarians are a nomadic species of humanoid aliens known for their skills with
technology and synthetic intelligence.
Since their homeworld Rannoch was conquered, the quarians live aboard the Migrant Fleet, a
huge collection of starships that travel as a single fleet.
Approximately three hundred years before the events of Mass Effect, the quarians created
the geth, a species of rudimentary artificial intelligences, to serve as an efficient
source of manual labor.
However, when the geth gradually became sentient, the quarians became terrified of
possible consequences and tried to destroy their creations. The geth won the resulting war
and forced their creators into exile.
Now the quarians wander the galaxy in a flotilla of salvaged ships, secondhand vessels,
and recycled technology.
Quarians are generally shorter and of slighter build than humans.
Quarians have an endoskeleton, lips, teeth, and two eyes with eyelids and tear ducts; they
also have three thick fingers on both hands which include a thumb, an index finger, and a
long finger, similar to the middle fingers for humans, as well as three toes on each
Quarian facial structure and hair actually makes them the most similar to humans in
Their lower legs are bowed backwards significantly, compared to asari or humans. Aside
from hands and legs, their general body shape and sexual dimorphism is similar to humans.
Their ears or ear analogues differ in a noticeable fashion from those of humans, with
references made to "what [passes] for the quarian version of an ear".
The most distinguishing feature of quarian biology is their weak immune system, compounded
by centuries of living in sterile environments. As a result, all quarians by necessity
dress in highly sophisticated enviro-suits, to protect them from disease or infection if
they are injured.
Their suits can be compartmentalized in the event of a tear or similar breach to prevent
the spread of contaminants (similar to a ship sealing off bulkheads in the event of a hull
breach). Along with their suits quarians also have extensive cybernetic augmentations
integrated into their bodies.
A quarian's lifespan is roughly equal to a human's, but is prone to be less if infection
breaks into the suit.
A quarian who wishes to remove their suit must take antibiotics, immuno-boosters, herbal
supplements, or the like in order to do so safely, and even then there are inherent
As a result, physical acts of affection are difficult for quarians, even for the purposes
Ships in the Migrant Fleet often contain "clean rooms" where quarians can give birth or
undergo medical procedures in relative safety, though there are always risks.
The most intimate thing quarians can do is link their suit environments. However, doing so
guarantees a quarian will get sick, although they will usually adapt over time.
Like turians, the quarians are a dextro-protein species of reverse chirality from humans
The food of levo-protein races such as humans or asari is at best inedible and at worst
poisonous, most likely triggering a dangerous allergic reaction.
Quarians who want to taste something (other than the refined edible paste issued to all
who leave on their Pilgrimage) can eat specially purified turian cuisine.
The quarians' top priority is the survival and sustainability of the Migrant Fleet. Most
of their laws and customs revolve around this goal.
It is illegal for couples to have more than one child, so that the fleet can maintain zero
population growth (if the population begins to shrink, this rule is temporarily lifted,
and incentives may be provided to encourage multiple births). Families are thus very small
Because every quarian depends on his or her crewmates to survive, they are much more
community-minded than individualistic species like the krogan. Loyalty, trust, and
cooperation are highly prized qualities.
Conditions aboard most quarian ships are extremely cramped. It is not uncommon for all
family members to share the same small living space, which in turn is in close proximity
to many other families' quarters.
These spaces are often uncomfortable and ill-designed for living in, having been
reappropriated from other functions such as storage.
Families decorate their individual dwellings with colorful quilts, which serve to muffle
sound and also to make the environment more cozy.
Quarians place low value on personal possessions, instead evaluating objects by their
usefulness and bartering them for other items once they are no longer needed.
Every ship has a designated trading deck where those looking to barter can gather to do
Quarians wear their environmental suits at all times, partly in case of a hull breach and
partly in response to the lack of personal space aboard the flotilla.
Because their suits make it hard to identify individuals on sight, quarians have developed
the habit of exchanging names whenever they meet.
Over time, the environmental suits themselves have gained symbolic and cultural
significance, and being fitted with their first suit is considered a rite of passage.
After returning to the fleet after their pilgrimage, they may alter their suit to reflect
their new status as adults.
Due to their history with the geth, quarians are reluctant to place complete trust in
virtual or artificial intelligences, but they also show surprising compassion towards them
and are far more likely than other species to treat them as living beings.
Quarians refer to commanding officers of any ships, quarian or non-quarian, as captain,
regardless of rank. Their reasoning is that the CO's decisions always carry great weight
on his/her own ship.
Young quarians are required to undertake a Pilgrimage outside the fleet in order to pass
into full adulthood.
The Pilgrimage is an opportunity for quarians to experience the world outside the Migrant
Fleet, interact with other cultures, and learn to appreciate life among their own people.
Their departure is a major event; the whole crew assembles to see them off, and they are
given many gifts to aid them on their journey, along with immunity-boosting injections and
advice on surviving on the outside.
The young quarian cannot return to the flotilla until they have found something of value
to bring back - whether information, money, or supplies.
When they return, they do not go back to their birth ship, but instead select a new ship
to join; this helps maintain genetic diversity by preventing intermarriage between close
The quarian presents their gift to the captain of the new ship to prove they will not be a
burden on the crew. Although the gift may be rejected if it is subpar, this is very rare,
as most captains are eager to welcome a new shipmate on board.
Having a large crew is a prestigious thing, as it means the captain has the financial and
material means to provide for many people.
-nedas — nowhere
-tasi — no-one
-vas [ship-name] — crew of
-nar [ship-name] — child of
-keelah — "By the homeworld"
-keelah se'lai — "By the homeworld I hope to see one day."
-bosh'tet — curse/insult, likely being relative to "son-of-a-bitch" or "bastard".
-geth — "Servant of the People"
-Rannoch — "walled garden"
Please copy and paste the creation form into the character creation thread.
Name (Please include the name as well as nar/vas and the ship name):
Source of information: http://masseffect.wikia.com/wiki/Quarian
Veeta'Zaia nar Panma
Quarian age 19, on Pilgrimage
Captain Nightmare, age 28, Normandy SR-2