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The universe that OtherSpace takes
place in is home to at least fourty-five known and documented races;
from Ishtarians and Demarians, to Sivadians, Drakarians, Lotarians,
Nall, and many, many, more!
Suffice to say, the racial themes
of OtherSpace are as diverse as the races themselves.
However, not all of these races
are open to the players who play upon the MUSH, for a number of
obvious reasons. However, the core selection of races that have been
entertaining people for many years, and igniting the imaginations of
hundreds over the course of OtherSpace's span so far, are just as in
depth and developed as any other race in the larger Science Fiction
universe.
Below are the races that can be
played by anyone, and a brief snippet of information about each. If
any race sounds like one that appeals to you, just click on the name
of that race to be taken to the relevant OtherSpace Wikipedia page
for more detailed information!
Castori:
Bear-like psionic engineers and scientists, native to the home trees
of their heavily forested world of
Castor. They are fond of sweets and the thrill of the hunt.
Inventors of the instantaneous (and sometimes unpredictable) teleportal that makes getting around the known worlds much easier.
Centauran:
Once known as strict pacifists, these crystalline jellyfish-like
beings have shown their capacity for hostility. Those of the
homeworld are suspicious of the unenlightened rest of the galaxy,
but curious enough to send researchers snooping around from time to
time. They are without specific gender. Each Centauran gives birth
to an offspring every seven years.
Demarian:
Noble and proud, these felinoids once dominated a desert world
called
Demaria. Now, their mighty cities and palaces lie in ruins and
the survivors of the species, most of whom traveled aboard
Sanctuary to escape the Kretonian invasion, are rebuilding their
culture in places like New Alhira.
G'ahnli:
The G'ahnli are a race of telepathic piscinoids living peaceful
lives of profitable commerce beneath the waters of
G'ahnlo. Their interstellar vessels are full of salt water for
their comfort. When outside their ships, they travel in large
hovering aquariums known as hovertanks.
Human:
Denizens primarily of the undersea colonies of decimated
Earth and terraformed
Mars, humans have been through difficult times during the past
few centuries. First,
Kretonian conquest. Then, the multiverse rift crisis. And then
the
Moebius Effect, which switched out alternate versions of Earth,
Mars and
Luna for a time. Over time, many humans have become distrustful
of aliens and outsiders because of the roles they played in the
disasters that befell mankind's homeworld.
Lunite:
Descendants of the 22nd Century Specialists who revolted against
their human masters and achieved civil rights and won a homeworld in
the form of Luna. They often exhibit some aspect of their ancestors'
genetically instilled tendencies, from a need to keep things clean
to a heightened sense of their surroundings.
Odarite:
Insectoid cousins of the
Mekke, they lack psionic powers, but are far more prevalent in
the galaxy thanks in large part to that. The only females in the
Odarite culture are queens who dominate hive cities. The rest are
males, who serve either as drones for the queens or merchants and
warriors in the
Odarite Merchants Guild.
Qua:
Descendants of Native American colonists who settled on
Quaquan. A deeply spiritual people with close ties to the land
and nature in general. They believe in the wisdom of their elders.
Sivadian:
Descendants of human colonists who settled on
Sivad. These folks aren't afraid to tamper with their genetic
makeup - especially now that there's no overriding military force
with the means to tell them to stop it.
Theorian:
Packs of agile, psionic felinoids that dwell in the mountainous
regions of Demaria; in the wake of the Kretonian occupation of the
planet, they became the dominant life form on the planet, and are
more numerous than the citizens of both newly established colonies
even today -- still, they are rarely seen outside the forests and
jungles at the foot of the
Stubtooth Mountains.
Timonae:
Still a rather free-living race with a knack for gambling and
troublemaking, these cousins of the Mystics still abide on the
planet
Antimone. Many were imprisoned in Kretonian slave camps during
the occupation, but the Timonae persevered, and welcomed the day the
Nall came to crush their captors.
Ungstiri:
Rough and tumble denizens of the last remaining chunk of a planet
known centuries ago as
Youngster. First, it got blown into three pieces by the Nall.
The settlers, descendants of Eurasian colonists, stuck with it and
made a home among the ruins. Then it was blown up again by the Nall,
after the Kretonians made one of the larger chunks their
headquarters.
Vollistan
Light Singer: Denizens of the planet
Vollista, these luminescent cousins of the Mystics and Timonae
who once served as interrogators for the Nall - and, eventually, the
Kretonians - now keep primarily to themselves within the caves of
their homeworld.
Ydahri:
A newt-like race from the planet
Ydahr. Like their distant cousins, the G'ahnli, they are fond of
trade, but will often seek to give their customer the most benefit
as opposed to giving it to themselves.
Zangali:
The Zangali are tall, warm-blooded reptiloids with a wide stubborn
streak and a strict code of honor. They come from the planet
Grimlahd, and are cousins of a reptiloid race known as the
Grimlahdi. They have come into conflict with the Grimlahdi
several times, especially at times when the Grimlahdi have bowed to
the authority of the Nall against the best interests of the Zangali.
Although quick-tempered and disinclined to become fluent in alien
languages, most Zangali do not fit the common misconception that
they are dumb.
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