Biological information
Type Humanoid
Size Medium
Intelligence Sentient
Life span -
Sociological information
Planet of origin Vesk Prime
Achieved warp -
First contact -

Vesk are a humanoid race resembling lizards who hail from Veskarium, an interplanetary empire near the Pact Worlds.


Vesk average about 7 feet in height and are scaled humanoids with bony facial protrusions.

Sexual dimorphism

Female vesk have brighter, more colorful scale patterns than male vesk. They otherwise have similar features and body types.


(similar to knlingons)

Prior to the introduction of Drift travel, vesk conquered their own solar system's other races to form an interplanetary empire they named Veskarium. After Drift travelers established contact with Veskarium, the Pact Worlders shared with them the technology to build Drift engines. Veskarium engineers raced to update their existing starships with the new technology, and immediately initiated a war to conquer the Pact Worlds. This lead to the Silent War, and lead to the creation of the Pact Worlds as a defensive alliance. After centuries of combat, Veskarium later declared a truce to fight alongside the Pact Worlds against the larger threat of the Swarm.


Most vesk advance in their society through military service, as mercenaries or duelists, or though some find more peaceful mercantile success. Most value honorable acts, efficiency, respect, and the rule of law, and while typically stoic in front of other races, vesk are prone to emotional outbursts in private or during battle.

Vesk culture does not prioritize education, and many vesk who seek knowledge exile themselves from their home societies to travel the stars. Other vesk who leave Veskarium do so in pursuit of glory as mercenaries or adventurers.

The Vesk are a race from Starfinder who are totally not the Krogan from Mass Effect. Joking aside they're more like Klingons in their role as the big tough warrior race everyone is leery about suddenly being friends with. They fulfill the obligation for a reptilian race in all sci-fi settings and at the very least understand how to do that right.

The Vesk only recently stopped trying to murder all the other races and needless to say not everyone is thrilled they're hanging out now. The Vesk don't give much of a damn about this because they prefer to follow ancient honor codes which make them implacable allies even if they're getting crap for it. Their culture is highly regimented and most Vesk are some variant of a lawful alignment. Because they settle most social and legal issues with sudden and brutal duels, they don't much understand why other races are so slow to justice and organization. Vesk love dueling and seem to use it for everything from dire insults to parking spaces. They also like to do it in starfighters. As one might expect, they prize martial prowess above all else and most adventuring lizards are either warriors looking for a chance to prove themselves or non-warriors looking for peers who won't make fun of them and steal their lunch money. While they like all kinds of weapons, they ultimately prefer to get up close and personal with melee options. Despite the aforementioned hostility, Vesk see a lot of positive traits in most of the other Pact World races and generally get along with most of them if allowed to form a bond.

Physically Vesk are the big burly race. They sport a powerful jaw, tail and pair of claws. Their genders are only slightly different: females tend to be larger than males and have more exotic coloration while males tend to be subdued hues. They also tend to grow a fringe of horn spikes along the jaw for a bearded blue dragon look.

Heavily muscled and covered with thick scales and short,
sharp horns, the reptilian vesk are exactly as predatory
and warlike as they appear. Originally hailing from a star
system near the Pact Worlds, they sought to conquer and
subdue their stellar neighbors, as they had all the other
intelligent races in their own system, until
an overwhelming threat forced them
into a grudging alliance with the Pact
Worlds—for now.

Vesk are Medium humanoids with the
vesk subtype.
Vesk use armor in a way that complements
their uniquely sturdy physiology. When wearing
armor, they gain a +1 racial bonus to AC. When
they’re wearing heavy armor, their armor check
penalty is 1 less severe than normal.
Vesk receive a +2 racial bonus to saving throws
against fear effects.
Vesk can see in dim light as if it were normal
light. For more details, see page 264.
Vesk are always considered armed. They can
deal 1d3 lethal damage with unarmed strikes
and the attack doesn’t count as archaic. Vesk
gain a unique weapon specialization with their
natural weapons at 3rd level, allowing them to
add 1–1/2 × their character level to their damage
rolls for their natural weapons (instead of just
adding their character level, as usual).

The lizard-like vesk stand close to 7 feet tall, are thick with
muscle, and are covered in tough, scaly skin. Though they’ve
long since adopted technological weapons, they retain the thick
claws and teeth of natural predators and enjoy using them
to intimidate “softer” races. In addition, they also have long,
powerful tails—while these are primarily used for balance, some
vesk martial arts incorporate formidable tail slaps. Small horn
spikes dot the skulls of both sexes, and protrude from their
lower jaws in bony “beards” that sometimes extend down their
spines to their tails. Female vesk are often larger than their male
counterparts, and whereas males are various shades of green,
females often have vibrant, mottled coloration that’s considered
an indicator of both health and attractiveness.
Vesk first arose on a single world around their sun but quickly
spread to the others, turning potential competitor races (as
the vesk saw them) into vassals in the vast empire they call
the Veskarium. Today, these other worlds officially no longer
even have names, only numbers correlating to their distance
from the sun (such as Vesk-6). The exception to this rule is Vesk
Prime, vesk’s ancestral home, which remains the seat of their
government and high society.
Vesk society is highly organized and militaristic. While
merchants and others with peaceful professions can advance
economically, political power is the exclusive domain of those
who’ve proven themselves in armed conflict. Surprisingly, this
proof doesn’t need to come through military service, or even
benefit the Veskarium. Many vesk attain similar elevation in
social status through performing mercenary work, engaging in
dueling, or providing security on exploration missions. Though
obsessed with conquest, dominance, and social rank, vesk have
an equally strong sense of honor and pride in fulfilling their
agreements and treating subordinates of all races fairly. They
are stoic and taciturn with strangers but capable of great bursts
of emotion in private or in the heat of battle. Vesk society tends
to be efficient, respectful, and law-abiding—especially since
nearly any insult or violation of custom could trigger a brutally
violent blood debt. Even outside of their home system, vesk are
most often lawful, though usually according to their own code
of honor rather than that of whatever society they happen to be
in. They tend toward a neutral morality, though individuals can
easily skew good or evil.
Vesk’s love of military conquest and empire building originally
led to significant skirmishes between their star system and the
nearby Pact Worlds, and the ensuing conflict—often called the
Silent War—might have continued indefinitely had the Swarm
not attacked both systems simultaneously. Banding together
for mutual defense, vesk and Pact Worlds cultures successfully
fought off the Swarm, forging a tentative peace in the process.
Vesk respect honor, strength, and self-mastery. Though their
relations with the races of the Pact Worlds remain strained
due to the only barely averted war, they admire androids’
dispassionate consistency, kasathas’ sense of honor, and the
strength of lashuntas in battle. However, they find ysoki weak
and frivolous, and humans quick to break their agreements.
Shirrens perplex vesk with their refusal to parlay their
strengths, including their instinctive coordination in battle and
willingness to die for their comrades, into an empire.
Vesk adventuring with races from other systems fall into two
categories. The first are mercenaries or glory-seekers looking
for a chance to engage in honorable combat and build up their
prestige. The second are nonwarrior vesk who have rejected their
home society for its obsession with combat and have chosen
instead to seek opportunities among more open-minded races.
Warrior vesk most often fit the soldier class, though a growing
number have become intrigued by the path of the solarian.
Noncombatant vesk often lean toward becoming mystics,
though some overcome the traditional vesk culture’s dismissal of
education to become mechanics or even technomancers.
Vesk names are often long and combine elements of their
parents’ names, as well as those of other prominent ancestors.
These are frequently shortened for daily use by friends, though
abridging a vesk’s name without permission is a grave insult. In
addition, some vesk take on epithets related to their victories
in combat, which they sometimes use in addition to or in
place of a family name, such as “Three Guns,” “Voidwalker,”
or “Squadeater.” Some sample vesk names include Dmotralan,
Evdokayo, Goromitali, Julakesh, Katara, Obozaya, Radokama,
Sarangari, Sobok, Terikoraz, and Ymeros-Ahandi.

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