#the third varren is always a different varren who needs to be adopted like those news segments that show off dogs
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klaviergavinwiki · 9 months ago
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man i love liara t'soni she's my beautiful girl my special little guy my absolute darling whom i cry about every day i'll defend her to my death but when she says "maybe next time there's a war the alliance can spring for air support :)" it makes me sick like ma'am we are in this position because the asari couldn't be fucked to help until their own asses were already blown tf up and do not even get me started on what we are about to find in that temple i will let that be your punishment.
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archs-geth--consensus · 5 years ago
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This is about as far as I got for their society and stuff, cause I got tired, but feel free to ask any questions if I left something out that you wanna know about!
Also, I’ll draw some clothing for the Aschall later.
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Thiery is a doctor turned field medic. She is niece to Councilwoman Haenna. Her aunt took her in after her parents disappeared while she was little.
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Councilwoman Haenna is a prominent figure in Ascall Society. Despite not being one of the representatives of her clan, she is often asked to attend meetings via holo/comm. She is very protective of her son, and of Thiery, having lost her other two children.
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Teyrdok “Tayer” is the Ascall Councilor’s only child, and is cousin to Thiery. He and his small family of three are some of the few on the Citadel who haven’t taken the Vow of Silence. In his hometown, he helps mentors train young Aschall who have turned 17.
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Average 5′6″ Human compared to an Ascall.
[Homeworlds]
-          Their homeworlds, Annivus and Davos, orbit in close proximity to a very powerful sun. One that burns most to a crisp if they aren’t adapted to living on the planets’ surfaces. So, very very early on in their evolution, the Ascall moved underground, into caverns and caves.
-          The size of the planets is comparable to Neptune (Davos), and Uranus (Annivus).
-          Nowadays, there are vast cities built into the dense stone. The cities and towns span across the entirety of their planets, and have different levels beneath the first you enter in. Some of the largest populations can have thousands of feet worth of levels.
-          Although the cities have elevators and escalators to help span the distance, smaller towns will have ramps and stairs, and even smaller villas will have vertical tunnels between each level, with foot and hand holds dug into the walls. The tunnels are large enough to fit a Krogan, and often require you to wear some sort of harness and tether in case you aren’t used to the structures or can’t hold onto the holds. The tether attaches to a sturdy metal pipe off to the left of the ‘ladder’, and can be clamped tightly to stop one from falling.
-          Most of the planets’ surfaces is completely barren, mostly stone valleys, plains, and mountains. But there are large oases (oasis plural), dotted where the sunlight touches least. And there, hardy plants grow. The plants are largely inedible to Ascall, but not to the Betrite that frequent the oases and migrate to find more.
-          Underground fresh water rivers, springs, and aquifers are primarily how the Ascall get hydrated. Their largest cities were built near the aquifers, and the towns are closer to rivers and springs.
-          The oases evaporate when the sun is in direct contact with them, causing local wild fauna to migrate daily to more shady areas of the planet to find better water sources. The bodies of water refill rapidly when the sun is not in direct contact with them. It storms at night, the evaporated water refilling the empty pools.
-          On occasion, the storms can get to be so bad, that thick metal storm doors will close over the entrances to the cities and towns.
-          There are few entrances to the underground. Possibly four at most. Vast tunnels with an occasional shop in the walls connect all of the populations.
[Society]
-          Generally, they are a rather friendly people. They are very fond of Found Family and will often adopt others into their family. If you ever go to visit the Ascall homeworlds, you can find people of most species, either visiting, or having been raised there.
-          Because of this eagerness to include others, there is a stark lack of clan names, or group identifying names. Usually, when talking about a specific clan, the entirety will be referred to as [Insert Name]’s Clan. Generally, the clans are old enough, and their leaders are recognized enough that they can easily avoid tacking a name onto a clan.
-          While there are no IDs for the clans, there are prominent 3 leaders. Chosen by the clans themselves to represent them when decisions must be made for either an individual clan’s problems, or for the species as a whole. One leader is selected for their knowledge of the clan’s current agricultural/cultural representation, another is selected for the medical representation, and the third is selected for the Protection representation.
 -          Ascall have no straight military. Rather each child born into a family is taught the basics of weaponry, protection, and guerilla tactics at age 17. If they so choose, when the need arises, they can volunteer to help protect their people (IE; The Reaper Invasion).
  -          Many Ascall do volunteer when necessary. But it is often a last resort. If they cannot see any way to reason with or calm their aggressor, they will take up arms.
 -          *Most Ascall that leave their homeworld to visit or live on the Citadel will often take a Vow of Silence.  Their ability to copy a vast majority of voices leaves a lot of people unsettled, so in attempt to quell any suspicions, or accusations, the Vow of Silence is offered to those going to the Citadel, by an Ascall Ambassador. It can be refused, or accepted, but it is solely up to the recipient. 
-          The Vow of Silence is only in effect while on the Citadel, and the Ascall that accept it can speak when not on Citadel bound transport, or on the Citadel itself. The Vow in and of itself is just a strip of fabric often tied around the right wrist of their secondary arms. 
-          **While on their homeworlds, those that chose to walk on 4/6 of their limbs will have tough gloves for their secondary hands. It’s considered an offense to greet others while wearing the gloves, or to eat with them on, as it’s seen as eating/greeting with all of the dirt and filth left behind on the ground from people walking about. 
-          Ascall have adapted a lot of names from other species, you will commonly find Ascall with human, Turian, Quarian, Krogan, Salarian, Asari, etc. names.
[Flora and Fauna]
Betrite: Large thick plated herbivores, similar in weight and height to human draft horses. They travel in herds, and wild Betrite are largely aggressive, but easily fooled by mimicry. They will always investigate the sounds of other injured Betrite. They have heads similarly shaped to Varren, two small eyes, large nostrils, round disk shaped ears, and six thick legs with padded paws. Although they can’t curl up like Armadillos do, their plating patterns are quite similar to them.
Domesticated Betrite are far less aggressive, but also far less inclined to do anything other than what they want to do. They’re very stubborn creatures.
[Biology]
-          First and foremost, the Ascall are an extremely flexible species. Soft flesh, and collapsible spines allow them to squeeze into places that would be hard to reach for most others, even despite their tall stature. Before they had the abilities to create cities and towns within the caverns they inhabited, when they were still primarily a hunter-gatherer society, they would force their way into whatever dark crevice they could, if they couldn’t make it back to their caves before sunrise.
-          Also, an evolutionary trait that stuck with them through the generations, is a secondary larynx. When both larynxes are in use, they can mimic most if not all sounds, and most voices.* Some millennia before they had begun to farm the larger prey animals that could walk their planets’ surfaces, they would mimic cries of injured members of the Betrite. This in turn would lure prey to the cave/cavern openings to be ambushed. This saved them from having to go out into the damaging sunlight when their food stores began to run low.
-          Due to a diet of mostly glowing fungi that grows in the caverns they live in, and what meat they can get, combined with often living in darkness, Ascall have developed Bioluminescent patterns. Each pattern is unique to that Ascall specifically. Although relatives may have similar markings and colors, no two will never ever be the same, like a human fingerprint. The glowing mouths are a side effect sort of evolution. Their mouths will always glow, regardless of whether in light. But their markings will only glow in low light or in complete darkness.
-          Ascalls are often dark or muted colors, but fade to gray as they grow older. Councilwoman Haenna used to be a rich dark purple but has grayed out as she reached her fifties.
-          The purpose of the secondary arms is a question that has largely gone unanswered, due to a lack of data and evidence. But on their homeworlds, most Ascall will either pick between walking bipedal, or using their secondary hands and their legs, while their first hands will remain free to grab things.**
-          All reproductive organs, regardless of sex, are hidden in their bodies until time for their use.
-          Ascall have rather durable internal organs, lengthened to enable their flexibility, but not resistant to being punctured.
-          Ascall have litters of 2-4 young.
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