Krogans (Mass Effect Supplement)

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The harsh krogan homeworld conditioned the krogan psychology for toughness just as it did the body. Krogan have always had a tendency to be selfish, unsympathetic, and blunt. Sometimes, when krogan disagree, one of them will head-butt the other to show dominance. They respect strength and self-reliance and are neither surprised nor offended by treachery. Their worst insult is to call someone "not worth killing". The weak and selfless do not live long. In their culture, "looking out for number one" is simply a matter of course. Krogan have powerful territorial instincts which serve them well in combat, but can create problems; when traveling on starships, for example, krogan find sharing quarters nearly impossible. Most krogan trust and serve no one but themselves. This solitary attitude stems in part from a deep sense of fatalism and futility, a profound social effect of the genophage that caused krogan numbers to dwindle to a relative handful. Not only are they angry that the entire galaxy seems out to get them, the krogan are also generally pessimistic about their race's chances of survival. The surviving krogan see no point to building for the future; there will be no future. The krogan live with a generally violent and short-sighted attitude of personal gain. Female krogan rarely leave their home worlds, focusing on breeding in an attempt to keep krogan numbers from declining too quickly. The few remaining fertile females who can carry young to term are treated as prizes of war, to be seized, bartered or fought over. Recently, it has been noted that the females of the krogan species live in clans separate from that of the males. Envoys are sent out from the female clans to determine who amongst the males is worthy to visit the female clans. Due to the effects of the genophage and the lack of fertile females, this happens often and many male krogan sire children from one female. Krogan females also appear much more level-headed than males; 'the brains to their brawn,' so to speak.

Physical Description[edit]

Due to the brutality of their surroundings, natural selection has played a significant role in the evolution of the krogan. Unlike most sentient species, krogan eyes are wide-set - on Earth, this is common among prey animals, and in this case it gives the krogan 240-degree vision, giving them greater visual acuity and awareness of approaching predators. Krogan eyes have narrow pupils. Their irises may be red, green, amber, or blue in color. Krogan typically stand over 7 feet. Heavy creatures, krogan have been known to weigh at least 150 kilos, upwards of nearly 200 kilos for above-average specimens. Some particularly large krogan weigh in at about 800 pounds (~362 kilos), estimated independently by themselves and by non-krogan observers. Biotic individuals are rare, though those who do possess the talent typically have strong abilities. 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, four hearts, four lungs, and four testicles. This reflects in their slang, where they often speak about a "quad" where a human would use the words "balls" or "pair". Krogan also have a secondary nervous system using a neuroconductive fluid, meaning they are almost impossible to paralyze. Krogan bleed a yellow or orange fluid when shot, which may be this fluid or actual blood.


Most races tend to dislike krogans for they are Massive and powerful and have started wars in the past.Including the fact that each krogan clan used to hate one another at least until Wrex Came along.


Mostly True Neutral though a good portion of them can go evil in their search of a good fight,however they can be any alignment


They Hail form the planet of Tuchanka a Nuclear Wasteland in which the krogans had destroyed with only a few places with plants that are growing


Krogan are not shown to have strong religious beliefs. The closest they come is to establish ritualistic burial grounds called the Hollows, where the skulls of their ancestors are displayed to remind them of "where we all come from, and where we all go." The Hollows are as sacred as any krogan place can be, and violence there is forbidden. Ancient krogan deities include Vaul, a god who stood watch for the enemies of his pantheon. The planet Vaul is named for this god, and its moons are named for Vaul's myriad eyes and ears. Krogan are also shown to believe in some form of afterlife. Several krogan mention a place called "the Void" which krogan go to when they die. Additionally, the planet Kruban takes its name from a mythological paradise in which honorable krogan warriors feast on the internal organs of their enemies.

Krogan tradition is steeped in ritual. When a krogan is born, he suffers the Rite of Life. When he comes of age, he undergoes the Rite of Passage. If he wishes to be considered for breeding, he must take the Rite of Honor. When facing a new enemy, the Rite of Firsts is invoked. Positions of power also bear the responsibility of more rites, like being clan leader or shaman. The Rite of Passage and all other rites and traditions are preserved by the clan shaman. A shaman can be of either gender: they must undergo lengthy and torturous rites to assume the position, and is required to give up their name. Because of this level of commitment, the shaman is one of the most respected members of a clan. The krogan have at least two ways of formally dealing with their dead. Suicides are left for scavengers to feed upon. Another is via funeral pyre, where the shaman eulogizes the dead and symbolically consigns it to the Void. Known instances of the pyre include krogan who have died a particularly valorous death, e.g. by saving the future of the entire race.


Little is known about krogan language except for a few non-translatable terms. Some terms are specific to certain krogan clans, such as "Aralakh", which was taken from Clan Raik. Known krogan words are listed below.

  • Wrex and body language
  • Aralakh - "Eye of Wrath"
  • korbal - roughly, "victory or death"
  • krantt - a warrior's most trusted allies
  • ru'shan - "Child of my Blood"
  • ruzad - "judge"
  • Trobror - "cinder" or "ash heap"

Krogan names are composed of two parts, a clan name followed by a given name. At birth, krogan are identified by their given name only. A clan name is bestowed after krogan complete the rite of passage of the clan they wish to join. While krogan actions speak louder than words, linguistic quirks are not unknown to them. Known krogan idioms include "like a thresher maw pet", indicating something is unpredictable.


Example male names: Wrex, Wreav, Nirloc, Chidrax, Okeer, Nax

Example female names: Bakara, Morda, Kesh, Eve

Krogan are divided into numerous clans. Membership in a clan allows a krogan to own property, join the army and apply to serve under a battlemaster. Young krogan undergo a rite of passage that is overseen by a shaman respective to the clan the krogan wishes to join. In Clan Urdnot, this rite consists of battling various wild fauna on Tuchanka, ending with an encounter with a thresher maw. Merely surviving for five minutes is considered proof of worthiness, but killing the thresher maw increases the initiate's prestige and standing. Few outsiders have seen a rite of passage take place, even though there are no rules in krogan tradition that state that a non-krogan can't help with the undertaking of the rite by acting as the participant's krantt.

Known krogan clans:

  • Clan Bragus - Bragus Thul plays as a quarterback in North-American-Union-Rules football.
  • Clan Drau - Drau Sorze is a "ruzad", or "judge", in the Republic of Ghurst on Tuchanka.
  • Clan Forsan - this clan's leader declared being hit by pyjak dung is grounds for executing the trader responsible for introducing them to Tuchanka.
  • Clan Ganar - Ganar Wrang, an exiled krogan battlemaster, founded the Blood Pack mercenary group.
  • Clan Gatatog - led by Gatatog Uvenk on Tuchanka.
  • Clan Graken - Graken Dhal, a warlord, involved in the bombardment of Digeris during the Krogan Rebellions.
  • Clan Hailot - clan leader Hailot Wrund controlled Garvug prior to the corporatist invasion in 2185.
  • Clan Jorgal - a clan known to have one of the longest krogan breeding lines.
  • Clan Jurdon - an enemy of Clan Urdnot on Tuchanka.
  • Clan Khel - Khel Burrum is a krogan competing at Pinnacle Station.
  • Clan Nakmor
  • Clan Quash - Quash Hurgott is a Blood Pack commander.
  • Clan Raik - source of the word "Aralakh", meaning "Eye of Wrath", which became the common name used by the galaxy to refer to Tuchanka's star.
  • Clan Ravanor - the clan runs a mining operation on Tuchanka; Warlord Ravanor Tusk is a clan member.
  • Clan Talyth - a clan that attempted to rebuild a dreadnought on Tuchanka with the help of turian duarch Ellis Valterus.
  • Clan Thax - the clan of krogan businessman Thax Vorak.
  • Clan Urdnot
  • Clan Weyrloc

Racial Traits[edit]

  • Ability Score Increase "+5 Strength, +5 Constitution.", +3 Wisdom -2 Dexterity, -2 Charisma: Krogans are Strong and Hardy yet they arent very dexterious intelligence and arent the best at talking yet some are known to be quite wise
  • Skills Quarians are automatically proficient in Disabling Devices, Computer usage, and Repairing.
  • Large: Krogans have no height modifiers.
  • Krogans base land speed is 50ft.
  • Ability Score Increase "+5 Strength, +5 Constitution.", +3 Wisdom -2 Dexterity: Krogans are tough and hardy
  • Large: Krogans have no height modifiers.
  • Krogans' base land speed is 50ft.
  • Health regeneration: If you don't take damage for two rounds of combat, you start regaining 1d4 of health for each round of combat you don't take damage after these two rounds.
  • Redundant organs: Due to the Krogans' organ redundancy, Krogans get +2 on death saves.
  • Native Language: Krogan (all other languages are translated for them to understand via translators, and Krogan is translated for others as well.)

Vital Statistics[edit]

Table: Random Starting Ages
Adulthood Simple Moderate Complex
years + + +
Table: Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
years years years + years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male ' " + lb. × () lb.
Female ' " + lb. × () lb.

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