Amonkira, Lord of Hunters, grant that my hands be steady, my aim be true, and my feet swift. And should the worst come to pass, grant me forgiveness. - Thane Krios, Drell Assassin
Average Height: 5´ 7˝–5´ 9˝
Average Weight: 140–220 lb.
Ability Scores: +2 Charisma, +2 Wisdom or +2 Dexterity
Speed: 6 squares
Languages: Basic, Drell, Hanar
Skill Bonuses: +2 Stealth, +2 Bluff
Quick Reflexes: Drell have quick reflexes, and gain the Quick Draw feat. In addition, they gain a +2 bonus to initiative checks.
Group Awareness: You grant non-Drell allies within 5 squares of you a +1 racial bonus to Perception checks.
Nimble: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
Eidetic Memory: You can use Eidetic Memory as an encounter power.
Eidetic Memory * Drell Racial Power
Your photographic memory makes overcoming new yet similar challenges easier.
Free Action Personal
Effect: Whenever you make a Knowledge related check (i.e. identifying a creature, recalling a piece of lore, etc.) you may roll again and choose the highest roll for the check.
The drell are a reptile-like race that were rescued from their dying homeworld by the hanar following first contact between the two. Since then, the drell have remained loyal to the hanar for their camaraderie and have fit comfortably into galactic civilization.
Play a Drell if you want . . .
- To be a stealthy hero or assassin
- To be good at sweet talking or bluffing your way through tough encounters
- To be a member of a race that favors the Adept, Sentinel and Vanguard classes.
The drell ancestors emerged from dry, rocky deserts on the barren world of Rakhana. Eight centuries ago, the already-arid drell homeworld began its swift descent into lifelessness due to disastrous industrial expansion. At the time, the drell lacked interstellar flight capacity, and with their population bursting at 11 billion they faced certain doom.
It was around two centuries ago that the hanar made first contact with the drell race. In the following ten years, the hanar would transport a total of 375,000 drell to the hanar homeworld, Kahje. The remaining billions left on Rakhana would perish on their dying planet, warring against each other for diminishing resources.
The drell now thrive co-existing with the hanar and have been a part of the galactic civilization for roughly two centuries. The debt of gratitude that the drell owe the hanar is referred to as the Compact, which the drell fulfill by taking on tasks that the hanar find difficult, such as combat. Any drell may refuse to serve, but as being requested to serve is a great honor, few turn down the offer.
Drell are omnivorous reptile-like humanoids with an average lifespan of 85 galactic standard years. Drell appearance is very similar to asari and humans, but their muscle tissue is slightly denser, giving them a wiry strength. Although many of their more reptilian features are concealed, their hyoid bone, located in their throats, is particularly developed. This allows them to inflate their throats and produce vocal sounds outside of the human range. They also have two sets of eyelids, akin to crocodiles. In addition, drell possess the ability to shed tears.
Because the drell ancestors emerged from arid, rocky deserts, the humid, ocean-covered hanar homeworld of Kahje proved tolerable only when the drell stayed inside a climate-controlled dome city. The leading cause of death for drell on Kahje is Kepral's Syndrome, caused by cumulative long-term exposure to a humid climate. This syndrome erodes the ability of drell lungs to take in oxygen, and eventually spreads out to other organs. It is noncommunicable, and there is currently no known cure, though leading hanar scientific authorities are working on creating a genetic adaptation.
The drell possess eidetic memory, an adaptation to a world where they must remember the location of every necessary resource (vegetation, drinkable water and prey migration paths) across vast distances. The memories are so strong that an external stimulus can trigger a powerful memory recall. These recalls are so vivid and detailed that some drell may mistake it for reality. Thane Krios (a drell assassin), for example, remembers every assassination he has ever performed and can describe them in flawless detail, and says he prefers to spend a lonely night with the perfect memory of another. This process can be involuntary.
Playing a Drell
Most drell are content to live on Kahje. They are afforded every opportunity to thrive by the hanar, yet some outsiders and even some hanar regard the drell as second class citizens. However it is quite the opposite, they have integrated themselves into every level of hanar society as respected, productive citizens.
Those who leave Kahje tend to be adventurers. These solitary drell travelers often seek out new species elsewhere, and in turn adopt that species' culture. Such drell number in the thousands, and are scattered across the galaxy, tending towards quiet, integrated lives.
Some drell grow a close, personal relationship with the hanar. So much so that the hanar will even tell the drell their "Soul Name". Drell have adapted to communication with hanar by getting implants in their eyes to allow them to observe the bioluminescense the hanar use for communication. Drell such as Thane are able to see ultraviolet light as a silvery color, though might lose differentiation between colors at the opposite end of the spectrum, such as the difference between dark red and black.
Most drell are deeply religious, believing that they have souls separate from their bodies. They see death as a departure from the body, and they also state that a person's body and soul form a Whole. When the soul is traumatized or otherwise disrupted, or the body is ill or injured, a person is no longer Whole. They also believe that their body can be directed as a separate entity from themselves, in the case of Thane Krios taking no responsibility for his numerous killings, which were ordered by the hanar. The drell religion is also polytheistic, with the drell having multiple gods whom they pray to in varying situations. This religion included at least three gods: Amonkira, Lord of Hunters; Arashu, Goddess of Motherhood and Protection; and Kalahira, Goddess of Oceans and Afterlife.
Many of the older traditions of the drell have begun to die out. The younger generations no longer believe the old ways of their ancestors can help them now, with so many other ways to interpret one's place in the universe. Many drell have embraced the hanar Enkindlers or the asari philosophies.
Male Names: Thane, Feron, Kolyat, Heron.
Female Names: Irikah
Two sample drell adventurers are described below.
[To be completed]