Master of Orion's Races

Being 4X games, Master of Orion series don't give too much detail on each races. Although part of their culture and history were vaguely mentioned at best, their technology left open to player's choice. This article try to cover those information as much as possible. While isn't an alien race, the article include humans for completion of Master of Orion's universe.

All of these races are sentients and capable of interstellar travel.

Races introduced in Master of Orion
Long after legendary war between the Orions and the Antarans, the Orions manage to imprisoned the Antarans in pocket dimension and departed from the galaxy. Leave behind the ten races that spreading throughout the galaxy, each build their own empire. Canonically, they eventually form the Galactic Empire, ruled by the Humans, which lasted until the era of Battle at Antares.

While mention in backstory, the precursors known asThe Orions don't make an appearance although their Guardian, a massive automated starship outfited with incredibly advanced Orion technology, appears to guard their home planet.

Alkari


Homeworld Altair

Known emperors Skylord, Sharpclaw, Redwing, Farseer, Highsoar, Ariel, Tavua Preet, Voreet Zry, Heggira, Saguaro Ty, Tak Tochno, Peerik Kree, Karaaw

An avian race, their natural flight instincts made Alkari soldiers the best pilots. Their ships were usually small and highly maneuverable, it's quite difficult to hit in space combat due to their pilots' amazing skills. Their scientists have specialty in propulsion technology, but somewhat slow when it come to force field knowledge. The Alkari emperors rule with dictatorship, honorable yet always ready for a fight. They trusted the Humans, but did not like the Klackons, Darloks, or Sakkra. And outright hated the Mrrshan.

By era of Battle at Antares, the Alkari were evolve into reptilian, pterodactyl-like race. While they hold hatred toward Mrrshan and Darloks and still dislike Klackons, their become respectful of Sakkra, possibly because of their reptilian evolution. The Alkari also become friend with the Elerians and Trilarians.

Bulrathi


Homeworld Ursa

Known emperors Monch, Durpp, Grunk, Bullux, Smurch, Krungo, Grorvog, Mazurek, Krorvog, Uzor, Balrokzor, Trebakka

This ursoid race live in high-gravity homeworld, which sustained their reputation for physical strength and toughness. Big, strong and almost unstoppable when it come to ground combat, Bulrathi soldiers can survive twice the damage that would kill other life forms. Bulrathi fleets also preferred large, tough ships. Their scientists have good knownledge on construction methods and weapons, despite their lack at computer technology. Bulrathi emperors rule with dictatorship and have unusual emphathy on their ecologies and very aggressive toward other races, willing to attack if their opponents were weak. The Darloks and the Mrrshan were their primary enemies; however they trusted the Humans most.

By era of Battle at Antares, the Bulrathi seem to drop their focus on ecologies. While they become neutral toward the Mrrshan, they still did not trust Darloks and now become unfriendly toward Meklars as well. The Bulrathi welcome the Elerians with friendship though.

Darloks


Homeworld Nazin

Known emperors Nazgur, Narzina, Morfane, Shador, Darquan, Ssithra, Ember, Graymoran, Mysvaleer, Vale

A humanoid race with shape-shifting ability. The Darloks was considered as evil and enemies of all other races with the notable exception of the Humans. Due to their shape-shifting ability, the Darloks are supreme spies and saboteurs. Their scientists were good at at developing new computer technology. Darlok dictator emperrors were aggressive, but would try to buy time through diplomatic until their enemies were off guard.

By era of Battle at Antares, the Darloks learned powerful cloaking method that hide their space vessels from any scanners. Only Elerian's psychic can detect them. Thank to arrival of Antaran, Darlok's reputation as galaxy's ultimate enemy become better. The Meklars, Silicoids and Gnolams even become their friends. Although their relationship with Bulrathi isn't better and their realtionship with Alkari is even worse.

In Master of Orion 3, it was mention that the Sakkra are direct descendants of Saurians, the ancient reptilian race that was exiled from the Ichthytosian homeworld thousands of cycles ago. Forced to survive away from the oceans of their homeworld, they used genetic engineering experiments to forcibly evolve their race into reptiles capable of surviving on land. In order to ovecome their enemies, Sakkra use genetic manipulation to better themselves. Unfortunately, more often than not their experiments were abominable failures. These failures were cast out into the void of space to die, the Sakkra ironically exiling them just as they had been exiled by the Icthytosians. Surpisingly, some of these genetically altered Sakkra survived, whose gene code had been so radically altered that they became shapeshifters. They ultimately landed on Nazin, and formed the Darlok empire.

Humans


Homeworld Sol

Known emperors Johann III, Durash IV, Strader, Lasitus, Bladrov II, Alexander, Caesar, Reed, Sargon

Trusted by every other races, the Humans had high influence among members of High Council. They are also great at diplomatic and trading. Human ruled by democracy, their leaders (still call emperrors) were very honorable but would not forget past wrongs. Being race with greatest personal freedom resulted in their scientists being second best researchers in the galaxy, second only to the Psilons. They can match Psilons researchers when it come to planetology and propulsion technology and even surpass them in force fields advancement. On other hand, the personal freedom made them poor at counter-intelligence.

According to the canonical backstory of Master of Orion 2, it was the Humans that won the events of the first Master of Orion game, forming the Galactic Empire which ruled over the other races of the Orion Sector. This was done through a mixture of conquest and diplomacy, and they did not defeat the Guardian of Orion at this time. After centuries, the Pax Humanica gradually ended as the Human empire collapsed through internal decay. This set the stage for the second game, in which the major races including the Humans have to emerge from this dark age and reach back across the stars.

By era of Battle at Antares, the Human were no longer trusted as much as before and all races now act natural toward them. Still, their diplomats were well-liked; deals were reached easily and mercenary leaders were common and inexpensive.

In Master of Orion 3, they claim to be descendants of the Ancient Orions, although most races of the Orion Sector aren't convinced by this assumption.

Klackons


Homeworld Kholdan

Known emperors Ixitixl, Kikitik, Klaquan, Kaxal, K’kalak, Xantak, Ezixl, Virzixl, Kaviq, Qurtirqul

Insectoid race boasting their highly productive workers, all born to fulfill a certain role or to perform a specific task. Their unification government mean there was no dissension among the Klackons, so rebellion and strife were nonexistent. Their security is extremely high. Klackon emperrors were xenophobic expansionist, constantly building and producing. Cared only for their galactic hive, they did not like dealing with most other alien races. Their scientists are poor at propulsion technology but their construction tech were outstanding. The Klackons disliked the Alkari, Darloks, Mrrshan, and Sakkra but receptive to the Humans and Silicoids.

By era of Battle at Antares, Klackons didn't changed much. Although they seem to drop the dislike toward Darloks and gain new friends as Trilarians.

Meklars


Homeworld Meklon

Known emperors CB-715, QX-537, INT-986, TVC-15, TX-1138, M5-35, CZK-21, M3-850T, Cog Primus, 911-C4S, THX-1137, RSW-242

Easily mistaken as robots, Meklars are cybernetic race that hide their weak bodies in artifical exoskeletons. The exoskeletons also gave them computer interface abilities beyond any races, excel at controlling and refitting factories. Meklar dictator leaders were quite unpredictable, but usually were more concerned with developing their infrastructures. Being cybernetic race, Meklars scientists were not not good with planetology but excellent when developing new computer technology. They did not like the Darloks and Sakkra, yet trust the Humans and Silicoids.

By era of Battle at Antares, the Meklars redesign their exoskeletons and part of their actual body is visible. Their superior computer now even repair their ships during combat. This new exoskeletons made Meklars ate only half food as the other races, but consumed part of the industry that they created. While they have befriend with Darloks, Gnolams, and Mrrshan, their relationship toward Silicoids was shifted to dislike and they don't like Trilarians either.

By era of Master of Orion 3, the Meklar were split into two races. Now call themselves Pure Ones as Meklars are complete robotic race, absolutely seperate from their biological flesh. Pure Ones are arrogant race who look down at all organic life which they call flesh beasts. Other meklars remain as weak bodies enclosed in artifical exoskeletons and called The Cynoids. Both despise other.

Mrrshan


Homeworld Fierias, later changed to Fieras

Known empresses/emperors Jasana, Prrsha, Yalara, Miamar, Shandra, Mirana, Darquan, Fargul, Marupa, Harrava Ril, Parasha Vrrn, Yarrala Hrrsh, Torfang

This feline race loved nothing more than a good fight, their pilots are the best markmens in space combat. During events of Master of Orion, they're ruled by ruthless warlike empresses who also ussually had one of the largest fleets in the galaxy. They hated Alkari and also disliked the Sakkra, the relations toward the Burathi, Darloks, and Klackon were not good either. Only Humans seem to be trusted by the Mrrshan. To reflect their agressive nature, Mrrshan scientists were excellent at developing weapons, leave the construction technology poorly.

By era of Battle at Antares, their homeworld had its name changed to Fieras. They also discovered a large source of neutronium which turn the Fieras into rich planet. Their military training also improved, surpass other all races. Mrrshan planets were a full military base, housing twice the number of soldiers that the other races usually stationed on their worlds. They also contained military commanders who coordinated the local fleet activity; allowed for much larger fleets to be supported. The previous matriarchy was replaced by a new line of emperors, yet they still hated their ancient nemesis, the Alkari and still dislike the Klackons. However, Meklars and Trilarians were respected by Mrrshan and the Elerians were held in high regard. They were not welcome the Gnolams though.

Psilons


Homeworld Mentar

Known emperors Meson, Kelvan, Dynalon, Quark, Zygot, Tachaon, Amios, Dynalon, Erga Uticus, Psiros, Tssha, Menz Agitat, Ekar Orgit

The stoic humanoid race with four arms that happen to be the best researcher in the galaxy, they're good at all fields of technology. Their dictator emperrors were pacifists and often concentrate in their technology advancement. Evolved on low-gravity homeworld, Psilons are physically weak race. They were natural toward most races, although they trust Humans and share the dislike of Darloks with other.

By era of Battle at Antares, they only have two arms and it turn out that Psilons government can't developed beyond dictatorship because of the quarrelling of certain high-ranking scholars. Now they act natural toward all older races, but liked the Trilarians and in conflict with Elerians, who rejected knowledge for war and aggression.

In Master of Orion 3, it was mention that during the Dark Age, Psilons allowed the Antaran geneticists to experiment on and manipulate their bodies to increase their capacity for learning and research. They are so weak that they must use hover chairs to move and manipulate items with mechanical arms.

Sakkra


Homeworld Sssla

Known emperors Guanar, Tyranid, Saurak, Sauron, Hissa, Kryssta, Dactylus, Tyran, Ragazor, Sarezaear

The reptilian race. With newborns hatched from eggs, their populations grew fast and always looking for new planets to colonize. It's naturally that their emperrors were aggressive expansionists and their scientist were excellent at planetology techology, somethin needed to colonized new planets. Their enemies include the Alkari, Darloks, Klackons, and Meklars. They were especially hated the Mrrshan, they did like the Humans however.

By era of Battle at Antares, Sakkra learned to live both above and below ground; resulted in huge planetary populations. Their spies seem to lost the skill due to their life in overcrowd planet. It also turn out that they adopt feudal system, in which each planet was ruled by a noble family. The oaths of loyalty to the emperor forced the local lords' militaries to work together. However, the rulers tended to discourage research in favor of weaponry. The Sakkra farmers were also the best at growing food, needed to feed the huge numbers of Sakkra. Due to Alkari's reptilian evolution, both now become respect each other.

In Master of Orion 3, it was mention that the Sakkra are direct descendants of Saurians, the ancient reptilian race that was exiled from the Ichthytosian homeworld thousands of cycles ago. Forced to survive away from the oceans of their homeworld, they used genetic engineering experiments to forcibly evolve their race into reptiles capable of surviving on land. The descendants of Ichthytosian like Trilarians are consider to be their arch nemesis. In order to ovecome their enemies, Sakkra use genetic manipulation to better themselves. Unfortunately, more often than not their experiments were abominable failures. These failures were cast out into the void of space to die, but surprisingly some - whose gene code had been so radically altered that they became shapeshifters - survived, and would go on to form the feared Darlok empire. Nevertheless by Master of Orion 3 the Sakkra successfully breed the Raas and the Grendarl.

Silicoids


Homeworld Cryslon

Known emperors Igneous, Geode, Sedimen, Crystous, Granid, Carnax, Igneus Maximus, Sedimin, Krakatoa, Quorzom, Vorkronoa, Sandebar 

The population of this silicon-based race grew slowly. However, their crystalline bodies are immune to pollution and hostile environments. This allow Silicoids to colonize even radiated planet without planetology technology. Their emperrors are xenophobic expansionists and their scientists are the worst in galaxy, only good at developing new computer technology. Silicoids are enemies of Darloks but had good term with Humans, Klackons, and Meklars.

By era of Battle at Antares, Silicoids had noticable changed both physicially and psychologically. Their mind become hard to comprehensible by other races, thus Silicoids suffer from communication problem. Result in huge disadvantage at diplomatic, they could not make deals beyond war, peace, and surrender. They no longer trusted the Meklars but gain respect from Darloks and Klackons. They also dislike the Elerians.

In Master of Orion 3', it was mention that Silicoids originated from shards of a giant sentient crystal that was destroyed above Cryslon, their home planet. Each Silicoid begins as an asexually created shard, incubated in a nutrient bath, and eventually grows into an individual with all of their prior knowledge of its parent. Being a Geodic race, Silicoids are very good at mining and their silicon-based body is hard to be destroyed.

Races introduced in Master of Orion II
Three new races emerged and thank to the fall of the Galactic Empire, all thirteen races now seek for galactic dominance once again. Aside from these races, the last Orion, Loknar made appearance and his old nemesis, the Antarans will break out of the prison dimension and send their fleets to destroy other races colonies.

Elerians


Homeworld Draconis Known empresses Berylia, Ellowyn, Erethia, Grewind, Yarasi, Fireblade, Laurel, Myranmar

One of new races that emerged by era of Battle at Antares, Elerians are humanoid race that govern with feudal matriarchy, their militray force are all female. Boasting incredible psychic power, their philosopher males could detect everything taking place in the galaxy, from the biggest fleet to the most distant tiny planet. For their females, every ship that was at least a cruiser in size had a powerful telepath who could mind-control an entire planet. The ship leaders could has slight precognition, giving noticeable attack and defense advantages. However, their government are weak since the local rulers had considerable influence over their planets. The rulers' forces made ship construction quick, but technological advancement was only about half of what might be expected as science was not a high priority to the planetary rulers, so this inefficiency was a definite problem for the Elerian empresses. Elerians are very agressive, they only respect races with combat strength and skill like Alkari, Bulrathi and Mrrshan. This put them at odd with Psilons and Silicoids, the Gnolams were their mortal enemies.

Gnolams


Homeworld Gnol Known empresses Bortis, Dolgran, Gnorm, Vex, Trorn, Trant, Volm, Navolok

One of new races that emerged by era of Battle at Antares, this physically short race from a low-gravity planet possessed an amazing ability to create and horde treasure, and their peaceful dictators almost never lacked money. Gnolams also had strong knowledge of business, also made large profits from trade routes. They also seem to be possessed incrediable luck, space monsters and Antaran fleets almost always ignored Gnolam planets. Disasters never befell the Gnolams, and unexpected fortune came frequently for them. They are in conflict with Elerian and the Mrrshan, but Darloks and Meklars welcome them.

Trilarians


Homeworld Trilar Known empresses Wavya, Klirr, Everial, Llorian, Cress, Calibar, Aquailis, Oraborus

One of new races that emerged by era of Battle at Antares, Trilarians came from an oceanic world and lived in water. Because of this, ocean and terran planets could support as many Trilarians as gaia planets could, and swamp and tundra planets were as good for them as terran was for other races. Trilarians had honorable tendencies, and were peaceful enough to coexist with others. Trilarians claimed themselves to be descendants of a lost Antaran colony. Due to Trans-Dimensional ability, their ships were faster than others can can perform interstellar travel even when hyperspace flux prevent other races. Trilarian friends included the Alkari and Klackons, they also like Mrrshan and Psilons but dislike the Meklars.

In Master of Orion 3, it was mention that Trilarians are descendants of the ancient Ichthytosians and is one of the oldest races in the Orion Sector, also known for being extreme traditionalists.

Races introduced in Master of Orion III
Few of ancient races such as Saurians and Ichthytosians are mention in background story as ancestors of playable races but never appear in game. Several of older races (Alkari, Darlock, Bulrathi, Mrrshan, Elerian and Gnolam) as well as group of newcomers (Brye Ehts, Ajadar, Audrieh, Phaigour and Rhea) are unplayable but can be encounter and conquered in game. Backstory suggest that these races are on edge of extinction, suffering heavily loss from Antaran since Battle at Antares.

The game also provide rich background story of playable races, including detail history of Orion Sector.

Grendarl
Another descendants of the ancient Saurians, Grendarls are warrior race with clan-based social structure. They has high loyalty to the clan, alway placing the group before the individual. With high population growth, even surpass other Saurians, Grendarl usually has very large army of skill combatants. They aren't very good when it come to economic or research however.

Grendrals were once work under Sakkra's command as shock troopers. However during Raas's rebellion, the Grendarls manage to suppress the revolution but feel that they had betrayed their honor by fighting Raas. Eventually they leave Sssla as well.

Nommo
This cephalopodic species once coexisted with the Trilarians but left after the War of the Depths. In contrst to peaceful Trilarians, Nommo are highly radical and militaristic. Nommo believe they are descended directly from the "Old One", the god of the first Ichthytosians who brought them wisdom and consider themselves as "children of god". Nommo will engage in holy war against whatever might deny them their birthright. They have strong hatred toward Trilarians who still lay claim to what the Nommo consider "their" homeworld. Despite being militaristic race, Nommo aren't very good when it come to ground combat - not unlike Trilarians.

Raas
Once slave caste among descendants of the Saurians, Raas were sold as slave laborers throughout the Orion Sector. They eventually free themselves after vast and bloody revolution. By era of Master of Orion 3', Raas has found a new society with their own governments and religion. Raas's industrious natures are still there, made them highly productive races. Now working for themselves, Raas are eager to take their own place in history of Orion Sector. They are not warriors, however, thus are inexperience when it come to combat.

Tachidi
Another insectoid race, similar to the Klackons. Tachidi is physically the largest race in Orion Sector and thus far stronger than Klackons. Their biggest different, however, is that Tachidi have overcome the limitations of the Hive Mind. They remain industrious and productive but now view the universe with insatiable curiosity. It is the curiosity of a child, one that does not know that you can hurt the puppy if you pet it too hard. They are also the race with highest population growth.