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SvahaThe Galaxy |
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Click on any of the race names to see expanded information on that race. Clarin: The Clarin are primarily concerned with artistic expression, particularly those arts that can be performed music, dance, oration, illusion, and rendering. As individuals, they are long-limbed and graceful, seeming to float or dance rather than walk. Their society is highly structured, with an individuals rank based solely on their talent and their craft. While their technological level is low, there has been a recent push to bring Clarity up to the same level as the rest of the societies with which they trade. How they will accomplish this is a matter of debate. Cwal: The Cwal, a race of greenish-brown skinned bipeds, are forest dwelling creatures on the planet Gryxmere. Their deep forest locale, their camouflage abilities, and the ability of some to disguise themselves as others has kept them hidden from the Gryxmerens, most of whom are unaware of their presence. Cwal strongly resent the Gryxmeren existence on "their" planet, and, seeing themselves as the protectors of the few remaining "natural" portions of the planet, do what they can to disrupt Gryxmeren encroachment on the woods. The means by which this is accomplished best are a matter of debate among the various Cwal kith. Gryxmerens: Gryxmerens are a versatile and diverse people. While they have no magic of their own, they seem able to learn and practice the magic of others. Many Gryxmerens have utilized bionic equipment to enhance their avian-like bodies. Other Gryxmerens possess powerful mental abilities. The Gryxmerens are plagued by a very high crime rate, live on a planet most would consider an environmental disaster area, and suffer under an economy in which there are really only two economic classes: a small number of very rich, and an overcrowded populace of very poor. In addition to this difficulty, the Gryxmerens share the planet with the Wel, descendants of an ancient native race, who are not particularly happy with the current arrangements. Living in such conditions, Gryxmerens yearn for escape. Only the very rich are able to utilize the extensive space travel industry to do just that, taking most of Gryxmere's riches with them when they do leave. For the remaining Gryxmerens, 'escape' might come through participation in the military, selling oneself into servitude, or embarking on a risky getaway mission, but for most, it comes in the form of availing themselves of meager entertainment offerings. Hor'Data: The Hor'Data are a race of amphibious bipeds living under the seas of Dal'Tera. They rarely ever leave their immense city, Hor'Ul, except when driven by the need to uphold the "Balance," a concept that only they seem to understand. Their technology is not very advanced, but they excel in the magical arts, and their natural home is proof against most attackers. The few HorData that do leave their city, known as the HorSalim, do so at the command of their enigmatic prophecies. Marda: The Marda are a transient race of psychically-abled beings who have dedicated their lives to scientific pursuits, especially genetic engineering. Approximately 500 years ago, a deadly virus mistakenly created by Mardan scientists swept through their home planet, killing or wildly mutating the entire populace. The few Marda that were off-planet on colonies or on research expeditions were spared the deadly plague, and they set about working on a way to return to their original home, or to populate a new homeworld. To accomplish this, the Marda have create a number of enclaves on other races' planets, bartering their high technical and scientific knowledge for natural resources and the stability of a terrestrial home. Nrall: The product of cross-fertilization of a variety of races with the Thizzen, the Nehar of Rall (Nrall) are regarded by some as abominations of nature, and by others as a useful experiment in genetic dominance. As different as the races who formed them, the Nrall serve the Thizzen, and thus the Empire of S'rall, in an infinite number of ways. While there have always been rumors of a Nrallian uprising, such talk seems to be unfounded. The Nrall show a surprising dedication to the Thizzen, even to the extent of wearing the colors and patterns of the tangle that is their family. Over the last hundred years, the Empire of S'rall has been infected by what the Thizzen and N'rall call "the Shadow." This being is the same one who the Norag call "Zatharos." In the early parts of the Shadow Occupation, a civil war was waged between those who were tainted by this being and those who were not. The tainted faction grew ever larger as the years went by, and eventually the war was won by the Occupied forces. Now there are only small units of non-tainted Thizzen and N'rall, who hide from their tainted brethren as they seek a way to rid their people of the influences of the Shadow. Meanwhile, Occupation forces are expanding across the universe, seeking new planets to conquer for the being they serve. Norag: The Norag are one of three races living on the planet Dal'Tera. They are skilled technologically, and have a powerful religious institution known as The Arch which permeates most aspects of Noragi life (even though the Norag government is officially secular). Until recently, the Norag were under the tyranny of a supernatural creature known as Zatharos, also known as "the Destroyer," prophesized by Arch scholars. This creature was able to subtly control the armies of the Norag and turn them against their civilian brethren. With the aid of the Vihr (who were similarly enslaved), and the HorData, the Norag were able to throw off the yoke of slavery to Zatharos and be free. The rebuilding process has been slow, but the Norag have proven their resolve by pulling their race back from the brink of extinction. Ogaru: Descendants from an abandoned off-world penal colony, the Ogaru are well-known throughout the galaxy for their fighting skills and resiliency. Their tough hide, made so by the unforgiving ionic storms on Ghurgha, can turn aside most projectiles coming their way. Their strength is formidable, and they can move quickly, belying their size. This combination makes them prized as mercenaries and bodyguards. It is obvious to some, though, that some Ogaru struggle to find more in the galaxy than what they have now, which is close to nothing. There is far more to the Ogaru than what many perceive them to be, and Ogaru philosophers, artists, and politicians have been lauded for their abilities and actions. Other Ogaru seem to be content to allow their colony to slowly wither and die, just as they themselves die in far-off mines or as mercenaries. Rawana: A fierce and tribal race, the Rawana live on the planet Ruia--a planet whose atmosphere has proven toxic to those who are not native. To adapt to their environment, the Rawana have formed a symbiotic relationship with several native semi-aware organisms. Each one chooses and is chosen by a symbiote at maturity, an ally to last the rest of their lives. The bond between them allows the Rawana to live and flourish, and to understand the dreams that are brought to them by their planet's atmosphere. Stelik: The Stelik are a creation of the Marda; cybernetic organisms created to do the work of their masters as well as protect them from harm. With a metallic interior covered with living tissue and an advanced neural framework artificial intelligence, the Stelik are possibly the most advanced technology in the galaxy. But many of them don't consider themselves technology. Their AI's have advanced to the point where they wonder what makes others sentient and them equipment. Thish Wan: The Thish Wan are a race of scavengers who roam the known universe. Their planet was destroyed by their own foolishness, and now they are relegated to searching the galaxies for a new home. There are three factions within the Thish Wan, and their methods and goals vary greatly. One thing they all have in common, though--nothing goes to waste. They create marvels out of things others would consider trash. They adapt, modify and reconstruct everything and anything they can get their hands on to make them fit their own needs. This even extends to their magic, which is a strange amalgamation of parts of rituals and components from other races. From a scarcity of resources, one can not believe what they are capable of building. Thizzen: Strength of mind, strength of magic, and the strength of the Empire of S'rall these are the three things a Thizzen strives for. Also called the Serpents of Rall (Srall for short), the Thizzen are large reptilian beings that have spread themselves over numerous planets, moons, and asteroid belts in an attempt to outrun the expansion of their population. Their dedication to the Empire as a whole is superseded only by their loyalty to their individual family group, or tangle. Over the last hundred years, the Empire has been infected by what the Thizzen and N'rall call "the Shadow." This being is the same one who the Norag call "Zatharos." In the early parts of the Shadow Occupation, a civil war was waged between those who were tainted by this being and those who were not. The tainted faction grew ever larger as the years went by, and eventually the war was won by the Occupied forces. Now there are only small units of non-tainted Thizzen and N'rall, who hide from their tainted brethren as they seek a way to rid their people of the influences of the Shadow. Meanwhile, Occupation forces are expanding across the universe, seeking new planets to conquer for the being they serve. Tlocassans: Tlocassa is a small, out-of-the-way planet, which, due to its cloudy atmosphere, has remained relatively isolated in the galactic community for eons until recent times. Its citizens, a society of purple-skinned bipeds, shun most technology, but make up for such deficiencies through the use of powerful magic. Tlocassans believe their magic flows out of their religion, and most if not all Tlocassans are devout followers of Brömtre, the state religion. This faith has provided them with over a millennium of peace and happiness, though it has also depleted their military and halted any technological progress. Recent events, however, have begun to raise doubts among the populace about the very foundations of their beliefs and principles. Vihr: Descended from a mythic race known as the Illik, the Vihr are a proud, aloof race. Their lack of technology has been greatly enhanced by the art of Alchemy, which they regard as their legacy from their Illik fathers. Over the past century the Vihr, along with their ancient foes the Norag, had been conquered and subjugated by a malevolent entity known to them as Tareg-Siv-Khaina or "That which drains the mind and dries the soul." Only recently, with the help of the third Dal'Teran race, the Hor'Data, were the Vihr and Norag able to throw off the shackles of oppression, and begin the long rebuilding process of their planet. Vraxians: Vraxhis is a planet completely dominated by urban sprawl. Its surface is covered with massive factories, corporate facilities, and other technological constructs that long ago drained away the natural resources of the planet. Vraxhis inhabitants, known as Vraxians, used their advancements in planetary mechanics and quantum engineering to pull in two smaller planets to be used for living space and agricultural production. The Vraxians are consummate capitalists, and the Vraxian economy is the most robust (and complex) in the galaxy. Vraxian merchants and traders are found all over the galaxy involved in buying or selling nearly any kind of merchandisable product. Its widely said that if theres a transaction taking place, at some point a Vraxian muzzle will poke its way into the mix. Over the past century, mechanical supplements to the Vraxian physiology have made this once slow-moving race much closer to the speed and agility of other races. Other enhancements include implanted software and direct computer access into their brains as well as increases in their neural pathways. Wel: The Wel make their home in the Beogrin Mountains on Welhum, a planet known to most of the galaxy as Gryxmere. Unlike their cousin race the Cwal, the Wel have made their presence known to the Gryxmerens and to a few other races. For the most part, the members of this race are kept confined to their home by the Gryxmerens, as a result of a treaty that concluded an unsuccessful war waged by the Wel 50 years ago. Some Wel, however, work (unhappily) for the Gryxmerens, and others have escaped the planet entirely. Wel are adept spell-casters, specializing in spells based on air and water, although a few Wel secretly practice the forbidden art of necromancy.
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