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Here you'll find tropes for the various Factions present throughout the galaxy of Mass Effect: Altered Humanity.

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Triumvirate

    General 
  • The Alliance: The Triumvirate was formed by the Terran Dominion, Colonial Alliance, and Turian Hierarchy upon the conclusion of the Foundation War.
  • All Your Powers Combined: After merging into one faction, each member of the Triumvirate gained access to all the tech of the other members, which in turn allows them to mix and match their technologies.
  • Attack Drone: Ever since the Terran Dominion's discovery of them, drones and mechs have been used by the Triumvirate. The Terran Dominion first had drones, such as the "Buzzer" Terrestrial Attack Drone, bomber drones, and the "Surgeon" Repair Drone. The Turian Hierarchy and the Colonial Alliance both got access to drone tech from trade deals with the Terran Dominion. The Turian Hierarchy takes it a bit further by taking up the Attack Craft endgame tech which allows them to deploy complete autonomous Space Fighters and frigates.
  • Awakening the Sleeping Giant: Discussed. The Triumvirate is a highly militarized - and in the case of the Terran Dominion, paranoid - set of factions and when the rest of the galaxy met them it immediately set the other factions on edge and there have always been worries about if and when the Triumvirate mobilizes for war.
  • Badass Army: As to be expected from the most militarized Factions in the game. The Turian Hierarchy is noted as having the best Military stats of any non-Rachni faction and the Terran Dominion has the number three spot.
  • Bash Brothers: Being a military alliance they often fight by each other's side.
  • Combat, Diplomacy, Stealth: They are the Combat to the Stellar Alliance's Diplomacy and the Technocratic League's Stealth.
  • Combat Pragmatist: They typically choose to orbitally bombard their targets before sending in ground forces to mop up the rest. In the late game it is mentioned that the Terran Dominion sends in waves of Mecha-Mooks before sending in their soldiers.
  • Destructive Savior: Deconstructed. During the Foundation War when the Dominion and Turians were battling Krogan on the Batarian worlds the Krogan took over, the Humans and Turians tried to liberate the Batarians from their occupiers but found that it was too costly to engage Krogan forces on the ground on and resorted to Orbital Bombardments. The Dominion and Turians did try to rescue Batarians that survived the bombardments, but by that point whatever Batarians were left only saw their "liberators" as being as bad as their Krogan occupiers and wanted little to do with them after the war.
  • The Federation: The Triumvirate becomes this after taking the Archive and taking the Galactic Merger endgame tech.
  • Fictional Sport: The Terran Dominion, Turian Hierarchy, and Colonial Alliance become this after the Foundation War, forming the Triumvirate. The Terran Dominion would also drop their Traders aspect for the write-in aspect "Blood Brothers", which basically entails this trope.The Triumvirate have a combat simulation sport (Sim Com for short). It was created by the Colonial Alliance by basing it on the combat simulation that are taught as basic education in the Terran Dominion. It is quite popular within the Triumvirate, with professional teams from both the Alliance and the Hierarchy. The Dominion doesn't have any professional teams, and human players in these sports leagues are doing it more as a hobby than anything. And the Yahg fell in love with it the moment they heard about it, and compete heavily in every league they are allowed to participate in. In other non-Triumvirate factions it is moderately popular, mostly thanks to Colonial Alliance marketing.
  • Fighter, Mage, Thief: The Fighter to the Stellar Alliance's Mage and the Technocratic League's Thief.
  • Fire-Forged Friends: The Terran Dominion, Turian Hierarchy, and Colonial Alliance become this after the Foundation War, forming the Triumvirate. The Terran Dominion would also drop their Traders aspect for the write-in aspect "Blood Brothers", which basically entails this trope.
  • Irony: Near the beginning of the quest, the Terran Dominion interrupts the Turian Unification War and prevents the Turian Hierarchy from conquering the Colonial Alliance. Millennia later, the Turian Hierarchy and the Colonial Alliance would eventually unify with each other peacefully when the Triumvirate became The Federation.
  • Mecha-Mooks: Each of the Triumvirate uses mechs as the quest goes on. Late into the quest the Terran Dominion deploys the "Ogre" Combat Mech and the "Archer" Artillery Mech, the Colonial Alliance likes having their mechs eventually be piloted by Spirits, and the Turian Hierarchy took up the Ground Combat endgame tech which allows them to deploy mechs and drones of all shapes and sizes
  • Rivals Team Up: Rival factions, the Turian Hierarchy and the Colonial Alliance, team up to fight the Krogan Clans during the Foundation War.
  • Snark-to-Snark Combat: The meetings between the ambassadors of the Terran Dominion, Turian Hierarchy, and Colonial Alliance often has a lot of snark being thrown around, especially between Hierarchy and the Alliance.
  • Space Cold War: After making first contact with the Dominion, the Turian Hierarchy and Colonial Alliance fell into this. The conflict had officially ended after the Foundation War, as both factions had become allies along side the Terran Dominion after nearly two centuries of fighting against the Krogan.
  • Soldier vs. Warrior: The Terran Dominion and the Turians are the Soldier to the Krogans' Warrior. Soldiers win.
    Terran Dominion 
The Player Faction and the titular alter humanity. In the late 21st century, Earth underwent an ecological collapse that ultimately caused the nations of Earth to engage in a brief but violent nuclear exchange that nearly destroyed humanity. In the aftermath the survivors formed five global powers that fought in a brutal conflict over Earth's remaining resources known as The Warring States Period. Eventually one nation managed to find a stockpile of functioning nuclear weapons, which brought all the other nations to the negotiation table where they agreed to form one nation: the Terran Dominion.
  • Adaptational Early Appearance: By player choice, the humanity achieved spaceflight at arou d the same time as the Asari, Turians, and Salarians; roughly around 500 BCE in the original canon. Roughly 2650 years sooner than the Systems Alliance.
  • Ambadassador: Isoroku Fletcher. He was an admiral in the Dominion navy who made first contact with the then warring Turian Hierarchy and Colonial Alliance after his fleet emerged from a blind relay jump directly between the two embattled forces, which he successfully extracted his fleet from without firing a shot. He was later appointed as both Director of Foreign Affairs and the Dominion's official ambassador to the Turian Hierarchy and Colonial Alliance.
  • Awesome Personnel Carrier: The Dominion's "Goblin" Infantry Fighting Vehicle, a Mighty Glacier in the same vein as the Mako from canon, and like the Mako and Hammerhead its name is derived from a shark (a Goblin shark in this case). Later on they would start using the "Kobold" Infantry Fighting Vehicle.
  • Beam Spam: The Dominion's "Disco-Ball" frigate dumps all its other weapons to mount a truly obscene amount of lasers.
  • Boring, but Practical: Humanity's technology has this reputation due to their Blunt and Frugal aspects. It isn't the most flashy or cutting edge stuff available, but it is cheap, durable, and performs its intended function well.
  • Constantly Curious: They possess the "Curious" trait.
  • Crazy-Prepared: Humanity due to having the "Paranoid" aspect.
  • Crazy Survivalist: Due to their "Paranoid" aspect the Terran Dominion is this. To the Dominion, the next calamity is simply a matter of time. Be it environmental, economic, military or what have you - to them it's not a matter of if the sky is going to come crashing down but when. So they prepare, they make durable basic goods, stockpile resources and infrastructure, and have one of the largest military industrial complexes in the galaxies. This of course has put the rest of the galaxy on edge, especially the also paranoid Salarians.
  • Death World: Earth has become this prior to the game's start after it suffered total ecosystem collapse and nuclear war.
  • The Dreaded Dreadnought: Standard series dreadnoughts apply, but the Terran Dominion goes on in the late game to create super dreadnoughts: dreadnoughts that are larger and more powerful than the standard dreadnought.
  • Drop Ship: The Dominion's "Barracuda", which is a Fragile Speedster.
  • Earth That Used to Be Better: Due to total ecosystem collapse and nuclear war Earth has essentially been turned into a Death World. Once Humanity developed spaceflgiht capable of leaving their world they expanded rapidly just to get away from Earth. Earth was eventually no longer considered the homeworld of the Terran Dominion, which had declared Eden Prime Humanity's new homeworld. In the "Youth United" threadmark, it is revealed that Earth is most better and has largely recolonized, but by then it is considered just another world in the Terran Dominion's possession.
  • Elite Army: For a bit, by player choice, the Terran Dominion's military was this with every soldier having gone through Training from Hell to be a One-Man Army. The Terran Dominion eventually ditched this practice to go for a more generalist approach after the Foundation War.
  • Humans Are Superior: Defied. While the Terran Dominion is the top industrial superpower in the galaxy, it is not the best in combat, diplomacy, or economics compared to other factions. In fact, it is made a point by Word of God that it was players belief that the Terran Dominion was this that has lead to things not going their way, with a notable example being the first battle between the Terran Dominion and the Krogan Clans.
  • Humans Are Survivors: Nearly driving itself extinct with the Fall has given Humanity a near-universal survivalist mindset (see Crazy Survivalist above).
  • Humans Are Warriors: The Terran Dominion is a military republic and has one of the highest Military stats of any faction.
  • Humans Need Aliens: Played With. Some time after the creation of the Triumvirate, the Terran Dominion society relies on its allies (The Colonial Alliance and the Turian Hierarchy) to maintain its economy and security; respectively. However, both also rely on the Terran Dominion for production and each other for economic maintenance and security.
  • I Did What I Had to Do: The Terran Dominion's general feelings on their xenocide of the Krogan and near xenocide Batarians during the Foundation War.
  • Interservice Rivalry: The end of Turn 9 shows that there seems to be one between the Terran Dominion's ground forces and their navy.
  • I'm a Humanitarian: The Dominion has industrialized cannibalism with their Recycle Vats, or "Cyclers", à la Soylent Green.
  • Jerk with a Heart of Gold: The Dominion isn't exactly the nicest faction around, being gruff, blunt speaking, not exactly the most diplomatic, and exceptionally paranoid, but they are still rather big "humanitarian" supporters. The Dominion exports numerous life saving equipment to the rest of the galaxy since it is cheap and built to last. The Dominion also voted in favor for all of the Stellar Alliance's proposals in the United Galactic Directorate votes, including enshrining Sapient Rights and a ban on destructive weapons, while putting forth its own proposal for a Galactic Relief Force. The Dominion also at least expressed some regret for exterminating the Krogan and nearly doing the same to the Batarians, unlike the Turians, even if they felt like it was the only option at the time.
  • Macross Missile Massacre: Two of the Dominion's ship types rely on huge torpedo salvos as their primary weapon instead of the usual spinal gun.
  • Made in Country X: A lot of goods and materials are imported wholesale from the Terran Dominion due to how cheap and durable they are.
  • Made of Indestructium: Items made in the Dominion for public consumption are like this due to the Dominion's Frugal and Blunt aspects. To the point where they have a better chance of outlasting their owners than of actually suffering mechanical failure.
  • Mobile Factory: The Dominion makes heavy use of these. The Dominion's "MAMA" is like this, being a unit attached to every battalion which provides on-site manufacturing for re-equipment and resupply from available raw materials. Also, due to player chosen endgame tech, the Terran Dominion is capable of creating Stellar Forges; Mile-Long Ships that are intended primarily as mobile production plants and construction yards.
  • Powered Armor: The Dominion's "Gorilla" Heavy Exosuit, which allows infantry to use heavy weapons that would normally be restricted to vehicle mounts while still allowing Dominion soldiers mobility, and much later on their "Brute" Heavy Combat Exosuit.
  • Properly Paranoid: The Terran Dominion has for centuries been warning the rest of the galactic community to prepare in case of an Alien Invasion from Technologically Advanced Foe, such as the Rachni. By endgame they learned that Sufficiently Advanced Aliens have been systematically wiping out sapient life periodically, making the Terran Dominion this.
  • Proud Industrious Race: The Terran Dominion is the top industrial power in the galaxy, producing and stockpiling more durable basic goods than they could ever hope to need or use, as well as having a massive military industrial complex. For endgame techs, the Terran Dominion took up Mining and Industry which give them access to Auto Miners and Mega Fabricators, which when combined with the Ships endgame tech, allows for them to create the Stellar Forges.
  • Proud Merchant Race: The Terran Dominion started with the "Traders" aspect and had it for a good long while but eventually dropped it in favor of the "Blood Brothers" aspect.
  • Putting on the Reich: The Terran Dominion's player chosen default infantry combat uniforms is that of the Helghast. Though the Dominion only fits this trope visually in that regard only and unlike other examples of this tropes, and even the Helghast themselves, they are not xenophobic and are generally portrayed in a positive light.
  • One World Order: The Terran Dominion is the single human-led government in the galaxy and every human world is under its control. Of course, worlds do have the option of leaving, but they never really do. At least until the endgame when the Triumvirate unified, which was not fully supported by every human world and some opted to leave.
  • Reed Richards Is Useless: The galactic community feels this way toward the Terran Dominion and its Stellar Forges. From their perspective, the Terran Dominion has a magic wand that can give them anything they want, but they only use it to make fleets of warships that will never see combat, just like every other ship they've made for the last thousand years.
  • The Republic: A military republic to be precise.
  • Retired Badass: Almost all politicians in the Dominion are this as being a former member of the military is a requirement to pursue a career in politics.
  • Used Future: The Dominion's standard aesthetic, due to their "Frugal" cultural aspect.
  • Settling the Frontier: They have the "Manifest Destiny" aspect, so the Dominion is constantly expanding and settling new worlds. Combined with their "Adaptive" aspect, they'll colonize worlds that have hostile environments and live comfortably. This is of coursed Justified as humanity was traumatized by being trapped on a poisoned Earth and are determined not to be put into that situation again.
  • Space Navy: While every faction has these, the Dominion is notable for having a truly massive one. Fleets with thousand upon thousands of ships, many of them massive in size. They even explore the galaxy with exploration fleets consisting of hundreds of militarily armed vessels.
  • Standard Human Spaceship: The Dominion's ships all tend to look like flying bricks thanks to their "Blunt" cultural aspect.
  • Tank Goodness: The Terran Dominion's "Titan" Heavy Battle Tank and later their "Slab" Heavy Battle Tank.
    Turian Hierarchy 
One of two Turian factions who the Terran Dominion encounters. They are very much like their canon counterpart, only because the Terran Dominion interrupted the Unification War they never absorbed all their colonies back under the fold of the Hierarchy's banner, resulting in a cold war that lasted up until the Foundation War.
  • Aliens Are Bastards: They have the "Ruthless" aspect.
  • But for Me, It Was Tuesday: Because of the aforementioned "Ruthless" aspect, they don't regret driving the Krogan to extinction or nearly doing the same to the Batarians.
  • The Champion: They pick up the "Champion" aspect some time following the Foundation War and serve as this to the rest of the Triumvirate.
  • His Name Really Is "Barkeep": When the Triumvirate unified, the Turian Hierarchy gained access to the technology to create Spirits from the Colonial Alliance and created their first one (this universe's equivalent to Legion) who names himself Legionary when he chooses to join the Hierarchy's military.
  • Jet Pack: Since they picked up the Ground Combat endgame tech they can deploy these for their troops.
  • Mini-Mecha: The Turian Hierarchy can deploy these due to specializing in exotic ground equipment. The ones they field are called the Aquila Infantry Support Vehicle.
  • Patriotic Fervor: They possess the "Dutiful" aspect, which translates to the Turians being proud to be a part of the Hierarchy.
  • Proud Warrior Race Guy: It is the Turians, after all.
  • Repressive, but Efficient: Much like their canon selves they are an authoritarian and meritocracy-driven society, but are easily the most stable internally of the Triumvirate factions because of their strict adherence to doctrine and societal norms.
  • Space Police: The Turian Hierarchy acts as this for the other members of the Triumvirate since the Terran Dominion and Colonial Alliance tend to have problems because of their low Dominion stats. They were even the ones to proposed creating Peacekeeping Fleets in the Galactic Directorate.
  • Wave-Motion Gun: They took up the Ballistic endgame tech, specifically the Conventional branch which has Gravity Cannons.
    Colonial Alliance 
One of two Turian factions who the Terran Dominion encounters. A confederacy of Turian colonies that highly value the idea of independence, with each colony its own unique cultural identity and set of traditions that they are fiercely protective of. The Turian Hierarchy intended to subjugate and absorb the Colonial Alliance back into itself, but the timely arrival of the Terran Dominion caused the war to halt and the two factions entered a cold war that lasted until the Foundation War.
  • A.I. Is a Crapshoot: They took up the Free AI endgame tech which has a 50/50 chance of going horribly wrong and the AI to revolt against them. Fortunately, it did not.
  • Aliens Are Bastards: They initially started with the "Ruthless" aspect, much like their Hierarchy counterparts, but they would later drop it after the Foundation War.
  • Alien Arts Are Appreciated: Since they have the "Xenophilic" aspect they have a great interest in various alien culture with many pre-Fall human relics being within their territory. Of course, they are generally more interested in alien money than art.
  • Benevolent A.I.: The Spirits created by the Colonial Alliance are friendly and integrate into Alliance society.
  • But for Me, It Was Tuesday: Because of the aforementioned "Ruthless" aspect, they don't regret driving the Krogan to extinction or nearly doing the same to the Batarians.
  • Elites Are More Glamorous: In the Colonial Alliance, Biotics are trained as elite soldiers and are considered heroes and celebrities.
  • The Face: The Colonial Alliance becomes this to the rest of the Triumvirate since they are more suited for diplomacy than the Turian Hierarchy and the Terran Dominion.
  • The Federation: The Colonial Alliance is a union of dozens of self-governing Turian colonies that split when Palaven first unified into the Turian Hierarchy. Unlike most Federations, they have a very bad habit of falling into We ARE Struggling Together due to their 'colony first, nation second' attitudes.
  • Honest John's Dealership: According to Word of God, a stereotype of the Colonial Alliance among other alien factions is that of a sleazy car salesman: they've got what you need, anything at all, for a very reasonable fee... It doesn't help that a significant number of their exports are stuff they bought wholesale from the Dominion (Humans are great producers, but terrible at marketing), so Alliance merchants often get accused of trying to unload low quality crap by their Quarian and Volus rivals.
  • Libertarians IN SPACE!: They can certainly come across as this with their cultural emphasis on individuality, civil liberties, and laissez-faire capitalism. Of course, that doesn't mean they get along as their conflicting ideologies and culture norms makes them butt heads.
  • Private Military Contractors: The Colonial Alliance is practically crawling with mercenary companies, and the Alliance itself will hire mercs to deploy in official combat operation alongside their standard troops.
  • Proud Merchant Race: They have the "Traders" aspect and have a really well-developed economy as a result. They have the best economy of any faction (even better than the Volus!), but the Triumvirate's economy is not the strongest of the three blocks due to the Alliance's allies bringing down the averages. They also picked up the Economics endgame tech which makes managing their bureaucracy much more easier.
  • Settling the Frontier: They have the "Manifest Destiny" aspect. Since the Alliance values individuality very highly, it is a custom within their culture that if enough people disagree with how their colony is handling things, they'll be given a colony vassal and sent to establish their own colony. Of course, being an economically driven nation they also expand outward to get as many resources as they could get before their rivals do.
  • Sneaky Spy Species: They have "Slippery" aspect, so naturally they fall under this trope. Combined with their "Traders" aspect, this means they come across as really shady salesmen.
  • The Team Benefactor: The Colonial Alliance was this to the Terran Dominion and the Turian Hierarchy for most of the Foundation War, funding both the Dominion’s war production and the Hierarchy’s massive reconstruction effort. They still act as this for the Triumvirate as they maintaining their debts and finances.
  • Took a Level in Kindness: In a sense given they dropped their "Ruthless" aspect and picked up the "Xenophilic" aspect.
  • The Xenophile: They have the "Xenophilic" aspects after all. When the Triumvirate met the rest of the galactic community, the ambassador for the Colonial Alliance was the only one of the Triumvirate ambassadors to bother showing up to the greeting ceremonies the Asari arranged for them.
  • We ARE Struggling Together: The Colonial Alliance has a pretty low Dominion stat, as such they are prone to in-fighting. They were on the brink of civil war when the Turian Hierarchy sucker punched them.
    Yahg Imperium 
A late game arriving faction, the Yahg managed unify under one banner and achieve spaceflight before anyone managed to make First Contact. Eventually they made First Contact with the Terran Dominion when one of the Dominion's exploration fleets entered their territory. Faced with a clearly superior force, the Yahg offered to become a Voluntary Vassal to the Dominion and became a sub-member of the Triumvirate.
  • Adaptational Badass: While not push-overs in canon, the Yahg never became a spacefaring race and were confined to their homeworld after a disastrous first contact with Citadel races. Here, they not only manage to achieve spaceflight but have a military presence on the galactic stage.
  • Affably Evil: When the Yahg ambassador meets the Drell, they tell them he is happy to see the Drell settling into the galactic community and hopes that they thrive so one day the Yahg can rule over them. The Drell are reassured that this is how they greet everyone.
  • Aliens Are Bastards: They have the "Ruthless" aspect. To them right and wrong are social constructs, the only thing that matters is power and will cross any line to gain dominance.
  • Arrogant Kung-Fu Guy: They are one of two factions to have the "Proud" aspect, which makes them this. Yahg are incapable of seeing any other race as superior to them, believing they are to be subjugated or be destroyed.
  • Card-Carrying Villain: They are very proud to admit they think they are better than literally everyone and any given Yahg will state that the Yahg will conquer the galaxy. It is only by the grace of the fact they are sworn to serve the Triumvirate that they don't go around picking fights with everyone else.
  • Chronic Backstabbing Disorder: In Yahg society the Yahg constantly plot to place themselves in the 'dominant' position of any social hierarchy. This constant pressure has caused almost every member of their species to adopt an almost Machiavellian mindset simply to survive, but has done little to engender trust with... well, anyone.
  • The Empire: It's in the name.
    • Rising Empire: They appear in the late game when they just started expanding into space, so the Yahg Imperium is still small compared to other factions.
  • Galactic Conqueror: What they aspire to be. To the Yahg, the galaxy is rightfully theirs to rule and almost anytime a Yahg appears or is mentioned you can expect them to express how they want the Yahg to take over.
  • Grotesque Gallery: They have the "Ugly" aspect, so needless to say they are not winning any beauty contests.
  • Know When to Fold 'Em: The Yahg Imperium upon meeting the Terran Dominion decided it was better to submit to them rather than trying to take on a faction that clearly outmatches them.
  • Late-Arrival Spoiler: Since they show up late in the story, it is nearly impossible to bring up anything about them without spoilers.
  • Living Lie Detector: The Yahg as per canon. They even have a unique aspect, "Perceptive", to reflect this. Perceptive acts as a counter to stealth actions.
  • Living Weapon: They have the "Living Weapon" aspect which reflects just how deadly they are on the field.
  • Obviously Evil: If their character tropes here didn't give it away. Even the Raloi call them demons in their oral recitation.
  • Psycho Sidekick: The Yahg Imperium to the rest of the Triumvirate. They have sworn to serve the Terran Dominion and its allies, but have made it clear they'll turn on them when they feel they aren't worthy of their service and openly admit to aspire to being Galactic Conquerors, to the point them telling another race they'll conquer them is considered a standard greeting.
  • Settling the Frontier: Like the Terran Dominion and the Colonial Alliance, they too have the "Manifest Destiny" aspect. Since they feel the galaxy is theirs to own, they aggressively cease as much territory as they can get. The Triumvirate is suppressing any attempts at military expansion the Yahg might try, but it doesn't stop them from trying to establish as many new colonies as possible while trying to secure any and all resources.
  • Small Name, Big Ego: The Yahg are pretty full of themselves due to their Proud aspect despite being one of the newer factions in the galaxy. According to Word of God, their attitude was based the Humans Are Superior mindset that some players have expressed over the course of the quest.
    • It should be noted that the Yahg encountering the Triumvirate was the best case scenario for them to thrive as a spacefaring race. Word of God has mentioned that if they had encountered the Stellar Alliance or the Technocratic League it would have lead to the Yahg suffering a Curb-Stomp Battle and either locked behind fortified relays by the Stellar Alliance or forced into vassalage by the Technocratic League.
  • Sneaky Spy Species: Since they possess the "Slippery" aspects they qualify for this. They are constantly plotting to put themselves in a position of dominance leading to the above mentioned Chronic Backstabbing Disorder.
  • Space Orcs: A violent, expansionist race that have a pack mentality where one must constantly seek dominance over others either through social manuevering or, more commonly, violently beating and/or killing their rivals.
  • The Starscream: The Yahg Imperium to the rest of the Triumvirate. They swore to serve the Terran Dominion and its allies loyally, but made it clear to everyone that once they were longer worthy of such service they would take them over.
  • Token Evil Teammate: They are this to the rest of the Triumvirate.
  • Voluntary Vassal: The Yahg Imperium swears to serve the Triumvirate after it makes first contact with the Terran Dominion, realizing how drastically outmatched they are.

Stellar Alliance

    General 
  • The Alliance: One between the Asari, Volus, and Hanar.
  • All Your Powers Combined: Since they merged into one faction all the members of the Stellar Alliance gained access to each other's tech.
  • Combat, Diplomacy, Stealth: The Diplomacy to the Triumvirate's Combat and the Technocratic League's Stealth. They are easily the most diplomatic of the three alliances, with the Asari being the front and center of diplomatic efforts.
  • The Federation: As the Asari took up the Galactic Merger endgame tech, sometime after the Raloi join the Alliance, the Stellar Alliance joined together as a singular faction.
  • Fighter, Mage, Thief: The Mage to the Triumvirate's Fighter and the Technocratic League's Thief. After all, the Asari are themselves a Mage Species and are The Face and military might of the Alliance.
    Asari Republics 
The first faction of the Stellar Alliance encountered by the Terran Dominion after an Asari exploration ship entered Dominion space post-Foundation War. The Asari are responsible for getting the Triumvirate in contact with the rest of the galactic community, organizing the Galactic Forum and later the United Galactic Directorate.
  • Alien Arts Are Appreciated: Naturally as they have the "Xenophilic" aspect.
  • The Chessmaster: Because of their long lifespans and their high Xenorelations stat, the Asari's go to method of getting what they want is through long term social manipulation. It has been stated that if the vote to established the United Galactic Directorate fell through they would have diplomatically manipulated the Terran Dominion and the Salarian Union over the course of decades until eventually the Triumvirate and Technocratic League agree to form the central galactic authority anyway.
    Yahg Ambassador Thr'rikalt: "Peace and time are their weapons, and they wield them well."
  • Crystal Spires and Togas: Their general aesthetic due to having the "Cultured" aspect. Of course, this puts them at odds culturally with the Terran Dominion, much to the dismay of the Asari put in charge of the event to introduce the Triumvirate to the rest of the galactic community.
  • The Dreaded Dreadnought: Aside from series standard dreadnoughts, they picked up the Ships endgame technology which allows them to also build super-dreadnoughts like the Terran Dominion.
  • Elite Army: Like their canon counterpart, the Asari field a small, but elite army trained that use asymmetric warfare tactics.
  • The Face: They are this to the rest of the Stellar Alliance as they often take front and center when it comes to diplomacy and for a long time were the military might of the Alliance.
  • Green-Skinned Space Babe: It's the Asari, so naturally they have the "Attractive" aspect.
  • Mage Species: As with canon every Asari has the ability to use biotics, which is reflected with their unique "Universal Biotics" aspect.
  • The Republic: Naturally given it is in the name.
  • Supporting Protagonist: Following the quest going into narrative mode, a number of threadmarks are told from the perspective of the Asari. Thus the Asari could easily be considered this to the Terran Dominion, especially when it is the Asari who go out and managed to recruit the Rachni to help with the tribulations.
  • The Xenophile: They have the "Xenophilic" aspect and they are one of the most outwardly friendly factions as a result.
    Vol Conglomerates 
The Volus faction and a member of the Stellar Alliance.
  • Amusing Alien: One of their aspects is "Comical", which more or less means that they dont get taken seriously. When the ambassador for the Terran Dominion meets the Volus ambassador, the Asari liaison for the Triumvirate is honestly thankful the human ambassador is The Stoic.
  • Attack Drone: They took up the Attack Craft endgame tech which allows them to deploy these, including autonomous frigates.
  • Hufflepuff House: They don't have a lot of plot relevance compared to the Asari.
  • Non-Action Guy: They initially started with the "Pacifistic" aspect, but would later drop it.
  • One Nation Under Copyright: Their government is a Corporatocracy-type government.
  • Proud Merchant Race: It is the Volus after all, so naturally they have the "Traders" aspect and a Corpocratocracy government. They even take up the Economics endgame tech.
  • The Rival: To the Colonial Alliance and the Republic of Rannoch, who are their business rivals.
  • Took a Level in Badass: They use to have the "Pacifistic" aspect but dropped it so they could aid the Asari in the military arm of the Alliance.
     Illuminated Primacy 
The Hanar faction and a member of the Stellar Alliance.
  • Amusing Alien: Like the Volus they have the "Comical" aspect.
  • Hufflepuff House: They don't do a whole lot in the story.
  • Non-Action Guy: They have the "Pacifistic" aspect.
  • Starfish Aliens: They are jellyfish aliens and they have the "Weird" aspect.
  • Starfish Language: As with canon they speak with bioluminescence, which is represented by them possessing the "Restrictive Communication" aspect.
  • The Team Benefactor: The Hanar can't do much on account of their biology, so they support their allies in other ways.
  • The Theocracy: Their government is a Theocracy.

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