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Telaris "Mav" Taldrya Cantor

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Species List

Star Wars Species: These are the primary  species available within the ACC, but they are not all that is allowed. The viability of species is determined based on existence in the Star Wars universe, the Dark Brotherhood timeline and availability of information (as well as the viability of the information sources and the acknowledgement of the Combat Master). A comprehensive list of species can also be found by following the corresponding link below. Should you desire to use a species not displayed on this page (i.e. being noted in the comprehensive list does not guarantee it's viability for use as a species in the ACC), contact the CM/DCM.
 

View the expanded SW Species List

 
DJB Custom Species: These are species created by members of the Brotherhood and are for use by anyone who wishes to use them. You may infer information that is not addressed (both as a user and opposition), but it is advisable that you read the information table to avoid possible contradiction. In addition; Attributes, Advantages and Disadvantages are "global". They apply to all members of the species and generally remain fact.
 

DARK JEDI BROTHERHOOD CUSTOM SPECIES

   

HERAGAN

Heraga was once a garden world, destroyed by the Sith Empire long ago. Its gravity is just under Coruscant standard, with a temperature mainly made of extremes, either extremely hot or cold, with little yearly variation in temperature due to its lack of axial tilt. Its current surface, however, bears little of its old features. Heragans, as a species, bear a remarkable similarity to humans. The cause of this is anybody’s guess, especially with Heragan culture predating the advent of Hyperdrive technology. Differences, however, are still present. The Heragan species has a far greater amount of internal variation of skin, hair, and eye color than baseline humanity does. The species’ features are often far more angular and sharp, as well as slightly taller than most humans, typically at least six feet tall. Heragans as a species would logically be spread throughout the Galaxy, if any others were known to exist. Individual Heragans would not be aware of each other’s existence, due to the loss of their “hive mind”. The Brotherhood, in its entire history (coupled with the travels of its members), has had only one Heragan, ever, on record. Due to Heragans’ extremely specific dietary needs for reproduction, all remaining Heragans would have been alive since, at minimum, the time of Naga Sadow.

Information Table: Heragan

 
Attributes/Features Advantages Disadvantages
  • Not discernable from Humans
  • Ageless; Immortal
  • Regeneterative abilities over time
  • Unwaveringly stoic; Emotionless
  • Word-bound; cannot break a given word
  • Unable to reproduce due to extinct dietary needs
   
KARANAN

The Karanans are a near-human, mammalian species indigenous only to the Karana System located east of the Minos Cluster in Wild Space. Their homeworld is the boreal planet Sahare, but their limited spacefaring technologies allowed them to colonize their sister planet Lears, and establish a penal colony on the volcanic mining world Deva. The entire system and Karanan civilization now lies under the control of the Emperor’s Hammer. The species is characterized by average stature, brown to black hair, red blood, four-digit hands, skin ranging from grey with blue undertones to pale blue, and generally lean, muscular bodies from millennia of breeding for war and manpower reliant production. Adorned by thick eyebrows, their brown, amber, or rarely violet eyes are set deep in the sockets, a feature accentuated by their slightly pronounced, two-lobed forehead. While largely unrenowned for acrobatic feats and hindered by their relatively low technological level, the typical Karanan possesses strength, toughness, aggression, and a keen mind. Interbreeding with other humanoids may be possible, but is extremely unlikely to have occurred due to the recentness of their introduction to the galaxy, and technological dependence on the traditionally pro-human EH.

Information Table: Karanan

 
Attributes/Features Advantages Disadvantages
  • Near Human
  • Average Stature
  • Grey to Blue Grey Skin
  • Deep Brow with inset eyes
  • Lithe to Athletic build
  • Proportionately Strong
  • Resilient/Tough
  • Aggressive
  • Unrenowned for acrobatic feats
  • Technologically inept (as a species; individuals may vary)
  • Aggressive
   
Shaevalian
SHAEVALIAN

The Shaevalian are a near-human, mammalian species indigenous only to the Shaevalis System located in Wild Space. Shaevalians tend to be somewhat larger, and of greater stature than most human species.  Shaevalians possess a denser muscular structure, and bones that are more-heavily ossified, perhaps to support their greater muscle weight.  Most Shaevalians stand between 1.9-2.1 meters in height, though there are some exceptions both above and below, with males of the species making up the majority of the height.  On the average, males stand at two meters in height, while females stand slightly below 1.9 meters.  The weight ranges for Shaevalians vary as with every species, but very few Shaevalians weigh less than 90 kilograms after reaching adulthood.  Most Shaevalian males weigh around 110 kilograms, with females generally weighing about 95 kilograms or more.

Hair and eye color for the Shaevalians is typically dark.  While no Shaevalians have ever been noted as having anything but dark brown or black hair, there are exceptions to eye color.  Most Shaevalians have dark hair, but about one in ten Shaevalians are born with blue or green eyes.  One out of 100 Shaevalians are even born with eyes of any other color.

Other physical features of Shaevalians are generally the same as other humans throughout the galaxy.  As a very prejudiced people, the Shaevalians tend to take note of anything “unusual,” and either move to eradicate it, or hide it within their culture.

Information Table: Shaevalian

 
Attributes/Features Advantages Disadvantages
  • Near Human
  • Agressive; war-like
  • Rebellious
  • Greater bone density then human; high constitution
  • Higher Endurance
  • Long life-span (250 years)
  • Xenophobic and highly prejudiced
  • Low charisma


VALHERU

The species is native to the planet Shi, located in the unknown regions beyond the Emerald Vale (an uncharted, radioactive nebula). Valheru evolved from a conglomeration of sub races. The first intelligent race known on the planet were the Valu, these creatures were human-like, but had longer limbs, and were considered wild in nature. The Valu lived millennia before the first Valheru were sighted on the planet and lived on one huge continent yet to split apart. Their low foreheads and fangs gave them still a somewhat animal like look, but findings of tools and homesteads showed that they were the first intelligent species on Shi. When the continents split apart, two races evolved from the Valu, the reptilian-like Hershu and the bird-like species Kyria. The Hershu evolved into the Valheru a humanoid species with superior strength and reptilian eyes. The Valheru built great city’s of wood and stone on mountains, and formed a kingdom-like society.

Information Table: Valheru

Attributes/Features Advantages Disadvantages
  • Humanoid Appearance
  • Lizard like eyes (vertical slits)
  • White/Silver hair
  • Enhanced eye sight, can view over large distances
  • Resilience, may go for a week without water/food
  • Female - dexterity; Male - physical strength
  • Easily winded in atmospheres other than planet Shi
  • Cold blooded, ineffective in cold environments
  • Honor-bound
  • Female - physical strength; Male - dexterity
   
   

STAR WARS SPECIES


   
ANX

The Anx are a large, reptilian species from the planet Gravlex Med. Sociable creatures, they possess an incredible devotion to any group of which they felt a part. Emotional creatures, their crests change color to reflect their moods. The Anx language is made of loud, low-frequency noises that they could use to communicate across distances of several kilometers. To compensate for poor eyesight, Anx have an acute sense of smell. They also possess a formidable knowledge of anatomy, especially nerves, muscles and bone structures, making them dangerous unarmed combatants and skilled warriors, capable of defeating most opponents.

 
Attributes/Features Advantages Disadvantages
  • Long crested head
  • Thin necks
  • Thick tails
  • Acute sense of smell
  • Vast anatomical knowledge
  • Poor eyesight
  • Crests change color to reflect mood


ANZAT

A species of humanoids that closely resemble humans, at least externally, the Anzati are more myth than reality to many of the galaxy's inhabitants. Internally, their composition differs greatly from that of pure human stock. The primary difference is that the Anzati have proboscis hidden inside their cheeks that can be extended out from their nostrils. These proboscis are used to consume the brain of the Anzati's victim. The Anzati places his face nose-to-nose with its victim, and the proboscis extend into the victim's nostrils and then into the brain, where they consume the brain and all its life energies. The Anzati refer to the brain and its energies as "soup." They are creatures of no real biological rhythm; they simply exist, and when they require rest, they drop into a deep coma-like state. Certain feral species of Anzati also have the ability to exude long, rope-like tendrils which can be used to wrap up a victim and immobilize them for later feeding.

 
Attributes/Features Advantages Disadvantages
  • Human appearance
  • Mild telepathy
  • 2 prehensile proboscis on inner cheeks
  • Long lived species
  • Loners (non-social)
  • Proboscis used to drain brain fluid through nasal cavity
  • Telepathy used to mesmerize prey
  • Rest requires a deep coma like state


AQUALISH

A bellicose (having or showing a ready disposition to fight) humanoid species with some superficial properties both aquatic and arachnid, the Aqualish of Ando can be found the galaxy over. They have hair-lined faces with large, glassy eyes and mouths dominated with inwardly-pointing tusks. Ando is a marshy planet with very little solid land. The Aqualish developed two predominant speciess: the Quara who have clawed, five-fingered hands, and the Aquala who have fins for hands. The Aqualish admire strength and are openly contemptuous and hostile to the weak. They hated the Empire, but showed no interest in the Rebel Alliance. The few Aqualish that bothered leaving Ando have found purpose in the fringe of the galaxy, as smugglers and bounty hunters.

 
Attributes/Features Advantages Disadvantages
  • Walrus faced humanoids
  • Webbed or clawed hands
  • Above average strength
  • 2-4 eyes, depending un sub-species
  • Technologically advanced
  • Short Temper
  • Stubborn

ARCONA

The Arcona are a species of intelligent, limbed serpents native to the planet Cona. Their desert world is devoid of free water, but has dense concentrations of ammonia. The Arcona evolved claws to get at the water pods concealed beneath the rocky soil of Cona, and ammonia is employed in a supplementary circulatory system used to rid waste from their bodies. The Arcona's eyes, set wide apart on their anvil-shaped heads, have thousands of individual receptor cells that register color, but give no delineation to form. It is the bulbous, diamond-shaped heat-sensing organ set between their eyes that brings their blurred multicolor world into focus. The Arcona sense of smell is based on their long, flickering tongue that collects molecules for analysis.

 
Attributes/Features Advantages Disadvantages
  • Scale-less bipedal species of reptiles
  • Anvil shaped head
  • Marble like eyes
  • Highly accurate heat sensory organ between their eyes
  • Powerful talons
     
  • Poor eyesight
  • Prone to salt addiction
  • Dactyl Ammonia supplements needed when away from Cona

BARABEL

A bipedal species of reptiloids was covered in black scales much like fingernails. Known for their hunting and tracking abilities, Barabels had heavy, retractable claws and sharp, needle-like teeth. Their aggression was well-known, but they were also extremely loyal to their mates and parents. Barabels were especially fond of fighting with their nearby neighbors, the Verpine, and often captured Verpine and gave their body parts to the Kubaz. Being a moral species by nature, they had a deep respect for the Jedi Knights which stemmed from their first experiences with the Jedi, in which a Jedi Master successfully mediated a dangerous clan dispute.

 
Attributes/Features Advantages Disadvantages
  • Black scaled reptilians
  • 5cm long needle like teeth
  • Thick hide
  • Infrared perception
  • Large retractable claws
  • Highly resilient hide (melee & blaster)
  • Loyal to mates and parents
  • Morality

BLOOD CARVER

Blood Carvers joined the Republic 110 years BBY and live up to their odd moniker in two ways. They are renowned for their masterful sculptures carved from bright red blood wood and are also skilled assassins. Blood Carvers are proud warriors with strong ties to their tribal leaders. They find flattery and exorbitant wealth disdainful. The assassin race is triple jointed humanoids with iridescent gold skin, wide beaklike noses, and beady black eyes. They stand 2 meters tall and typically wear close fitting clothing that allows them to move quietly.

 
Attributes/Features Advantages Disadvantages
  • Gold Skin
  • Black eyes
  • Beak-like noses
  • Stealthy Hunters
  • Agile
  • Rarely operates outside of tribe
  • Frail body structure

BOTHAN

Bothans are a humanoid species characterized by stocky builds and fur-covered faces. The fur acts as an emotional indicator, as different moods trigger different rippling responses on a Bothan's fur. Bothans hail from Bothawui, a cosmopolitan planet spared from the Galactic Civil War due to its neutrality. Bothans also have numerous colony worlds scattered throughout their small patch of indigenous space, like the planet Kothlis. The Bothans are renowned for their information-gathering techniques. For over 300 years these aliens have been cultivating a vast network of operatives dedicated to gathering useful data. The Bothan spynet remained independent during the Galactic Civil War. At least, it did so on the surface. Much of the intelligence gathered was siphoned to the Alliance, but the Empire and criminal organizations also took advantage of Bothan services.

 
Attributes/Features Advantages Disadvantages
  • Small framed
  • Furry, bipedal species
  • Skilled information gatherers
  • Agile
  • Paranoia
  • Lack piloting skills (in general)

CATHAR

The Cathar are an ancient socially advanced species of bipedal feline humanoids from a planet of the same name. The Cathar dwell in large living city trees which are artistically carved friezes showing the history of the Cathar and their heroes. Cathar are proud passionate beings with strong morals and equally strong ties to tradition and family. They form strong friendships and unshakable loyalties. Cathar hate as fiercely as they love and although they are even-tempered, they are quick to act. Cathar have feline features and normally stand 1.6-1.8 meters tall. Male Cathar have short beards and two tusks jutting from the lower jaw while females have fangs on the upper jaw.

 
Attributes/Features Advantages Disadvantages
  • Massive in size (males)
  • Feline features
  • Large teeth

  • Strength
  • Fierce Loyalty
  • Overly Impulsive
  • Proud
  • Moral

CEREAN

Near-humans who are native to the planet Cerea. In nearly all aspects, Cereans resemble humans. Their heads, however, are much larger than a humans, with a cranial cavity that extends some 12-20 centimeters above their foreheads. This elongated skull is topped with a flowing knot of hair. Contained within the skull is a binary brain, which gives the Cereans an advanced capacity for thinking and meditation. The biological needs of a second brain are supported in the Cerean physiology by a second heart, which was also protected inside the skull. As a species, Cereans tended to be isolationists, preferring to live in a low-tech environment away from the bustle of the Old Republic.

 
Attributes/Features Advantages Disadvantages
  • Near human
  • Large head (12-20cm above forehead)

  • Advanced capacity for thinking and meditation
  • Skull houses binary brain & second heart
  • Isolationists

CHISS

This species of blue-skinned humanoids was from the planet Csilla, in the Unknown Regions. Their home world was locked in a planet-wide ice age many millennia ago, and they were forced to flee the planet as a species in order to survive. They are all well-muscled and tall, with jet black hair and glowing red eyes. While their history has been marked by nearly continual warfare and conquest of other worlds, the Chiss are generally not violent. They prefer to extend themselves only from a defensive posture, and viewed the idea of a pre-emptive strike against an enemy as if it were murder. This unspoken law dated back nearly a millennium before the Battle of Endor, and was one of the strongest points of Chiss honor and morality.

 
Attributes/Features Advantages Disadvantages
  • Blue skinned humanoids
  • Muscular and tall
  • Black hair and red eyes

  • Excellent analytical abilities
  • Generally calm and non-violent
  • Apprehensive to pre-emptive strikes
  • Prefer to extend themselves only from a defensive posture

CLAWDITE

Clawdites are a genetic offshoot of the humanoid natives of Zolan, a planet in the Mid Rim, that have the ability to shapeshift and alter their physical appearance. Shape-shifting for Clawdites is an extremely uncomfortable process. Clawdites must endure great pain to shift and maintain a shape other than their natural form. Expert shifters employ special therapeutic oils and meditative techniques to aid their transformations. When they are at "rest," a Clawdite is indistinguishable from a regular Zolander. Known Clawdites, however, have long been ostracized from Zolander society, deemed sinful and impure, and forced to live in secured ghettos.

 
Attributes/Features Advantages Disadvantages
  • Chiseled features
  • Normal 'humanoid' properties; fingers, head

  • Can change appearance
  • Painful shape-shifting
  • Their 'shifted' appearance is limited to their personal size

DASHADE

The Dashade are muscular humanoids with high foreheads, a lamprey-like mouth, powerful claws, and a natural ability to dissipate heat that makes them difficult to spot with most life-form sensors. By all rights, the Dashade should be extinct. Their world was destroyed by the massive multiple-supernova Cron Drift explosion sparked in the Great Sith War, killing all life on the planet. Four millennia later, sporadic accounts of Dashade-sightings continue. The Dashade found allies in both the Sith and the Jedi. The ancient Jedi Knights used Dashade combat instructors to hone the warrior skills of their young Padawans. Not only were the Dashade physically resilient opponents, but they showed a partial immunity to Force-based powers. The Sith, too, employed the Dashade, as guards and assassins.

 
Attributes/Features Advantages Disadvantages
  • Reptilian Humanoids
  • Smooth, dark skin
  • Mouths filled with sharp teeth
  • Beady eyes
  • Highly skilled in combat
  • Often hired as instructors
  • Poor connection/sensitivity to the Force

DEFEL

A wraith-like species that absorbs normal light through its fur and skin, appearing to be nothing more than a shadow, Defels were native to the planet Af'El. In ultraviolet light, they appear as short, muscular lupine humanoids with thick fur and unusual, three-jointed fingers. In the visible spectrum of light, the fur of the Defel absorbs most wavelengths, making the creature virtually invisible to most humanoid speciess. They live underground on the planet Af'El, mining the various metals in the planet's crust and outer core. Because of their knowledge of mining and ores, Defels were known to be excellent metallurgists. Because of their ability to "hide" in normal light, Defels were also known to be excellent hunters and thieves. They can see equally well in the dark and in ultraviolet lighting, and their eyes appear to glow red in normal light. In bright, normal light, however, a Defel is more or less blind. Those Defel who travel off-world during the daylight hours must wear special visors to protect their eyes.

 
Attributes/Features Advantages Disadvantages
  • Short
  • Muscular
  • Lupine Humanoids
  • Thick fur
  • Excellent hunters and thieves
  • They can see well below the normal spectrum
  • Blind in normal light
  • Need goggles to see in normal spectrum
  • Overconfidence

DEVARONAIN

Devaronians are among the first species in the galaxy to develop interstellar travel, and the males of the species have been common sights in spaceports throughout the galaxy for thousands of years. They are one of the most unique races in the galaxy, as their male and female sexes are so vastly different in appearance and temperament. The males are docile, non-aggresive creatures with smooth, hairless skin and short horns on their heads. They takes great pride in their horns, and groom them quite regularly. The females, on the other hand, are covered in calico fur and do not have horns. They are aggressive by nature, and tend to dominate their culture. It is believed that they are descended from a race of primates that lived in the mountains of Devaron, their homeworld, and that their horns were a genetic mutation that proved useful in fending off predatory brids. Devaronians are carnivores and in general, have an efficient metabolism, consuming nearly every bit of food they eat. The unusual blood of the Devaronians was silver-based, giving it a blackish color not unlike tarnish when exposed to oxygen. Devaronians were one of the first races to discover the secrets to space travel and develop stardrives.

 
Attributes/Features Advantages Disadvantages
  • Red tinted, hairless skin (male)
  • Short horns (male; females=no horns)
  • Teeth = all sharp incisors (males)
  • Calico fur (female)
  • Teeth = molars w/prominent canines (female)
  • Aggressive (female)
  • Dominant (female)
  • Sharp teeth (both)
  • Driven/Opportunistic (males)
  • Docile (males)
  • Wanderers (males)

DURO

a humanoid species characterized by their blue skin, red eyes and long, thin faces. There is no nose on their face. They are a calm, peaceful species (although the Star Wars Screen Entertainment software claims that they are reckless in nature) and are considered dependable workers and gifted storytellers. Their society was formed many millennia before the Galactic Civil War, and was very advanced technologically. Most Duros are interested in space travel, and are employed in one of the many industries that deal in travel between the stars. Those Duros who remain near their home world work for one of the many starship construction facilities that orbit the planet Duro. Many of the Duros found off-planet are graduates of the Duro Academy of Deep Space Exploration, and can navigate a hyperspace jump with limited star charting. The general population of Duros also refused to admit that the Neimoidians were genetic descendants of their species, despite the scientific evidence which proved their relationship.

 
Attributes/Features Advantages Disadvantages
  • Humanoid species
  • Blue skin
  • Red eyes
  • Long thin faces
  • No nose
  • Highly intelligent
  • Dependable workers
  • Gifted story tellers
  • Not known as skilled combatants

ELOMIN

Natives of Elom, these tall, thin aliens and pointed ears, four horns and their eyes are widely spaced. They have long hair sprouting from just behind their ears. As a society, the Elomin strove to find order in all things, and worked to create order where it didn't exist. The Elomin also refused to ackowledge their brethren, the Eloms, as part of the "ordered" view of the universe. The Elomin had little advanced technology when they were admitted to the Old Republic, but readily accepted the new technologies they were given access to. When Emperor Palpatine rose to power, the Elomin were enslaved and forced to mine lommite for the Imperial war machine.

 
Attributes/Features Advantages Disadvantages
  • Tall and thin
  • Pointed ears
  • Four horns
  • Widely spaced eyes
  • Long hair

  • Inerrant piloting ability
  • Organized mind
     
  • Evolved into slave species via the Empire's control of Elom
  • Little advanced technology

EM'LIY

This was the name given to the nomadic natives of the planet Shalyvane. The Em'liy were often very concerned about the impression given by others, and entire wars have been fought over whether or not one Em'liy leader impressed another. However, when the Empire subjugated Shalyvane and established a garrison on the planet, the Em'liy were forced to flee into the wilderness and reassess their beliefs. Natural survivors, the Em'liy began to lash out at the off-worlders who were taking control of their planet, fighting a series of guerilla skirmishes against the Imperials. The average Em'liy stood nearly two meters in height, and was heavily muscled. Their skin coloration could range from yellow to orange to blue, and they wore their hair in long topknots that denoted their social status and intimidated their enemies.

 
Attributes/Features Advantages Disadvantages
  • Tall
  • Heavily Muscled
  • Skin can be shades of yellow, orange or blue
  • Specialized in guerilla warfare
  • Concerned with outward perception

FALLEEN

A reptilian alien species characterized by their cool, calculating demeanor. They despised mammalian speciess as inferior to their cold, reptilian cousins. They were covered with small scales, and often had a topknot of hair on their heads. Their scales change color with their emotions, and they exude intense pheromones when they want to. The males use these pheromones to attract females. The Falleen are humanoid in stature, and have clawed fingers and toes. Their ancestors lived in the water, and most Falleen litters are birthed in the water. They have evolved into what some consider the most beautiful of all humanoid speciess. As a people, the Falleen existed in a feudal society, with noble houses ruling over lower classes of artisans, workers, and slaves. Rather than become wrapped up in learning about the galaxy at large, the Falleen chose to remain introverted and refine their already "superior" culture. Then, about ten years before the Battle of Hoth, Darth Vader eliminated a great portion of the Falleen population in order to stop the spread of a bioweapon which had been tested on the planet and had been set free. In reaction to these murders, the Falleen withdrew even further from the galactic community.

 
Attributes/Features Advantages Disadvantages
  • Reptilian species
  • Cool, calculating demeanor
  • Clawed fingers
  • Ability to control dispensation of their pheromones
  • Capable of long periods of submersion
  • Scales change color with emotions
  • Introverted society
  • Egomaniacal

FARGHUL

Native sentient species found on the planet Farrfin. They are a feline species, covered in tawny fur and having prehensile (adapted for grasping) tails. They are fearsome fighters and cunning thieves, although they were particularly intimidated by the Jedi Knights after the Jedi of the Old Republic tried to wipe out the smuggling bases on Farrfin. Farghuls are also distrustful of most politicians, and tend to be slightly xenophobic. However, among themselves or with friends, the Farghul were known to be mischievous and playful, telling bad jokes and rigging games of chance to their own benefit. Despite the fact that any Farghul who was caught cheating immediately turned over their illicit winnings and began to describe their con, most other beings in the galaxy considered them con artists and thieves.

 
Attributes/Features Advantages Disadvantages
  • Feline species
  • Prehensile tails
  • Fierce fighters
  • Cunning thieves
  • Untrustworthy
  • Xenophobic

GIVIN

A species that carries its skeleton on the outside of its body. This exoskeleton helps protect them from the sudden pressure changes and periods of hard vacuum that occur on the surface of Yag'Dhul, their homeworld. This exoskeleton allows them to seal their joints, giving further protection. Many scientists have likened the Givin to Twi'lek string puppets in their appearance. The Givin live in hermetically sealed cities built to withstand the tides of vacuum, and their society has grown up around the intense mathematics needed to accurately predict the vacuum tides. This had given the Givin the reputation of of being proficient mathematicians and strategists. The Givin also have a fairly advanced technology, and are respected starship builders in most sector of the galaxy. During the Clone Wars, the Givin allied themelves with the Confederacy of Independent Systems, providing their shipbuilding talents in an effort to gain a measure of respect against the Mon Calamari.

 
Attributes/Features Advantages Disadvantages
  • Exoskeleton race
  • Varying sizes
  • Resilient to harsh changes in atmospheric pressure
  • Mathematicians and strategists
  • Do not breathe
  • Fragile exo-skeleton
  • Not prone to combat ability

GOTAL

A humanoid species which possesses a limited ability to sense the Force, the Gotal have grey fur, and two cone-like horns on top of their heads. These horns are actually nerve-filled receptors that register the presence of infrared, radio, light, and electromagnetic emissions. These cones also have the ability to sense the presence of the Force as a vague buzzing. They come from a moon called Antar 4, and have an instinctual distrust of droids, for the droids' energy emissions foul up their sensitive horns. The Gotal have come to rely on their cones for a great many things and, as a consequence, they have a hard time interpreting the emotions of other species. This problem is rumored to have led to the Duinuogwuin-Gotal conflict. The one emotion most Gotal are sure of is love, and falling in love at first sight is a common occurance among prospective mates. When two Gotals mate, they do so for life and begin raising a family as soon as possible. The Gotal are a species of hunters, and have little or no political affiliations. They have one of the few societies which exists in a peaceful anarchy. The Gotal resisted entry into the Old Republic, but had absolutely no desire to join the Empire.

 
Attributes/Features Advantages Disadvantages
  • Humanoid species
  • Grey fur
  • Two cone like horns on top of head
  • Limited ability to sense the Force
  • Horns register presence of infrared, radio, light, electromagnetic emissions etc.
  • Can "sense" in darkness
  • Distrust of droids due to "interference" from electromagnetic emissions
  • Too much reliance on "cones" they have difficulty interpreting emotions of other species

GRAN

The Gran originate on the world of Kinyen and have been part of galactic society for ages. Despite their social nature the Gran leadership used to bar non-Gran from venturing beyond specifically constructed “alien quarters” in the world’s cities, in part because they feared potential conflict with other species. When the Emperor’s New Order rose to power the Imperials demanded access to all parts of Kinyen and when the Gran refused to grant it they were subjugated to orbital bombardment. The Gran are tan-skinned humanoids with pitch black eyes mounted on three eyestalks and small horns that rise from the back of their heads and stand between 1.5-1.8 meters tall.

 
Attributes/Features Advantages Disadvantages
  • Three eyes
  • Leathery skin
  • Slow to anger
  • Impulsive

HERGLIC

A huge species of bipedal aliens with blue/black skin, these creatures evolved from ocean-dwelling mammals and still breath through blowholes on top of their heads. Native to the planet Giju, these humanoids were generally considered one of the earliest species to achieve space travel. The Herglics were among the founding members of the Old Republic, but their empire crumbled and the Herglics eventually retreated to Giju. Millennia later, Giju was overrun by the Empire, which took control of Herglic cities and manufacturing sites for their own use. The Herglics tried to fight back, but centuries of peaceful living failed to prepare them for the might of the Empire. Imperial forces slaughtered Herglics virtually at will, until the Herglics surrendered. The Herglic society is punctuated by great explorers and merchants, but they tend to become addicted to gambling quite easily. They are also self-conscious about their size and unusual physical characteristics.
 

 
Attributes/Features Advantages Disadvantages
  • Huge
  • Smooth Blue/Black skin
  • Breathe through 'blowhole'
  • Strong
  • Resilient skin
  • Low Dexterity
  • Self conscious
  • Easily addicted to gambling
  • Not "naturally" prone to combat

HO'DIN

Ho’Din means “walking flower” in the native language of this gentle species. Although Ho’Din religion claims that the species descended from plant life, the Ho’Din actually evolved from reptiles. Three hundred years before the battle of Yavin, the Ho’Din entered an industrial age, clearing entire forests to make room for factories and cities. The damage to their homeworld’s ecosystem unleashed a deadly parasite that nearly wiped out the species. The Ho’Din have since returned to their roots, having learned to live in harmony with their forests.

 
Attributes/Features Advantages Disadvantages
  • Slender
  • Brightly colored scales
  • Serpentine hair
  • Webbed fingers
  • Biological knowledge
  • Proportionate Strength
  • Vanity
  • Technologically inept

HOUK

An extremely large, humanoid species originally from the Ansuroer Sector, the Houk have spread throughout the galaxy following the contact with a Vaathkree trading ship. Their skin is colored deep blue or purple, and their eyes are a piercing yellow. They are second in the galaxy in brute strength only to the Wookiee race, but they do not display the violent rage of the Wookiee. However, they have short tempers none the less, and prefer fighting over any other solution to a problem. The Houk generally use any method possible to gain an advantage over their opponents, including sneaking up on them and attacking from behind. Thus, many other races consider them cowards. The Houk which settled on the planet Sriluur were often at war with their neighbors, the Weequay, until the Empire stepped in and subjugated both races. The Empire used the Houk as a basis for creating the "perfect slave," but it is unknown if their program was successful. The Houk race has produced few technological advancements, but has adapted well to the use of hyperdrives and modern weapons.

 
Attributes/Features Advantages Disadvantages
  • Large Species
  • Blue/Purple Skin
  • Yellow eyes
  • Immense Strength
  • Shrewd Warriors
  • Short Temper
  • Prefer fighting as solution to conflict
  • Force ability extremely rare

IKTOTCHI

A species of sentient humanoids that was native to the moon of Iktotch. A fierce race, the Iktotchi were noted for the large, down-turned horns that emerged from the sides of their heads. Their skulls and neck muscled were also enlarged, to support the heavy horns. The Iktotchi are also noted for their huge hands and tough, leathery skin, which protected them from the winds of their native world. Ancient Iktotchi evolved with legends of a vast, galactic community beyond the clouds of Iktotch, with a great deal of their civilization striving to build airships and see what was beyond the clouds. Old Republic scouts discovered the Iktotchi some 3,5000 before the Battle of Yavin, and were surprised to find the Iktotchi were actually waiting for them. This was due to the Iktotchi's innate form of precognition, which allowed them to foresee the arrival of the scout ship several weeks before it actually arrived. However, this ability to see into the future was strongest on Iktotch, and faded as an individual moved off-planet.

 
Attributes/Features Advantages Disadvantages
  • Down-turned horns
  • Enlarged heads and necks
  • Huge hands
  • Tough, leathery skin
  • Fierce
  • Precognition (limited)
  • Proud
  • Not prone to agility

ISHI TIB

An amphibious, humanoid species characterized by their huge eyes and beak-like mouths, the Ishi Tib are native to the planet Tibrin. They inhabit Tibrin's oceans, and spend most of their lives under the water. Their thick, green skin helps retain moisture, so they are fairly adaptable in other environments. However, an Ishi Tib who lives away from the water must return to a briny seawater bath every thirty hours or so in order to maintain their skin's moisture levels and to keep their lungs moist. The Ishi Tib race is descended from a species of bony fish which had large, fluke-like fins which were highly developed. They escaped predation by leaving the ocean and staying on land for short periods of time, and natural selection allowed the development of arms, legs, and lungs. They have built cities upon the coral reefs of Tibrin's oceans, taking great care so they don't disrupt the delicate environmental balances. As a species, they were highly sought after as efficient organizers.

 
Attributes/Features Advantages Disadvantages
  • Amphibious humanoid race
  • Huge eyes
  • Beak like mouth
  • Thick green moisture-retaining skin
  • Fairly adaptable in other environments
  • Wide field of view
  • They require briny saltwater baths every thirty hours or so or they will die

KAMINOAN

This alien species was native to the planet Kamino. The average Kaminoan was a tall, thin being with pale skin and a small, knob-like skull. The skull sat atop a thin, seven-boned neck. The male of the species had a thin ridge running along the back their heads, which the females did not display. Their almond-shaped eyes could see into a variety of spectra beyond that of visible light. The Kaminoans were aloof in nature, preferring to remain isolated from the Old Republic and keeping to themselves. They were perfectly happy to have Sifo-Dyas remove any reference to Kamino from the Jedi Archives, having no desire to have the Jedi focus their attention on them. The Kaminoans were considered one of the most adept species at the creation of clones, although very few beings in the galaxy at large even knew of the existence of the Kaminoans. The Kaminoans had been developing cloning technology for many centuries prior to the Clone Wars. This technology was developed shortly after the Great Flood, when the Kaminoans struggled to survive the global warming of their planet. Genetic manipulation and cloning ensured that the Kaminoans remained a strong and viable species. It was believed that their aloof nature was due, in part, to the genetic manipulation of the Kaminoan gene-pool, which kept the race vital without sacrificing individuality. Many beings speculated that the Kaminoans were cloned, rather than created by natural reproduction. Since the post-flood Kamino provided little natural resources, the Kaminoans discreetly sold their cloning services in return for the import of raw materials.

 
Attributes/Features Advantages Disadvantages
  • Tall and thin
  • Pale skin
  • Large almond-shaped eyes
  • Sight beyond 'normal' spectrum
  • Highly intelligent
  • Agile
  • Fragile frame
  • Not prone to being aggressive

KALEESH

Kaleesh were reptilian humanoids from the planet Kalee. They had reddish-brown scaly skin, four-clawed hands, and clawed toes. Each Kaleesh hand featured two opposable thumbs. They also had protruding tusks that jutted from their upper jaw. For the Kaleesh, war is viewed as an essential and sacred practice, and the culture's large emphasis on honor is known to spur many acts of vengeance among the various tribes. However, when necessary, the tribes will put aside their differences and bond to fend off a common enemy.

 
Attributes/Features Advantages Disadvantages
  • Reddish-brown scaly skin
  • Clawed hands and toes
  • Tusks protruding from upper jaw
  • Emphasis on honor
  • War-like
  • Overly agressive
  • Prone to over-reaction if honor is hurt

KEL DOR

A formidable species of humanoids from the planet Dorin. They have enlarged, external sensory organs which allow them to interpret basic external stimuli as well as extrasensory input. They evolved breathing the unusual mixture of gases in Dorin's atmosphere, and cannot survive on oxygen-rich planets. Thus, those Kel Dor who traveled to other worlds must wear a sophisticated pair of goggles and an anti-oxygen mask whenever they are off-world. As a people, the Kel Dor were known for their compassion and kind-heartedness, but also for the swift justice they meted out whenever necessary. It was believed that those individuals with silver irises to their eyes were very sensitive to the Force, but there has not been any definitive relationship identified.

 
Attributes/Features Advantages Disadvantages
  • Orange/Light Brown skin
  • Enlarged sensory organs
  • Goggles/Breathing apparatus
  • Skilled warriors
  • Possible natural Force sensitivity
  • Low light vision
  • Must wear breathing apparatus
  • Low constitution

LANNIK

A species of short, paled-skinned humanoids was native to the planet Lannik. They were distinguished by their large, pointed ears and their warrior-like society. The soldiers of the Lannik armed forces wore their hair in a single topknot. Although many regard the Lannik as hotheaded and temperamental, they were quite fearless and clear-headed even in combat, giving them the ability to think their way out of a dangerous situation. The Lannik were first encountered by a group of Duros and Human explorers, and their initial experiences with galactic technology split their society into factions with differing thoughts on how to integrate that technology into their society. When small conflicts broke out among rival factions, criminal organizations moved into assist the Lannik, which then prompted the Old Republic to limit the amount of technology exported to the planet Lannik. This only served to increased the flow of technology to the Lannik, as well as entrenching criminal organizations on the planet. When the New Order was instituted by Emperor Palpatine, the Lannik were all but forgotten.

 
Attributes/Features Advantages Disadvantages
  • Short
  • Pale skin
  • Large, pointed ears
  • Skilled warriors
  • Fearless
  • Agile
  • Cunning
  • Temperamental
  • Prone to over-reaction
  • Height

MIRALUKA

A species native to the planet Alpheridies, they are born without eyes. However, through the use of the Force, they can see as well as any sighted race. Outwardly, the average Miraluka individual appeared to be a normal Human, with a decorative veil covering their face. They original Miraluka migrated to Alpherides several millennia before the Great Sith War, fleeing a planet which was geologically and tectonically unstable. Their innate abilities with the Force were brought to the forefront as genetic mutations brought on by Abron's infrared radiation eliminated their eyes. Very few Miraluka ever left the Alpherides, choosing not to disrupt their equilibrium. When Emperor Palpatine instituted his Jedi Purge, many Miraluka were killed or forced into hiding, and they remained aloof from the rest of the galaxy for many decades afterward.

 
Attributes/Features Advantages Disadvantages
  • No eyes
  • Basically human in appearance
  • Skilled warriors
  • Calm demeanor
  • Heightened senses apart from sight
  • Unstable equilibrium
  • Blind without the use of the Force

MORSEERIAN

A four-armed species of methane-breathing humanoids, Morseerians were native to the planet Morseer. They were easily recognizable by their large, cone-shaped heads and the breathmasks they wore whenever they are in an atmosphere that lacks sufficient methane. The Morseerians were a client species to the Drackmarians, and every Morseerian was "owned" or under contract to a Drackmarian master. Beneath their protective suits, Morseerians had transparent skin and large, black eyes. They kept the location of their homeworld a heavily-guarded secret, protecting its independence with their lives if necessary. As a people, the Morseerians were secretive and quiet. Although generally peaceful in nature, Morseerians often reacted swiftly to any threat they encountered, whether real or perceived.

 
Attributes/Features Advantages Disadvantages
  • Four arms
  • Cone shaped heads
  • Breathing masks
  • Sly
  • Generally peaceful
  • Require breathing apparatus apart from methane environment
  • Low constitution
  • Prone to quick over-reaction

NAUTOLAN

Although amphibious, Nautolans feel more at home in the water than on land. Their head tendrils which serve as major sensory organs barely function outside of water. In water, Nautolans can sense odors through their tendrils. Nautolans reflect the moods of those around them. When confronted with anger and violence they respond in kind. When approached in a calm manner they seem helpful and polite. Nautolans are amphibious humanoids with mottled green skin and sharklike eyes. Instead of hair, a Nautolan sports a crown of long green tendrils. The Nautolan skeletal structure is reinforced with extra cartilage that makes the species exceptionally resilient.

 
Attributes/Features Advantages Disadvantages
  • Green skin
  • Tendril head extrenities
  • Black pupil-less eyes
  • Agile
  • Cunning
  • Amphibious
  • Reinforced skeletal structure
  • Moody
  • Weakened sensory ability when out of water

NELVAANIAN

Nelvaanians, also called Nelvaans, are native to the planet Nelvaan in the Koobi system. They are a primitive species of feline or canine-muzzled humanoids that arrange themselves in a simple, tribal society. In Nelvaanian society, the fittest males become warrior scouts, hunting game for food and protecting the village from encroaching predators. Females are builders and gatherers, and are also tasked with the most important duty: the raising of the children. To Nelvaanian, motherhood is sacred. They consider their planet to be the mother of all things.

 
Attributes/Features Advantages Disadvantages
  • Feline/Canine muzzled humanoids
  • Furred (color vaies)
  • Agile
  • Cunning warriors
  • Loyal
  • Overabundance of honor
  • Weakness to females (chivalry)

NIKTO

A humanoid species which evolved into five distinct branches on the planet Kintan. The Nikto are characterized by their leathery skin, reptilian eyes, and fierce temperaments. All five races are genetically capable of interbreeding; 93% of the offspring from such unions resemble only one of the parents. There were a number of environmental and geological changes that greatly affected life on Kintan, causing the once-singular Nikto race to evolve its five unique races. Chief among these changes was the radiation expelled by the nearby star M'dweshuu. The Red Nikto, called Kajain'sa'Nikto, evolved in the deserts. They have ridged foreheads, eight small horns around the eyes, and two at the chin. They breath through a permeable membrane over their mouths and through four breather tubes on their necks. The Green Nikto, known as Kadas'sa'Nikto, evolved in the forests. They are visibly scaled, with obvious noses and small horns ringing their eyes. The Mountain Nikto are called Esral'sa'Nikto, and have smooth skin. Their ears are large and fin-shaped, designed to be extended or pulled flat to regulate body heat and enhance hearing. They also have a nasal membrane similar to the Red Nikto. The Pale Nikto, called Gluss'sa'Nikto, are found in the islands of the planet. They resemble the Green Nikto, with fin-like ears. The last race, called M'shento'su'Nikto or Southern Nikto, lack any horns but have a number of breather tubes at various points on their skulls. Their inner strength and fierce nature has been honed over millennia of survival against the predators of Kintan.

 
Attributes/Features Advantages Disadvantages
  • Leathery skin
  • Reptilian eyes
  • 5 sub-species (red, green, mountain, pale and southern)
  • Fierce temperaments
  • Skilled warriors
  • Lack of leadership ability
  • Follower

NOGHRI

Noghri were short in stature, with needle-sharp teeth, steel-grey skin, large dark eyes, and protruding jaws. They were nearly wiped out when two starships battled over the surface of their homeworld of Honoghr. One of the ships was destroyed, and plummeted to the ground, releasing noxious chemicals and rendering much of the planet uninhabitable. The entire battle was only a ruse, however, perpetrated by Emperor Palpatine as a way to reduce the will of the Noghri and bend it to his own uses. The Emperor dispatched Darth Vader to offer assistance to the Noghri, who were only too happy to accept. The price for their salvation was that they had to send their sons to Palpatine for use as silent commandos. Palpatine had all knowledge of the Noghri erased from the Imperial databases in order to heighten the effect of his commando teams. When Princess Leia discovered the Emperor's plan and was able to show the Noghri how they had been tricked, the Noghri quickly began recalling its sons from their commando teams, and joined the New Republic's struggle against the remnants of the Empire. In the aftermath of Thrawn's death and the destruction of the Mount Tantiss storehouse, the New Republic worked with the Noghri to restore Honoghr's ecosystem. However, the damage inflicted by the Empire proved to be too much to overcome. The Republic, and a poetic form of justice, gave the Noghri the option to resettle on Wayland. Many of the Noghri clans made the move, taking up residence on Wayland alongside the Psadans and the Myneyrsh.

 
Attributes/Features Advantages Disadvantages
  • Short
  • Sharp teeth and protruding jaw
  • Steel-grey skin
  • Large dark eyes
  • Skilled in guerilla tactics
  • Physically strong
  • Weak minded

ONGREE

Native to the planets of the Skustell Cluster, this unusual, alien species was roughly humanoid in stature. They were distinguished by their unusual cranial structure, which came to a rounded point at the top of their skull. The eye sockets of an Ongree were tube-like in shape, originating near the base of the skull and curving forward and down to their chins. The mouth of an Ongree was located between and above their eyes, giving the average Ongree the appearance of having its head attached upside down. Each of their hands ended with two thick fingers and an opposable thumb. The average Ongree stood just over a meter in height, but walked with a lanky gait.

 
Attributes/Features Advantages Disadvantages
  • Short
  • Pointed heads
  • Tube-like eye sockets near the neck
  • Skilled in rationalization
  • Excellent sense of perception
  • Lanky and generally not agile by nature
  • Low physical strength

OMWATI

A species of bird-like humanoids native to the planet Omwat, the Omwati have light blue skin and feathers for hair. They have wide, blue eyes. The Omwati children are extremely bright, and are capable of astounding mental feats. Their civilization evolved with the basic premise that the Omwati were the only sentient species in the galaxy. Thus, their society was based on technological advancement that did not disrupt the natural environment in which they lived. This society was altered when Wilhuff Tarkin first discovered the planet Omwat. He left behind new forms of technology, but he hid the fact that a colony of Omwati lived on the planet Coruscant. Tarkin then kept the Omwati as his indentured laborers, using the best and brightest Omwati children for the development of super weapons. After the Battle of Endor, the New Republic eventually made contact with the Omwati, but only after they were given proof of the deaths of Tarkin and the Emperor.

 
Attributes/Features Advantages Disadvantages
  • Hairless blue skin
  • Feather-like hair (head)
  • Frail stature
  • Mentally acute
  • High intelligence
  • Agile
  • Low constitution
  • Xenophobic

PACITHHIP

This species was native to the planet Shimia, in the Outer Rim Territories. They have a long, pointed head which is dominated by two long, thin, pointed tusks. These tusks were atrophied versions of much larger tusks used by the ancestors of modern Pacithhip to dig up roots. The nose of the Pacithhip is elephantine, although the nostrils are located close to the skull. The trunk ends with the being's mouth. Two large, black eyes are located at the top of the skull. The shape and size of their tusks established an individual's place in society, as there were three basic genetic patterns which led to the growth of tusks. Based on the genes they carried, an individual Pacithhip would become a warrior, a scholar, or a farmer. The body of the average Pacithhip was stout and round, with tiny legs that barely moved them along.

 
Attributes/Features Advantages Disadvantages
  • Elephant-like features
  • Short
  • Stout
  • Leathery skin
  • Extremely resilient
  • Intelligent
  • Very below average agility (leg speed)
  • Self conscious of height

QUARREN

A humanoid species native to Calamari's deep oceans, they have helmet-shaped heads that are composed of a mass of tentacles set below close-set eyes. They are more accustomed to deep-sea living, and chose to live below the water. Their conservative and solitary nature has led them to be unwilling to trust new ideas or lofty concepts. When they first came in contact with the shore-dwelling Mon Calamari, the Quarren were hesitant. They eventually began to cooperate with the Mon Cal, and together they developed a symbiotic relationship in which the Quarren provide the raw materials, and the Mon Cal provide the knowledge and expertise; this led to the construction of the huge floating cities that dominate Calamari's oceans. Because of their pragmatic nature, the Quarren did not want to travel and explore the stars, as the Mon Cal did, and this began to create friction between the two races. When the Mon Cal's dream of contact with other stars became the deadly war with the Empire, the Quarren chose to ignore it, leaving the battle to the Mon Calamari who brought it upon themselves. However, the Quarren could not escape the Empire, and it is rumored that a Quarren helped the Empire evade the Calamarian defenses and overtake the planet.

 
Attributes/Features Advantages Disadvantages
  • Humanoid race
  • Helmet shaped heads w/a mass of tentacles
  • Close-set eyes
  • Sea dwellers (though amphibious)
  • Low light vision
  • Limited range of vision
  • Only slightly tougher than the average human

RATTATAKI

The Rattataki are a Near-Human species characterized by their chalk-white skin and bald heads. Virtually isolated from the rest of the Galaxy, the Rattataki developed a violent society on their home planet of Rattatak, which involved extensive gladiator fights.

 
Attributes/Features Advantages Disadvantages
  • Chalk-white skin
  • Bald heads
  • Regular humanoid features
  • Born warriors
  • Higly agressive
     
  • Anger clouds judgement

RODIAN

A bipedal species with tapir-like face and multifaceted eyes is native to the planet Rodia, in the Tyrius system. The skin of a Rodian is green in color, and there is very little physical variation within the species. Thus, non-Rodians often cannot tell two Rodians apart. The Rodian race has ears that swivel in their sockets, allowing them to hear in several directions. There is a ridge of spikes which crests their skulls, and their long, flexible fingers are tipped with suction cups. They are a race of hunters by nature, and bounty hunting seems to hold a place of high esteem. As a race, they evolved, surviving their planet's tropical environment and establishing a series of war games which lasted for thousands of years. When an Old Republic scout team landed on the planet, the Rodians were there to meet them, armed to the teeth. They annihilated the scout team, and the Grand Protector declared that it was time to take their skills to the stars. Since then, they have not done as well as they had hoped. Many of the Rodians who make a living off-planet are working as bounty hunters for corrupt crime lords. Their weapon of choice is the thermal detonator, since a widespread explosion tends to kill more than a single blaster shot. Each bounty hunter is obliged to bring a valid record of his or her kill to the Guild on Rodia for logging in the record books.

 
Attributes/Features Advantages Disadvantages
  • Bipedal humanoids
  • Green skin
  • Multifaceted eyes
  • Swiveling ears
  • Suction cupped fingertips
  • Quick and agile
  • Can hear in many different directions
  • Natural hunters
  • Very impulsive
  • Not as strong as they are agile

RYN

This species of humanoids was distinguished by their birdlike faces and the stiff hair covering their bodies. They had a slender, prehensile tail and a chitin us nose. The males had drooping moustaches and crests at their temples, while the females lacked moustaches and had slicked-back hair in place of the crests. Their noses were formed from a series of holes, making it appear to be a musical instrument, and the tips of their tails were sky-blue in color. They were known to be hard workers, but with a penchant for thievery and confidence games. The Ryn also had a distinct odor, which many other species found offensive. As a people, Ryn were highly superstitious, and had a number of rituals involving eating and bodily fluids. They were considered nomads, and those Ryn which were encountered most often were enslaved or being hunted down for some crime. Most xenobiologists were unable to discover the home world of the Ryn. The Ryn themselves had forgotten its name and location, but their histories showed that they were native to the Core and were driven from their home world long ago. Some Ryn believed that they were descended from a civilization of 10,000 musicians who agreed to move to a planet which was bereft of music. Others believed that their ancestors were warriors who were planted on other worlds to fend of a threat from the Inner Rim. This latter explanation was considered the most plausible, since the Ryn language contained a variety of military terms, including words for "non-Ryn" and "civilians." A large colony of Ryn settled in the Corporate Sector, moving from planet to planet. Some contingents of Ryn were quite fatalistic, claiming that they had been abused by the rest of the galaxy for so long that they often abused themselves whenever they were alone.

 
Attributes/Features Advantages Disadvantages
  • Birdlike faces
  • Stiff hair covering body
  • Prehensile tail
  • Agile
  • Nomads
  • Warrior ancestry (believed to be)
  • Distinct odor
  • Superstitious
  • Con artists

SAKIYAN

A species of humanoids native to the planet Sakiya, Sakiyans were characterized by their deep, dark skin color and their huge crania. While black, purple, and red skin colors were most prevalent, a pale-skinned subspecies was also known to exist. They also have pointed ears, giving them an almost devil-like appearance. Most Sakiyans have the ability to see into the infrared spectrum, and have keen senses. They are known for their skills as hunters, and have been sought out for employment as trackers and assassins. During much of the Old Republic, there was considerable debate on the classification of Sakiyans as near-human or alien. Imperial scientists firmly established them as alien, but could only cite the differences in the brain structure of the Sakiyans as the basis for their decision. Over the millennia of their civilization, the Sakiyans have resisted or survived invasions, from the ancient Sith to the Drackmarians. This made them wary and suspicious of the galactic community. The musculature and ligament-attachment angles of the Sakiyan body gave them incredible strength and agility, making a Sakiyan about half again as strong as a comparable human.

 
Attributes/Features Advantages Disadvantages
  • Humanoids
  • Deep black skin
  • Huge craniums
  • Pointed ears
  • Keen senses
  • Infrared vision
  • Highly skilled hunters
  • Paranoid and suspicious nature

SHISTAVANEN

A species of wolf-like bipeds whose eyes glow red, the Shistavanen were native to the Uvena system, and are veiled in mystery throughout the galaxy. They are hunters by nature, and are known for their abilities as bounty hunters and scouts. However, they were also isolationist as a species, and tended to discourage interaction with other species. Shistavanens are aggressive and forthright. Adult Shistavanens stand between 1.3-1.9 meters tall and the males tend to be taller and more powerfully built than females. Their bodies are covered in thick black or brown fur, their ears are set high on their heads, and they have pronounced snouts with large fangs. The Empire enlisted the aid of the Shistavanen many times, in an effort to explore the farthest reaches of the galaxy.

 
Attributes/Features Advantages Disadvantages
  • Wolf like bipeds
  • Glowing red eyes
  • Natural hunters and trackers
  • Low light vision
  • Better than average strength
  • Isolationists
  • Xenophobic

SHI'IDO

The Shi'ido are a near-human shape-shifting speces. They are a shy yet curious species. They can live very long life-spans, up to 500 years. Their ability to change shape, which they call "skinshifting" improves with age. Young Shi'ido can only change the color of their skin and imitate minor Humanoid species, while individuals past the age of a hundred can change into any small to large alien species or creature within their natural boundaries and are even capable of changing any clothing they wore. If a Shi'ido attempted to change into a species beyond their size limit, they can end up stuck in that form for several weeks to a few months. Unlike Clawdies, Shi'ido can take the forms of non-humanois species and do not feel pain when changing.

 
Attributes/Features Advantages Disadvantages
  • Brown/gray skin colouration
  • Regular "humanoid" features
  • Ability to change their shapeq without pain
  • Does not revert to natural form if hurt or distracted
  • Shapeshifting ability depended on age
  • Can be "stuck" in a shape if beyond their natural abilities

STENNES SHIFTER

The Stennes Shifters, also near-humans, have the ability to blend into any crowd. They resemble short, pale-skinned humans with sunken eye sockets and no hair. Scientists believe that the Stennes Shifter is a genetic variant of the Stennes race, which first appeared some 5,000 years before the Battle of Yavin. They were discovered by the ancient Jedi Knights, for the Stennes Shifters had a strange kind of Force sensitivity which allowed them to obtain energy from the living Force. The Shifters can even "steal" the living energy from a nearby being, earning them the nickname Force-eaters. Unlike other species which can change their appearance, the Stennes Shifters are the only species who truly used their abilities to the disadvantage of other races. They are xenophobic in nature, partly because of their own inborn prejudices and partly from millennia of persecution by other races. Their home world of Stennaros has been bombarded several times since their appearance, in efforts to wipe them out. Unlike other species which can alter their physical appearance, the Stennes Shifters use telepathic manipulation to change their shape.

 
Attributes/Features Advantages Disadvantages
  • Near human
  • Short
  • Pale skinned
  • Sunken eyes
  • Naturally force sensitive
  • Can steal living energy from nearby beings
  • Blend in to any crowd
  • Xenophobic
  • Not prone to agility


TARASIN

The Tarasin are a tribal species of omnivorous reptilian humanoids native to Cularin, a predominantly tropical world. Although the Tarasin enjoyed peaceful first contact with Human explorers during the time of the Old Republic, their dealings with offworlders soured when trading companies began plundering Cularin’s natural resources. The Tarasin, sensitive to the Force, believe in living harmoniously with the land rather than exploiting it. Tarasin are calm, communal, and a curious race. They fiercely protect their world and its resources, rarely getting violently angry unless their world or tribes are threatened.

 
Attributes/Features Advantages Disadvantages
  • Translucent scales
  • Reptilian Humanoid
  • High Force attunement
  • Low physical strength
  • Skin color reflects mood

TRANSDOSHAN

These humanoid reptiles were native to the planet Trandosha. They had long arms, which ended in wide, splayed fingers. Their heads were blunt, with beady red eyes and a mouth full of sharp teeth. Their scales ranged in color from orange to ochre to brown, and individuals with green scales were not uncommon. Much of their body could be regenerated if lost, so a Trandoshan could fight much harder without risk of permanent injury. Being a vicious, warlike race, the Trandoshans evolved into hunters, and were especially proficient at hunting Wookiees, which inhabited the nearby planet of Kashyyyk. Trandoshans hunted Wookiees with a vengeance after the Wookiees put severe restrictions on tourist to Kashyyyk and the surrounding system, in an effort to halt the damage to their forests. This cut off large sums of credits from the Trandoshans, who retaliated by killing the Wookiees for sport. This practice was stopped by the Galactic Senate, which ruled that the Wookiees were not game animals and were to be left alone. It was a Trandoshan official who sold the idea of enslaving Wookiees - rather than simply leveling Kashyyyk - to the Empire, a deal which Emperor Palpatine readily agreed to. After the Battle of Endor, Trandoshans were once again forced to stop pillaging Kashyyyk for Wookiee individuals when the New Republic threatened economic sanctions against them.

 
Attributes/Features Advantages Disadvantages
  • Humanoid reptiles
  • Long arms
  • Beady red eyes
  • Sharp teeth
  • Strong
  • Almost impervious to permanent injury
  • Proficient hunters
  • Natural skin armor
  • Low light vision
  • Not prone to agility
  • Stubborn/Determined

TWI'LEK

A species characterized by their smooth, pointed head and twin lobes protruding from their heads. Often called head tails, the lekku contain additional sensory nerves and are very sensitive, and are thought to be erogenous zones. Most Twi'leks have two lekku, known as tchin and tchun, or tchun-tchin when spoken of as a pair. Rare variants have a single lekku or up to four. Each lekku is filled with muscles, and stored in the cells of the lekku were the Twi'lek's deepest memories. Twi'leks often use subtle twitches and flexings of their lekku as a form of communication. They have rows of pointed teeth, and close-set, pig-like eyes. They are native to the planet Ryloth. They also have multiple stomachs, and will feed on almost anything, from the fungi that grow on Ryloth to the cow-like Rycrits. The skin coloration of a Twi'lek varies, with all shades of the rainbow represented, as well as white and black. Twi'leks live in clans which are governed by a five-member group known as a head clan. The members of the clan append their clan name to their given name; for example, Koh'shak. This combined name has a definite meaning, and subtle changes in pronunciation can be incurred by the addition of the clan name. The Twi'leki will often adapt the full name to indicate the true - or more flattering - actual name. One example it Nawara Ven. A member of the Ven clan, his full name should be Nawara'ven. However, when translated, this becomes "tarnished silver." His family adapted his full name to be Nawar'aven, which translates to "good speaker" (literally, "silver-tongued"). Twi'leks often belittle one another by using modified variations of their full names.

 
Attributes/Features Advantages Disadvantages
  • Humanoid race
  • Smooth skinned
  • 1-4 protruding lobes called "lekku" from their head (2 is common)
  • Skin coloration unlimited
  • Agile, graceful and charismatic
  • Lekku have additional sensory nerves and are very sensitive
  • Low light vision
  • Resistant to illness
  • Weak willed
  • Only average physical strength

UBESE

A humanoid species, whose language has a metallic sound, the Ubese people are native to the Uba System. Millennia before the Battle of Yavin, the Ubese were a relatively isolated race with a highly-sophisticated culture. When the Uba System was discovered by the Old Republic, traders began bringing high-tech devices to the Ubese. They hoarded technology and learned to reverse-engineer much of it, developing their own forms of higher technology. The desire to obtain more technology began to splinter Ubese society, and their drive to have better technology split them even further. Delegates of the Old Republic soon discovered that the Ubese were producing technologies which had been outlawed by the Republic, and realized that much of it was military materiel designed for large-scale devastation. In an effort to curb the Ubese advancement, the Old Republic launched a pre-emptive strike to bring a halt to the production. Unfortunately, the Republic's attack exploded Ubese weapons stores on every world in the system, destroying Uba III outright and wreaking radioactive devastation on Uba I, Uba II, and Uba V. Only Uba IV remained marginally viable, and many Ubese were forced to survive there. The semi-toxic atmosphere forced them to wear specialized filtration masks, and altered their physiology in many ways. Those Ubese who survived and lived on Uba IV became known as the "true Ubese." Those that chose not to live on Uba IV migrated to the Ubertica System. These Ubese were shunned by their brethren on Uba IV as being too soft to be "true Ubese," and became known as the yrak pootzck, a term which indicated their impure parentage and cowardly ways.

 
Attributes/Features Advantages Disadvantages
  • Humanoid
  • Excellent bounty hunters
  • Strong technological prowess
  • Xenophobic

VURK

Vurk are the dominant species on the planet of Sembala. They are tall, amphibious, reptomammalian humanoids with bulbous eyes and sweeping head crests. Their hands and feet have three digits each, one of which was opposable. They have distinguishable gray-green, leathery skin. Being able to breathe both water and air, they are perfectly adapted to travel Sembla's warm, shallow seas dotted with volcanic islands. They share a strong nomadic instinct with their amphibious ancestors. Because their way of living resulted in virtually no sizeable permanent settlement whatsoever, Vurks are generally considered primitive by the rest of the Galaxy; however, that is not true. They are very intelligent and believe in a highly developed philosophical tradition that emphasizes personal integrity and individual freedom and encourages personal honesty. Their compassionate and calm manner make them more than average diplomats.

 
Attributes/Features Advantages Disadvantages
  • Reptomammalian Humanoid
  • Three digits
  • Gary-green leathery skin
  • Ability to breath both in land and air
  • Highly intelligent
  • Above-average diplomats
  • Not overly agressive
  • Considered primitives

WEEQUAY

A species of humanoid aliens which is characterized by the topknot of hair which sprouts from their heads. The number of braids - known as seclusion braids - one has seems to indicate rank, although many xenosocialogists claim the number of strands is meant to indicate the number of years a Weequay has been away from his home world. This theory was later proved true, when it was discovered that Weequay individuals shaved off their topknots when they returned to Sriluur. Weequay have gnarled, coarse skin which allows them to blend in with, and survive in, the deserts of their native planet, Sriluur. Among other Weequay, they have the ability to communicate using pheromonal discharges, but they only seem to work within individual Weequay clans. To other races, they are simply smelly beings. In general, Weequay do not have individual names. They are a quiet, dangerously violent race by nature, and have often found employment as soldiers, guards and mercenaries for the Hutts. The Weequay people have lived on Sriluur with the Houk people for many years, but the racial tensions between the two races have erupted several times into all-out war. The last of these wars was resolved just prior to the Battle of Yavin. The Weequay prefer to remain low on the technological scale, and worship the moon which orbits Sriluur and its god, Quay. The name "Weequay" means "follower of Quay." The Weequay appease their god by sacrificing a large beast after battling it. The beast most often sacrificed is the bantha. One of the most interesting things about the Weequay is their written language, which is formed from stones woven into long braids of hair to create symbols and characters.

 
Attributes/Features Advantages Disadvantages
  • Leathery skin
  • Topknot when off-world
  • Communicate via pheromones
  • Desert natives
  • Dangerously violent
  • Unreasonable
  • Quick to anger

WOOKIE

tall, fur-covered bipeds from Kashyyyk, Wookiees are perhaps best-known known for their fierce style of fighting. Believed to be descended from tree-climing mammalians, they lived in the trees above Kashyyyk's carnivorous flora and fauna. They had retractable claws that they use for climbing in the trees. The females had six breasts that were used to feed their live-born litters, which were born after about a standard year's gestation. The baby Wookiees were nearly four feet in length at birth, and spent much of their early lives in the nursery rings of the wroshyr trees, where they learned the basic skills of interaction and survival. At the age of twenty or so, a Wookiee returned to live with their parents, once their education was considered complete. Shortly afterward, most Wookiees were required to complete a trial of adulthood, which usually required obtaining the fibers from the bulb of a syren plant. Higher education was purely voluntary, although many Wookiees chose to learn new skills to help their families earn additional income. The Wookiee race was one of the strongest supporters of the Old Republic, but found itself the target of Trandoshan slavers after the Clone Wars. Obi-Wan Kenobi once hinted that Wookiees had a strong affinity with the Force. They were officially enslaved by the Empire, and forced to work in labor camps throughout the galaxy. Because of this, most Wookiees didn't enjoy the presence of humans, even after the Alliance freed them. Access to Kashyyyk was severely limited in the wake of the Battle of Endor, allowing the Wookiees to regain their culture and their pride. Note that The Wookiee Storybook infers that Wookiees are not native to Kashyyyk, but came to the planet a long time ago.

 
Attributes/Features Advantages Disadvantages
  • Tall, fur covered bipeds
  • Thick musculature
  • Sharp incisors
  • Fierce style of fighting
  • Strong
  • Retractable claws
  • Fast healers
  • Agile for size
  • Ill tempered
  • Known for fits of rage
  • Impatient

ZABRAK

This near-human species had several sub-species, each of which was distinguishable by the vestigial horns which ringed their heads. They were known for their ability to withstand great amounts of pain. The Zabrak races were native to the planet Iridonia, but discovered the ability to travel through space early in the history of the Old Republic. They quickly set out to colonize more hospitable worlds after a group of Duros explorers provided them with the knowledge of spaceflight. The strong will and self-confidence of the Zabrak led them to establish a number of colonies on remote worlds, each as loyal to its colony as to their homeworld. One of the largest settlements of Zabrak away from Iridonia was located on the planet Talus.
 

 
Attributes/Features Advantages Disadvantages
  • Humanoid
  • Several subspecies distinguished by vestigial horns
  • Clan facial markings
  • Physically and mentally resilient
  • Can withstand great amounts of pain
  • Strong willed and loyal
  • Over confident
  • Paranoid