Krogan Clans | Mass Effect

Krogan Clans | Mass Effect

From the moment a primitive species adopts
a jagged piece of rock or bone, not as a tool, but as a weapon, a type of countdown begins. To go from the forging of spears to the splitting
of atoms often takes many millennia, but a time will always arrive when the weapons harnessed
by a civilization become powerful enough to destroy their creators. It is a test on a society’s mechanisms of
self-control, mediation, and restraint and it is a test the Krogan failed. Even before their homeworld was bathed in
nuclear fire, Tuchanka was a place where life struggled to survive. Its intense temperature, alkaline seas, and
violently volcanic surface ensured the creatures that evolved there were as brutal and unforgiving
as the planet itself. The Krogan race emerged as the apex predators
on Tuchanka, though it was a position they had to continually fight to maintain. Physiologically, the Krogan bore many similarities
to the reptiles found on Earth. They possessed wide set eyes capable of 240-degree
vision, armoured plates across their bodies, and thick hides extremely resilient to environmental
hazards or native predators. Individuals typically stood well over 7 feet
tall and could weigh upwards of 150 kilos. Krogan biology also featured a high amount
of redundancy to further strengthen them against blunt force trauma. These included two hearts, four lungs, and
even separate nervous systems. The average Krogan could absorb physical punishment
far beyond the capacity of most other races and this intense hardiness meant they could
live for many centuries. The constant struggle for survival meant that
Krogan females evolved to produce upwards of 1000 eggs each year, with few Krogan surviving
to adulthood across most of their history. It was the characteristic shoulder hump of
the Krogan that defined their race, however. These stored extra water and nutrients, allowing
individuals to survive on sparse sources of nourishment much too meager for most other
forms of life. A larger hump symbolised a Krogan’s hunting
prowess and therefore their higher status within Krogan society. Much of that society was left in ruins, lost
to war and nuclear devastation. Ancient sources depicted a Krogan civilization
rich with cultural, architectural, and artistic achievements, one forever changed after industrialization. The population spike that accompanied their
technological advancement left Tuchanka unable to support their growing numbers, sparking
countless wars over dwindling resources. The discovery of atomic energy left their
homeworld an irradiated wasteland and for the next two thousand years, warring clans
sought control over the meagre resources that remained. Even with their prodigious birth rate, the
Krogan race struggled to survive. Respite finally arrived with the alien Salarians,
one of the Citadel Council member races upon which galactic civilization was based. After discovering Tuchanka, the Salarians
relocated the Krogan to more amenable planets, free of dangerous predators or radiation. They gifted the Krogan with advanced technology
far beyond what they had achieved before and on Tuchanka, constructed a great environmental
stabilizer, meant to one day restore its shattered biosphere. Salarian “benevolence” was not without
motive. In exchange for their cultural uplifting,
the Citadel Races hoped the Krogans would eventually serve as soldiers in their prolonged
and bloody war against the insectoid and hive-minded Rachni. Within two generations, the Krogans had amassed
the numbers to turn the tide of the conflict, travelling to the hostile surfaces of Rachni
worlds and destroying the nests of their Queens. With their victory in the Rachni wars, the
Krogan were celebrated as heroes across the whole of the galaxy. Even on the Citadel itself, in the heart of
the galactic community, statues were erected in their honor and the Council bestowed on
the Krogan further worlds to colonize. Peace was not agreeable to the Krogan race
however. Their aggressive and territorial nature quickly
clashed with the other species of the Citadel Council. Without the harsh conditions of Tuchanka to
keep their numbers in check, even the new planets granted to them could not provide
enough resources. The Krogan began to forcibly seize worlds
belonging to the other races of the Citadel, culminating with the Asari world of Lusia. War broke out soon after, dragging on for
three centuries with a Krogan victory seemingly inevitable. With neither the physical prowess or military
mindset needed to end the Krogan Rebellions, the Asari and Salarians turned to the recently
discovered Turian Hierarchy for aid. In an ironic repetition of history, the Citadel
Council came to rely on the Turians in the wars against the Krogan where once they had
relied on the Krogans in their wars against the Rachni. It was the genophage that finally ended the
Krogan Rebellions, a bio-weapon developed by the Salarians and deployed by the Turians. Following its spread across their race, only
one Krogan egg in a thousand could produce a viable offspring and confronted with extinction,
the Krogan Warlords surrendered. Forced to demilitarize and decommission most
of their military equipment, Krogan civilization could no longer sustain the endless wars and
conflicts upon which its people had depended for unity. The very concept of a Krogan government was
discredited. Where once a Warlord could command enough
power to subjugate and rule entire star systems, following the genophage, it was rare for a
Krogan leader to amass even a few thousand followers. The remaining Krogan colonies, and even Tuchanka
itself, were divided amongst many nation-states, vying for legitimacy while barely able to
exercise their sovereignty. Clans became a defacto form of government. Historically, Clan membership was largely
ceremonial, required to own property, or join the army of the greater Krogan state. After the fall, they became largely independent,
self-governed communities. Female Krogan, widely accepted as more concerned
with the fate of their species compared to their male counterparts, were often raised
to positions of authority. Faced still with the ravages of the genophage,
some formed all-female clans where fertile members were protected at all costs. Each Clan had their own independent military,
which operated under the command of a Battle Master. Formidable warriors unequalled across the
galaxy, each was responsible for the training, equipping, and deployment of all Krogan under
their command. Before the genophage, the military doctrine
of most Battle Masters was focussed on overwhelming the enemy with sheer numbers, combined with
decisive and aggressive tactics. With the Krogan available for military service
drastically reduced, Battle Masters were forced to adopt different tactics, prioritizing acts
of terrorism, piracy, and guerrilla warfare over any war of attrition. But for every Krogan that remained on Tuchanka
in the hopes of revitalizing their dying race, others drifted across the galaxy, in search
of fleeting fame and wealth. Driven by self-interest, many became muscle
for hire. Krogan were a typical sight within mercenary
companies, private armies, or even as bouncers for high-end night clubs. With no greater purpose, Krogan rarely planned
for the future, changing allegiances without hesitation whenever a more profitable offer
presented itself. This lack of loyalty was rampant among the
remaining Krogan, earning them a reputation as untrustworthy and treacherous. This rampant selfishness existed across Krogan
culture even before their fall. Most were unsympathetic and blunt, only respecting
strength and self-reliance. Nowhere in Krogan history would the weak or
selfless be expected to live long. Krogan were largely solitary and driven by
a deep sense of fatalism or futility, in part due to the violent nature of their homeworld,
but also due to the profound social effect the genophage had imparted on their remaining
society. Religion had not been a crucial part of Krogan
culture for some time, however the reverence they showed towards their ancestors was remarkable
for such a self-interested people. The skulls of mighty warriors who had fallen
were interred on Tuchanka in “The Hollows”, a burial site which served as a reminder to
all Krogan of where they had come from, and where they would one day go. Pieces of their ancient religion were still
present in their culture well after the genophage, with the colony of Vaul named for a Krogan
god who stood watch for the enemies of his pantheon. Many Krogan also expressed a belief in some
form of afterlife, known to them as “the Void”. While their formal religion had largely withered,
Krogans remained very ritualistic and traditionalist. Several times throughout a Krogan’s life,
they went through a ceremonial process known as a Rite, such as the Rite of Life when they
were born, the Rite of Passage when they became of age, or the Rite of Authority should they
have wished to become a clan leader or shaman. These Rites varied in the danger of their
task, but were generally quite intense and perilous. The Rite of Passage, necessary to be considered
for breeding, was often fatal, since it requires the participant to fight a variety of vicious
fauna, including the deadly Thresher Maw. Surviving for a mere five minutes in an arena
with a Thresher Maw made any Krogan worthy of joining the clan of their choice. Regardless of clan, colony, or profession,
to be a Krogan was to endure the knowledge that their race had failed the test of civilization. But long ago, a time had come when the galaxy
looked to the Krogan not as marauding conquerors, but as saviors and liberators, and some records
say that time might have come again. A time when the galaxy was once more threatened
with destruction, on a scale that dwarfed even the Rachni Wars. If such reports can be believed, then the
Krogan again fought united for the future of their race, for every race. They fought to save the homeworld of a people
who had once tried to destroy them and were rewarded with a cure, one that breathed new
life into their race. Or perhaps not. Perhaps the last Krogan was crushed beneath
the feet of an enemy as old and unforgiving as the universe itself. Countless, conflicting stories purport to
tell the final fate of the galaxy, but in all of them, every single one, the Krogan
had plenty of things to shoot. The Templin Institute investigates the factions,
nations, and organizations of alternate worlds. If you’ve enjoyed this video and would like
to join The Templin Institute, consider pledging to our Patreon Page. Along with increased security access, you’ll
be able to vote in polls to determine future topics, get custom wallpaper every week and
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100 thoughts on “Krogan Clans | Mass Effect

  1. Nature over nurture. I always thought that the Krogan decline was retarded. If they did not look for death for breakfast, lunch and dinner, the krogans would be a viable species. 1 viable egg in 1000 eggs means 1 extra krogan per female per year in a race that literally lives for thousands of years. Their numbers would simply grow slower compared to before.

  2. God I missed these lizard aliens! Glad I’m happy I started playing ME2 and ME3 again. The series ended on ME3 not that shit show Of andromeda

  3. Part of me wishes I could have had Grunt pull the Trigger on the Cain. It would probably cut down on all these flirty(?) messages and pictures I got from Krogan females.

  4. Basically the only reason they were going extinct under the genophage was due to their own stupidity. They weren't rendered sterile the birth rate was reduced to roughly the equivalent of humans, 1 baby per Krogan per year on average. Krogans also live for millennia so there's no excuse for why they couldn't sustain themselves, 1 baby per couple per year + 2000 years of life. Come on.

  5. Krogan are easily the most interesting species in Mass Effect in my opinion. It'd totally love to play a game based around rebuilding their homeworld, uniting the clans. After the events of 3. I could see a lot of potential in a culture that is so fractured on a planet so deadly.

  6. I always imagined years after the Reaper War, Wrex and Grunt would occasionally sat down chugging bottles of ryncol, reminiscing their time fighting alongside Shepard, while watching their descendents live and die throughout the centuries.

    Happy N7 Day, Commanders.

  7. If ME4 doesn't have a horrible krogan ruling class because soft hearted idiots cured the genophage then the writers didn't pay attention the the lore they created

  8. the Krogan weren't always like they are today, their society changed during their nuclear holocaust and the wars that prceceeded it…. sure they were always hardy, but they weren't always beings of self interest and endless fighting, if you pay attention to the conversations

  9. Suggestions for the Templin Institute:

    – Earth Federation and Principality of Zeon – Gundam
    – The Kree Empire – MCU
    – The Superman Regime – Injustice
    – Galactic Kaiserreich and Free Planets Alliance – Legend of the Galactic Heroes
    – The Dominators – Arrowverse: Invasion!
    – The Cylons – Battlestar Galactica

    – Amuro Ray and Char Aznable – Gundam
    – Thanos – MCU
    – James T. Kirk – Star Trek
    – Luke Skywalker – Star Wars
    – Son Goku – Dragon Ball Z
    – Lord Drakkon – Power Rangers

    – Babylon 5
    – Bajor and Deep Space 9 – Star Trek
    – Namek – Dragon Ball Z
    – Cybertron – Transformers
    – Tattooine – Star Wars
    – Krypton – Superman

    – The Reaper Wars – Mass Effect
    – The First Zeon War – Gundam
    – The Infinity War – MCU
    – Endgame: Thanos's Last Stand – MCU
    – The Dominion War – Star Trek
    – The Drakkon War – Power Rangers: Shattered Grid

  10. Chances of bioware pulling there collective head out of a** to make a great again are slim and none. With EA being there boss not a chance. I still would like to see ME:A 2, just to correct some of the issues. Or even a ME set 1000 years after the end of part 3. But alas I can only dream of that.

  11. I've always liked barbaric horde factions and so sympathized with the Krogan over all other races, humans included, when I played Mass Effect.

  12. do a video on the holy Britannia empire, Lelouch vi Britannia, the order of the black knights from code geass and the yuuzhan vong form star wars the Eu

  13. I AM KROGAN!!

    Andromeda was the weakest Mass Effect, but Drack made it a bit better. And spending plenty of time with the Krogan.

  14. Now we can do what the Krogan do best: saving everyone else from giant monsters.
    Never gonna let us forget about the Rachni Wars, do you?
    The last time I was at the Citadel, I didn't see a Turian statue in your honor.
    Just wait till war is over.

  15. Please make a video on Group 935 from Call of Duty and specifically the Treyarch Zombies story. Not only would it be a fun and deep new topic, it’s widespread popularity would make the video rack up likes easily. Help me Larissa and M.A.R.C., you’re my only hope to understand the zombies storyline.

  16. Man, Mass Effect was so damn awesome. It's such a shame that the golden era of video games is over. I doubt we will get another game like these, let alone another actual Mass Effect. So much opportunity left in that series, and such a good and solid lore for foundation. Not many games are like that. I know so much about that universe that it seems I am more familiar with it than my own. I wish I could go back and play Mass Effect for the first time again. It was almost magical. I'll forever remember that game, and the lessons it taught me. Shepard was a role model, I literally looked up to him. A fictional character. If that isn't good storytelling I don't know what is.

  17. The Krogan weren't apex predators; wide set eyes is a trait of prey animals, think deer or goats. Krogan vs thresher maw, guess which one is dominant. The codex even says that they were prey.

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