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 it isn't an alien race, the article includes humankind 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 empresses/emperors: Skylord, Sharpclaw, Redwing, Farseer, Highsoar, Ariel, Tavua Preet, Voreet Zry, Heggira, Saguaro Ty, Tak Tochno, Peerik Kree, Karaaw

These avian soldiers excelled in space combat. Their ships were usually small and maneuverable, and were quite difficult to hit due to their pilots' amazing skills in 3D motion and natural flight instincts. Alkari warships usually attacked first in battle. Propulsion tech was their specialty, but advances in force field knowledge were usually slow in coming. The Alkari were best described as honorable, somewhat aggressive, and always ready for a fight. They trusted the Humans, but did not like the Klackons, Darloks, and Sakkra, and they disliked the Mrrshan.

The Alkari slowly changed over the centuries into a reptilian race, probably due to Orion interference in their development. These same Orions ruled the Alkari homeworld as a colony for awhile, and when they disappeared they left behind ancient artifacts which aided the Alkari in their research. The Alkari were ruled by a Dictatorship. They still possessed the best flying and piloting skills in the galaxy. They were relatively peaceful, but they were also highly honorable soldiers that did not back down from a fight. The enemies of the Alkari were the Darloks and Mrrshan, and, to a lesser extent, the Klackons. They respected the reptilian Sakkra (probably due to the Alkari reptilian changes), and were quite friendly to the Elerians and Trilarians.

Bulrathi


Homeworld: Ursa

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

The ursoid Bulrathi were an almost unstoppable in ground combat; when they attacked a planet, the opposing ground forces were often easily overrun, and attacking one of theirs was even more difficult. Bulrathi fleets preferred large, tough ships. Bulrathi scientists were usually behind other races in computer quality, but their construction methods and weapons were good. Usually aggressive, Bulrathi emperors put an unusual emphasis on their ecologies. Their primary enemies were the Darloks and the Mrrshan; however they trusted the Humans more than other races.

The Bulrathi experienced little change after all this time, except that their ecological focus began to disappear. Their homeworld was high-gravity, which sustained their reputation for physical strength and toughness. A Bulrathi soldier could survive twice the damage that would destroy other life forms. Their soldiers were still extremely gifted at ground combat, and they also became more adept at space attacks as well. The Bulrathi were thought of as being aggressive and bold, willing to attack if their opponents were weak or unready. Their government was a Dictatorship. Bulrathi leaders were friendly towards the Elerians, but they did not trust Darloks or Meklars.

Darloks


Homeworld: Nazin

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

Darloks were enemies of all other races with the notable exception of the Humans. This occurred because they were a treacherous (some say evil) race of shape-shifting spies. The Darloks were adept at developing new computers, which aided their already deadly spying abilities. Darlok leaders were aggressive, but would try to buy time by signing treaties, waiting until their enemies were off guard to strike. Some people have noticed that these creatures resemble hooded wraiths.

The reputation of the Darlok race grew somewhat better over time; no longer were they considered the galaxy's ultimate enemy. That title belongs to the Antarans now. Darloks seem to have changed in appearance as well, although with shapeshifters you never really know. Not only were they still the best spies, but they also found a secret method to hide all of their space vessels from any scanners. Only the Elerian galaxy-watchers could detect them. As one would expect, the leader of these secretive people was a Dictator. Darlok emperors were often hostile to others, and easily angered. The Darloks respected the more "evil" races: Gnolams, Meklars, and Silicoids. They did not like the Bulrathi, and they despised the Alkari.

Humans


Homeworld: Sol

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

A more diplomatic race, the Humans trusted and were trusted by every other alien race. Skilled in deal-making and trading, they also could influence High Council voting in their favor. Human leaders were often very honorable, not easily forgetting past wrongs committed by their adversaries. They were outstanding at developing new force fields, and were also good at planetology and propulsion tech. In fact, after the Psilons, the Humans were the best scientific race in the galaxy.

Humanity was much the same as it had been throughout the ages; Sol was ruled by a type of Democracy, but the leader was still an Emperor. Nevertheless, the Humans had the greatest personal freedom of all the races, and this resulted in fast research and high incomes (and poor counter-intelligence). Humans had lost their trading skills, or else the other races did not trust them as much as before; the Humans no longer found ways to greatly profit out of their trade agreements. Human diplomats were skilled and well-liked; deals were reached easily and mercenary leaders were common and inexpensive. The Humans were neutral toward all the other races upon first contact. Human emperors were often very honorable, and would not forget past wrongs. They were not to be trifled with.

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

Klackon colonies were highly productive. This insectoid race could work in a very efficient manner to produce whatever the colony (or empire) needed. Xenophobic, somewhat expansionistic, and constantly building and producing, the Klackons made a formidable enemy. The Klackons preferred smaller ship designs. Their propulsion systems were rather poor, but their construction methods were outstanding. The Klackons disliked the Alkari, Darloks, Mrrshan, and Sakkra. They were more receptive to the Humans and Silicoids.

Life on Kholdan was the same for centuries. The inhabitants were all born to fulfill a certain role or to perform a specific task. There was no dissension among the Klackons, so rebellion and strife were nonexistent. This resulted in huge bonuses to their food and industrial production; these bonuses were further enhanced by their Unification government. Since there were no traitors, there was high security in their empire. They may have been living on a different planet in their system, because their homeworld was much larger than most; their original planet was normal-sized. Although Klackon society seemed flawless, there was one significant weakness: they had trouble conceiving new technological ideas. Klackon leaders cared only for their galactic "hive"; the were usually very xenophobic, and did not like dealing with most other alien races. However, the Klackons were favorable towards the Trilarians, and also liked the Silicoids. They did not like the Alkari, Mrrshan, and Sakkra races.

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

The Meklars were a cybernetic race; their bodies were weak but their exoskeletons gave them incredible computer interface abilities. They were certainly the best race when it came to controlling and refitting factories. This resulted in very high planetary production. Meklar leaders were often quite unpredictable, but usually were more concerned with developing their infrastructures than with expansion. The Meklar fleet built large warships with cutting-edge computer systems. Their development of planetology tech was slow, but new computer abilities came easily to them. Meklars did not like the Darloks and Sakkra, but did trust the Humans and Silicoids.

The cybernetic Meklars had gone through some major change by this time. They previously had enclosed themselves in various exoskeletons; now, parts of the actual creatures were visible. No one had ever seen an actual Meklar before. Meklars still focused on factory production; assisted by their powerful new exoskeletons, they could build things quite rapidly. They could also repair their ships during combat. Meklars ate half as much food as the other races, but they also consumed a part of the industry that they created. Their leaders were Dictators, and Meklar leaders were still thought of as erratic and dangerous. They were friendlier towards the Darloks, Gnolams, and Mrrshan. They did not like the Trilarians or the Silicoids.

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

Ruthless and fearless, Mrrshan warriors loved nothing more than a good fight. Their hunting reflexes and instincts gave them tremendous accuracy in battle, and they almost always attacked first, even when facing the Alkari. Typically, the Mrrshan had one of the largest fleets in the galaxy. They were the only race ruled by empresses, who were usually ruthless and warlike. Their most hated enemies were the Alkari, but they also greatly disliked the Sakkra. In addition, they were on negative terms with the Burathi, Darloks, and Klackons. The only race they did trust was the Humans. Mrrshan technology favored the development of new weapons, but they struggled with construction tech.

For centuries, the Mrrshan were feared throughout the Milky Way for their skilled gunners. By this era, they had actually improved on that legacy. In addition to their attack skills, their ship crews were better trained then all others, and could reach an ultra-elite level. Their leaders were also capable of reaching unbelievable skill levels through this training. Each Mrrshan planet was 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; this allowed for much larger fleets to be supported. The Mrrshan were a military Dictatorship. Interestingly, the Mrrshan homeworld changed its name from Fierias to Fieras sometime prior to this era. Two other big changes also occurred since the earlier days -- a large source of neutronium was found, making their homeworld rich, and the traditional matriarchy was replaced by a new line of emperors. This hostile warrior race still hated their ancient rivals, the Alkari. They also disliked the Gnolams and the Klackons. The Meklars and Trilarians were respected on Fieras, and the Elerians were held in high regard.

Psilons


Homeworld: Mentar

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

The unemotinal Psilons were the most brilliant researchers in the galaxy. They were equally good at researching all technological areas. Their colonies produced more research than anyone else, and their scientists thought of more aplications to research than the scientists of other empires. Psilon leaders tended to be pacifistic, but this was not always the case, and even the more peaceful leaders would fight if threatened. Their ships would usually be very advanced. The Psilons were neutral towards most races, but liked the Humans and outright loathed the Darloks.

Over time, the Psilonic government relocated to a different planet in the Mentar system, a large planet with low gravity. They never lost their intellects, though; when researching, they would discover all possible applications of a new technology, and their scientists produced vast amounts of research. The Psilons' research was extremely high, yet their leaders' focus remained rather petty -- their government never developed beyond Dictatorship because of the quarreling of certain high-ranking scholars. The Psilons were a peace-loving people. Their liked the Trilarians but did not appreciate the Elerians, who rejected knowledge for war and aggression.

Sakkra


Homeworld: Sssla

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

The Sakkra were a reptilian race. Since they hatched from eggs, their populations grew fast, so they were always looking for new planets to colonize. Ground troops could easily be developed from this high population. Sakkra leaders were fairly aggressive and expansionistic. Planetology was their tech specialty, which aided in developing new planets for their people. Their enemies include the Alkari, Darloks, Klackons, and Meklars, and especially the Mrrshan. They did take kindly to the Humans, however.

After thousands of years of extraordinary population growth, the homeworld of the Sakkra ran out of room. They presumably moved to a new homeworld, since their original planet was not larger than other races' planets. Sakkra spies were poor quality, and this was a change from the past. No one knows why they lost their skills, but some speculate that it was due to their disillusionment with working for a government that allowed their planet become so terribly overcrowded. The reptilian Sakkra hatched from eggs, and their populations grew amazingly fast. They were forced to live both above and below ground to find room; this situation resulted in huge planetary populations and also contributed to the defense of their cities. The Sakkra had a 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, allowing fast ship building. However, the rulers tended to discourage hinder research in favor of weaponry, resulting in half the normal amount of scientific work taking place. The Sakkra farmers were skilled at growing food, which was needed to feed the huge numbers of people. Sakkra emperors were more aggressive around this time than they had been in the past, and liked to expand at the other races' expense. They had some respect for the Alkari, who had become reptilian not long before.

Silicoids


Homeworld: Cryslon

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

The Silicoids were crystalline beings. Their population grew slowly, but pollution and hostile environments did not harm them at all. This allowed for early colonization of rich, hostile worlds. The Silicoids were skilled at new computer research, but were poor in all other fields of technology. Their fleet preferred larger ships. Silicoid emperors were usually hostile and expansionistic. They were enemies of the Darloks, but were more favorably disposed towards the Humans, Klackons, and Meklars.

Cryslon had long been the home of perhaps the strangest race in the known universe. Their appearance had greatly changed over time (their number of eyes had greatly decreased) but their general survivability remained. The Silicoids were silicon-based life-forms, and they were immune to pollution and did not require food to survive. They could support high populations on all types of planets. Their populations did grow slowly, though. In diplomacy, the Silicoids were at a severe disadvantage; they could not make deals beyond war, peace, and surrender. The Silicoids of earlier eras did not have this communication problem, and it is not known where it came from. Silicoid leaders were Dictators, and were reputed to be highly xenophobic and expansionistic. The Silicoid race had respect for the Darloks and Klackons (two aggressive races); they did not trust the Elerians or the Meklars.

Races introduced in Master of Orion II
Three new races emerged and thanks 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 nemeses, the Antarans would 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, Omnisha

A newer race, this humanoid group was elven or fairy-like. They were a Feudal matriarchy, in which only females (the warrior caste) could join the military. Elerian mental powers were beyond compare; their males in the philosopher caste could detect everything taking place in the galaxy, from the biggest fleet to the most distant tiny planet. The females also had some strong telepathic powers. Every ship that was at least a cruiser in size had a powerful telepath who could mind-control an entire planet, eliminating the need for ground troops. The ship leaders could also see slightly into the future, giving noticeable attack and defense advantages. They could even take mental control of a captured ship and use it in the same battle against its former fleet. Their only seeming weakness was their weak government, in which 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. Science was not a high priority to the planetary rulers, so this inefficiency was a definite problem for the Elerian empresses. Usually, the Elerians were aggressive militarily, and would only aid the races to which they were already favorably disposed. These races were the Alkari, Bulrathi, and Mrrshan (the Elerians apparently respected combat strength and skill). The Psilons and Silicoids were disliked by the Elerians, and the Gnolams were their mortal enemies.

Gnolams


Homeworld: Gnol

Known emperors: Bortis, Dolgran, Gnorm, Vex, Trorn, Trant, Volm, Navolok

The Gnolam people appeared around the time of the Elerians and Trilarians. This physically short race from a low-gravity planet was often described as dwarven or gnome-like. They possessed an amazing ability to create and horde treasure, and their dictators almost never lacked money. Gnolams also had strong knowledge of business, resulting in large profits from trade routs and extra food sales. In addition to all this, Gnolams had amazing luck. Perhaps this power was their attempt to counter the Elerians mental powers; in any case, space monsters and Antaran fleets almost always ignored Gnolam planets. Disasters never befell the Gnolams, and unexpected fortune came frequently for them. Their biggest enemy was the Elerian race, followed by the Mrrshan. They did respect the Darloks and Meklars. Gnolam leaders were usually peaceful, but could fund a large fleet very quickly when at war.

Trilarians


Homeworld: Trilar

Known empresses: Wavya, Klirr, Everial, Llorian, Cress, Calibar, Aquailis, Oraborus

The last of the younger races was the Trilarians. This group came from an oceanic world and lived in water. Because of this, ocean and terran planets could support as many people as gaia planets could, and swamp and tundra planets were as good for them as terran was for other races. High volumes of water apparently made their people flourish. The Trilarians were similar to the Alkari in their behavior; they had honorable tendencies, and were peaceful enough to coexist with others. They were a danger when threatened, however, because their ships were faster than others. This Trans-Dimensional ability supposedly came from the Antarans; the Trilarians claimed that they were the descendants of a lost Antaran colony. Our evidence seems to indicate that the Antarans indeed had a presence on Trilar and even interfered in Trilarian species development. Their leader ruled as a Dictator. Trilarian friends included the Alkari and Klackons, and to a lesser degree the Mrrshan and Psilons. They did not like the Meklars.

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 provides a rich background story of the 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.