Download as pdf or txt
Download as pdf or txt
You are on page 1of 542

THE

STAR WARS LIBRARY


PUBLISHED BY DEL REY BOOKS

STAR WARS: THE ESSENTIAL GUIDE TO WARFARE


STAR WARS: THE ESSENTIAL ATLAS
STAR WARS: JEDI VS. SITH: THE ESSENTIAL GUIDE TO THE FORCE
STAR WARS: THE NEW ESSENTIAL CHRONOLOGY
STAR WARS: THE NEW ESSENTIAL GUIDE TO ALIEN SPECIES
STAR WARS: THE NEW ESSENTIAL GUIDE TO CHARACTERS
STAR WARS: THE NEW ESSENTIAL GUIDE TO DROIDS
STAR WARS: THE NEW ESSENTIAL GUIDE TO VEHICLES AND VESSELS
STAR WARS: THE NEW ESSENTIAL GUIDE TO WEAPONS AND
TECHNOLOGY

STAR WARS: THE COMPLETE VADER


THE STAR WARS CRAFT BOOK
THE COMPLETE STAR WARS ENCYCLOPEDIA
A GUIDE TO THE STAR WARS UNIVERSE
STAR WARS: DIPLOMATIC CORPS ENTRANCE EXAM
STAR WARS: GALACTIC PHRASE BOOK AND TRAVEL GUIDE
I’D JUST AS SOON KISS A WOOKIEE: THE QUOTABLE STAR WARS
THE SECRETS OF STAR WARS: SHADOWS OF THE EMPIRE

THE ART OF STAR WARS: A NEW HOPE


THE ART OF STAR WARS: THE EMPIRE STRIKES BACK
THE ART OF STAR WARS: RETURN OF THE JEDI
THE ART OF STAR WARS: EPISODE I THE PHANTOM MENACE
THE ART OF STAR WARS: EPISODE II ATTACK OF THE CLONES
THE ART OF STAR WARS: EPISODE III REVENGE OF THE SITH
SCRIPT FACSIMILE: STAR WARS: A NEW HOPE
SCRIPT FACSIMILE: STAR WARS: THE EMPIRE STRIKES BACK
SCRIPT FACSIMILE: STAR WARS: RETURN OF THE JEDI
SCRIPT FACSIMILE: STAR WARS: EPISODE I THE PHANTOM MENACE

STAR WARS: THE ANNOTATED SCREENPLAYS


ILLUSTRATED SCREENPLAY: STAR WARS: A NEW HOPE
ILLUSTRATED SCREENPLAY: STAR WARS: THE EMPIRE STRIKES BACK
ILLUSTRATED SCREENPLAY: STAR WARS: RETURN OF THE JEDI
ILLUSTRATED SCREENPLAY: STAR WARS: EPISODE I THE PHANTOM
MENACE

THE MAKING OF STAR WARS: EPISODE I THE PHANTOM MENACE


MYTHMAKING: BEHIND THE SCENES OF STAR WARS: EPISODE II
ATTACK OF THE CLONES
THE MAKING OF STAR WARS: EPISODE III REVENGE OF THE SITH
THE MAKING OF STAR WARS
THE MAKING OF STAR WARS: THE EMPIRE STRIKES BACK


A Del Rey Trade Paperback Original

Copyright © 2006 by Lucasfilm Ltd. & ® or ™ where indicated.


All Rights Reserved. Used Under Authorization.

Published in the United States by Del Rey Books, an imprint of The Random House Publishing Group, a
division of Random House, Inc., New York.

DEL REY is a registered trademark and the Del Rey colophon is a trademark of Random House, Inc.

eBook ISBN: 978-0-34554279-3


Trade Paperback ISBN: 978-0-345-47760-6

www.starwars.com
www.delreybooks.com

Interior design by Foltz Design

Planet illustrations by Ian Fullwood.

v3.1
For my son Raymond, who wanted me
to play with him instead of write; my
husband, Joseph, for his love, patience,
and support; and for Helen, who
deserves this and a whole lot more —
Ann Margaret Lewis

For my son, Vince, for thinking I am


the coolest mom on the planet
because I play video games and love
Star Wars; for my mother, Cynthia, for
her lifelong reminders that I could
accomplish anything if I set my mind to
it; and for Ann, for giving me the
opportunity to do this with her —
Helen Keier

And for the fans…


—Both of us
This book could never have happened if not for the help and support of so
many people:
Sue Rostoni, Jonathan Rinzler, and Leland Chee of Lucasfilm for giving us the
opportunity and the invaluable assistance necessary to see this project to its
completion.
Del Rey editors Steve Saffel for his generosity and Keith Clayton for his
enthusiasm and patience. Also production manager Erich Schoeneweiss,
another kindred spirit when it comes to the world of Star Wars.
All the Bantam and Del Rey Star Wars authors whose imaginations made
these creatures come alive.
The comic-book artists and writers from Dark Horse and Marvel who made
them incarnate in imagery.
The Wizards of the Coast Games authors and game designers who created
an incredible wealth of amazing material.
Daniel Wallace and Abel Pena, our personal gurus of Star Wars wisdom. The
depth of your knowledge is absolutely astounding. This book never would have
been finished without you.
To all the creators at ILM and Lucasfilm who with their incredible
imaginations created a good number of these creatures out of clay, plastic,
paint, and rubber, then made them dance on screen.
Ann: A special thanks to my husband, Joseph, for giving me love and support
through this entire process; my mother, Mary Ann, and my sister, Karen, for
their encouragement; and to Helen—I cannot even begin to thank you enough
for easing my stress and giving me hope. You are the absolute best.
Helen: My special thanks go to my son, Vince Skrapits; to the friends whose
faith in me sustains me on a daily basis: Sonja Vanihel, Kay Silverwood
Hilgendorf, Elizabeth Davidson, Matt Gladden, Glen and David Oliver, Sean
Reiser, Gary Tucker, and the LeMaire family; to Ben Harper, Aaron Allston, and
more than a few people I won’t name in the interest of space but who know
who they are, for all their encouragement; and last but not least, my thanks go
to Ann. We said to each other when we met several years ago that we should
write together someday, and to my great pleasure, now we have.
And especially to Mr. George Lucas for giving us the never-ending gift of Star
Wars.
Cover

Title Page

Copyright

Dedication

ACKNOWLEDGMENTS

INTRODUCTION

Acklay

Aiwha

Amani (Amanaman)

Anzat

Aqualish

Arcona

Balosar

Bantha

Barabel

Besalisk

Bith

Bothan

Caamasi

Cerean

Chadra-Fan

Chagrian

Chevin

Chiss
Clawdite

Devaronian (Devish)

Dewback

Dianoga

Dressellian

Dug

Duros/Neimoidian

Elom/Elomin

Eopie

Ewok

Falleen

Fosh

Gamorrean

Gand

Geonosian

Givin

Gotal

Gran

Gundark

Gungan

H’nemthe

Human

Hutt

Iktotchi

Ishi Tib

Ithorian

Jawa

Kaleesh
Kaminoan

Kel Dor

Killik

Kitonak

Klatooinian

Koorivar

Kowakian Monkey-Lizard

Kubaz

Mon Calamari

Mustafarian

Mynock

Nautolan

Nelvaanian

Nerf

Nexu

Nikto

Noghri

Ortolan

Pa’lowick

Polis Massan

Quarren

Rancor

Reek

Rodian

Ryn

Sarlacc

Shistavanen

Ssi-ruu
Sullustan

Talz

Tauntaun

Thisspiasian

Togruta

Toydarian

Trandoshan

Tusken Raider (Sand Person)

Twi’lek

Ugnaught

Utapaun (Utai and Pau’an)

Varactyl

Wampa

Weequay

Whiphid

Wookiee

Xexto/Quermian

Yarkora

Yevetha

Yuuzhan Vong

Zabrak

ADDITIONAL SPECIES OF NOTE

Aleena
Anx
Askajian
Baragwin
Colo claw fish
Dactillion
Drall
Falumpaset
Fambaa
Florn Lamproid
Gen’Dai
Gossam
Kaadu
Kouhun
Krayt Dragon
Lannik
Massiff
Midi-Chlorian
Mustafar Lava Flea
Muun
Nagai
Nosaurian
Ongree
Opee Sea Killer
Orray
Pacithhip
Rakata
Ronto
Sando Aqua Monster
Sarkan
Selonian
Shaak
Shawda Ubb
Shi’ido
Skakoan
Skrilling
Space Slug
Swamp Slug/Nos Monster
Tin-Tin Dwarf (Tintinna)
Troig
Umbaran
Vratix
Vulptereen
Vurk
Womp Rat
Yoda’s Species
Yuzzum
Zeltron

APPENDIX 1: PRONUNCIATION GUIDE

APPENDIX 2: A TIME LINE OF ALIEN HISTORY

BIBLIOGRAPHY

About the Authors

About the Illustrators


“A Vurk, a Gungan, and a Chevin walk into a bar. The bartender says …”
In this New Essential Guide to Alien Species, we cover the species that make
the watering holes of scum and villainy come to life in that great “galaxy far, far
away.” We also give you in-depth dossiers of the many alien players that
populate George Lucas’s ever-expanding universe. Whether they were invented
by the designers of the ILM Monster Shop, the novelists, comic-book writers
and illustrators, or game developers, this book provides you with the details on
the most pivotal species in the Star Wars galaxy.
The species in this book were selected because they met one or more of the
following criteria: they appeared in at least one of the films, they were
important to a major story line, or they were members of a species that begged
for further exploration. While we’ve done our best to select as many as
possible of the species fans would like to see, as a second edition there are
many that were not included that may have been in the first edition. As with all
of the Essential Guides, the goal was to provide a valuable and representative
overview of the vastness of the Star Wars universe, taking into account all the
favorites and introducing you to a few new faces you may not have met before.
While our perceptions of a given species are often based on only a few of its
members, the truth is not all members of a given species are truly identical—
even the clones and animals. Among creatures and persons, there is a great deal
of variety in values, traditions, and appearance. So while each entry herein may
note the shared characteristics exhibited by a given species, there will come
events that lead any individual from that group to “break the rules.” As our
inspiration Senior Anthropologist Hoole once said, “In this galaxy, when you’ve
seen one, don’t assume you’ve seen them all.” Words to the wise as you set off
on your journey to meet the players in this colorful, sometimes frightening, but
always thrilling galaxy of our dreams.
In the course of your own visits to the cantinas, spaceports, and gambling
clubs of the Galaxy Far, Far Away, may the Force be with you, and with all
creatures great, small, wild, and wonderful.
ABOUT THE ENTRIES
In our last edition, Senior Anthropologist Hoole provided much of the
observational material for the species he studied. Following the good senior
anthropologist’s recent retirement, he left his notes and volumes of research
materials for us to use for this new guide. These detailed texts, along with our
own observational notes, have helped us put together our entries and provide
the following information. Please note that survey teams have not been able to
reach all the worlds affected by the Yuuzhan Vong invasion, so the status of
some species in the wake of that event has not yet been determined. If the
present status of a species is known, it will be given in the body of the entry.

DESIGNATION
Each species is designated as sentient, semi-sentient, or nonsentient. Usually this is
based on a species’ ability to reason, use tools, and communicate. A panel of
multicultural scientists determines the designations only after a government-
approved research team has conducted a field study or has made some
significant finding regarding the sentience of any given species. The designations
are defined as follows:
Sentient: When a species is given the sentient designation, it is considered
able to reason and understand abstract concepts and ideas, make and use tools,
and communicate with written or spoken language. Most primitive tribal species
have this designation; it does not imply that a species is civilized to the point of
space travel.
Semi-sentient: The semi-sentient designation implies that a race has some
reasoning ability, but cannot grasp elevated or abstract concepts. In many cases,
it has not yet formed a written or spoken language. These species are
considered to be in evolutionary stages—on their way to achieving sentience.
Under the Empire, these species were not entitled to landownership, but this
has been undergoing reconsideration in the Galactic Federation of Free
Alliances.
Nonsentient: A nonsentient species is one that does not reason at all,
surviving only on its natural instincts.
HOMEWORLD
Most alien species have a homeworld or system. Some, like the bantha, are
found in many systems, and still others, such as the Hutts, have transplanted
themselves to a new home. The primary locations of a given species within the
galaxy will be listed here, and its present home will be likewise indicated.

AVERAGE HEIGHT
The average size of adult members of a given species is provided in meters.

PRONUNCIATION
The pronunciation of the species’ name is provided in Basic. For the
pronunciation key, please see this page.

NOTABLE APPEARANCE
We provide one of the noteworthy appearances of each species in book, film,
or comics.
GLOSSARY OF DESCRIPTIVE TERMS
The following terms are used to describe the species in this book. Many of the
varieties covered in this volume belong to one or more of these classifications.
Given the unique evolutionary conditions found on each planet, it is impossible
to fit every species into a neat classification. These are broad terms useful in
describing an unfamiliar species to one’s colleagues.
Amphibious: A creature that can live both in water and on land, or has two
stages of life, one that is completely water-based, the other land-based. Some
are born as tadpoles possessing gills, and develop lungs to breathe air, while
others have compound lungs that allow them to breathe underwater and on
land.
Arboreal: A species that lives among forests and trees, and is specially
adapted to tree living.
Avian: A species bearing the characteristics of birds or flying mammals.
Canine: A species that possesses some characteristics of the dog family,
including a pronounced muzzle, sharp teeth, advanced hunting and tracking
instincts, heightened hearing, sight, and smell, sharp teeth, claws, padded feet,
and a tail.
Cephalopod: A species that bears the traits inherent in most squid and
octopi, namely water-based or amphibious creatures with tentacles.
Cetacean: Any species of aquatic or marine mammals, usually typified by a
predominance of the following: a hairless or nearly hairless body, anterior
flipper-like limbs, vestigial posterior limbs, and a flat, notched tail.
Crustacean: Aquatic lobster-like arthropods or shellfish that usually have a
segmented body, a chitinous exoskeleton, and paired, jointed limbs.
Cyborg: Any species that has been enhanced with technological implants.
Feline: A species that carries some characteristics of the cat family, such as
extremely flexible body, sharp teeth, slit-pupiled eyes, a tail, hunting and
tracking instincts, heightened hearing, sight, and smell, and padded, clawed
hands and feet.
Gastropod: A species that has no true skeletal frame and moves by means
of a wide muscular foot, or whose whole body acts as one large foot.
Humanoid: Those species that, while not related genetically to humans,
possess characteristics similar to humans, such as two arms with hands, fingers,
and an opposable thumb, two legs, a torso, and a single head.
Insectoid: Any species that has the characteristics of insects, which may
include a chitinous shell, multiple legs, antennae, and multifaceted eyes.
Mammal: This classification usually refers to warm-blooded vertebrates
that grow fur and usually bear live young (although not always, as some have
been known to lay eggs). Regardless of the birth process, a female mammal
nurses her young.
Near-human: These species are genetically related to humans, and are
usually classified as humans. Only four near-human species are represented in
this book.
Pachydermoid: A species with characteristics attributed to pachyderms,
usually including baggy, leathery skin, a trunk, and steady, thick legs and feet.
Plant-based: A species that reproduces itself and roots like most plant life,
usually feeding through photosynthesis. Some plant-based species resemble
animal species, depending on evolution.
Porcine: A species bearing the characteristic of a pig, sometimes including a
blunt-ended nose, tusks, hooves, and large physical size.
Primate: Mammalian species exhibiting the characteristics of monkeys or
apes, including fur, fingers, and opposable thumbs. They are often referred to as
humanoids because of their similarity to human physiology, but this depends on
their sentience designation.
Proboscidian: A species that has a long trunk or feeds through a proboscis,
such as the Anzati. Some proboscidians are also pachydermoids (see
Pachydermoid).
Reptavian: A flying reptile.
Reptilian: A species with the characteristics of a reptile or snake, usually
including leather-like skin, claws, slit-pupiled eyes, and a forked tongue. They
reproduce by laying fertilized eggs. Some can change color to match their
environment. Trandoshans, Barabels, Yevetha, and Falleen are all reptilian races.
Reptomammal: A reptile that reproduces through live birth rather than
laying eggs.
Rodent: A species that carries characteristics of mice or rats, or gnawing or
nibbling mammals that have continuously growing incisors.
Saurian: See Reptilian.
Ungulate: A species that has hooves, or whose claws evolved from hooves,
and sometimes chews its cud.
Vacuumbreather: A species that can survive in a vacuum, including that of
outer space, often consuming nutrients from space dust and mineral matter.
Mynocks are vacuumbreathers.
The acklay is an amphibious crustacean of immense size and foul temperament
that inhabits the oceans of Vendaxa, a verdant world with a highly developed
ecosystem. Their small eyes allow them to see in underwater darkness and
protect them from their world’s harsh sunlight, although they are nearsighted.
They have massive, sharp pincer claws that easily slice and stab at prey. And
yet, while they are indeed from the crustacean family, they also have traits of a
reptilian genus, namely large jaws filled with deeply embedded, needle-sharp
teeth, and tough, leathery, scaly skin.
Acklays are especially valued as gladiatorial beasts in the Outer Rim worlds,
as their tough hides and fierce attitude make them harsh opponents that are
very difficult to kill. They do not have especially large stomachs, but to
accommodate their often sizable prey, the creatures’ stomach can stretch to fit
large amounts of food at one time. This section of their body is particularly
vulnerable, as the flesh covering is not as tough as the rest of their hide.
Acklays have an extremely high metabolism for creatures their size, giving them
a lot of energy—but they starve quickly if not fed frequently throughout the
day. In gladiatorial environments, this can prompt them to have an appetite for
many unfortunate arena victims, and it also makes their upkeep expensive for
owners, who must frequently run them in the arena to satiate their appetites.
Like some reptilian species,
DESIGNATION acklays have a bony neck plate that
Nonsentient they display to intimidate
HOMEWORLD opponents. This also protects the
acklay from overhead neck attacks.
Vendaxa/Geonosis
In addition, acklays can use this
plate as a type of weapon, by
bucking and weaving their heads to
and fro to strike an opponent.
Acklays walk on the tips of their
claws, seeming to glide on toe
AVERAGE HEIGHT point like dancers. Yet these claws
are lethal for an acklay’s adversary.
3.05 meters
During combat, the acklay uses its
PRONUNCIATION claws like hatchets, waving them
Ăk’-lā about to slice its opponents to bits
—or to pinion its prey to the
ground like a skewer weighing several tons. An acklay’s claws are long enough
to enable the beast to attack at a safe distance from its victim. These hardened
appendages have little to no feeling, but rising from the joint of the main talons
is an additional claw that is somewhat sensitive. Sensory hairs or cilia lining the
surface of the exoskeleton claw allow an acklay the sense of touch. It is also
able to sense its prey’s body electricity with its cilia.
In their native habitat, these ferocious creatures hunt the plains during the
day for the leathery-shelled lemnai, which, being nocturnal, are usually asleep in
their dens. At night, acklays return to their lairs onshore to rest. Under the
ocean surface, they feed on schools of fish that they can suck into their gaping,
toothy maws.
On Geonosis, acklays have only one natural predator: the merdeth.
Enormous carnivores larger than star freighters, merdeths are armored insects
with hundreds of small legs and masses of barbed tentacles that emerge from
underneath their heads. Slow-moving creatures, merdeths often attack acklay
dens, trapping the acklays inside and eating them.
While the acklay is originally from Vendaxa, the species also has a thriving
population on Geonosis. Largely renowned for its droid technology, Geonosis
also became well known as a hive of gladiatorial gaming and executions. One of
the most popular species transferred to Geonosis was the acklay, which was
then bred for arena entertainment.
A new mutant subspecies of acklay has appeared, larger and fiercer than its
genetic relatives, a result of the chemical pollution contained in its habitat in the
Golbah Pit of Geonosis. This new subspecies is different from the primary
acklay in that its outer shell is a glossy black. The mutant acklay has heavier
claws than its relative, and it is even able to hunt successfully in the dark, murky
waters of the Ebon Sea. In addition, the mutant acklay can breathe underwater
and is a highly skilled swimmer, allowing it to prey upon creatures not typically
hunted by acklays. Overall, the mutant acklay is larger and tougher than its
cousins, and will absorb considerably more damage before it is brought down.
Acklays may have been exported to worlds other than their traditional
habitats to serve as live weapons during the Clone Wars. Records of the 501st
Legion indicate that the unit was attacked by packs of acklays in the wilds of the
Outer Rim planet of Felucia, then under Commerce Guild control. It is possible
that the Confederacy of Independent Systems was able to move acklays from
one loyal world to another without drawing attention to the shift within the
scientific community. This theory has some support due to the fact that initial
clone reports were unable to name the creatures, where as if the acklay had
been native to or expected on a planet, the clones would have been briefed on
them. At present, there are no indications that acklays remain on Felucia,
perhaps a testament to the 501st’s effectiveness.

NOTABLE APPEARANCE
Episode II: Attack of the Clones
The aiwha is an eight-to ten-meter-long aquatic mammal that flies on massive
wings spanning twenty to thirty meters. Xenobiologists claim that aiwhas
originated on Naboo, though a large population is also found on the planet
Kamino. On both Naboo and Kamino, their primary habitats are the planets’
oceans, and many have also been domesticated for use as riding mounts by
Gungans and Kaminoans.
Aiwhas are strong creatures, using their muscular wings and pectoral muscles
to create thrust for gliding in the air and swimming underwater. By building up
momentum in the cresting waves, they can launch themselves into the sky to
soar above the water. Aiwhas are able to propel themselves by shifting ballast,
which they manage by utilizing two particular physical attributes. First, their
skulls are porous and contain several buoyancy chambers, which fill with water
when they dive under the surface. When aiwhas want to launch above the
waves, they blow water from these chambers in a fashion akin to the way most
cetaceans use a blowhole. Aiwhas also have a special vascular system that
enables them to shift body density. Their spongy, porous body tissue absorbs
hundreds of kilograms of water, and when they soar into the air, they expel the
liquid from their tissue to make themselves lighter. During flight, aiwhas release
high-pitched whistling sounds. These sounds are used by the animal as internal
sonar for underwater navigation, and as radar for night flying.
Although certain parts of their bodies allow for the intake and release of
ocean water as mentioned above, aiwha skin is smooth, flexible, and virtually
waterproof. This reduces air drag for the aiwhas when flying, while also allowing
them to cut easily through the currents and retain body heat in cold seas.
Aiwhas use their tails to aid in propelling themselves in and out of the water,
either as rudders or for thrust. In addition, aiwhas have small, strong hind legs
that are of limited use on land. They strongly prefer the seas over dry land, and
do not walk very often on hard ground. Aiwhas also possess sharp teeth that
they use to capture and hold prey.
Aiwhas make homes in nest-like “pods” on the ocean surface, and, like most
cetacean mammals, they bear their young live. Unlike many of their genus,
however, they will usually give birth to more than one calf at a time. Because up
to three or four aiwha families will nest together in one pod, they can often
have clutches of eight to two dozen young in a grouping. While these creatures
have been bred for docility, they are fierce when their pods are threatened, and
will fight with an intense rage that is incongruous with their normally peaceful
temperament. Conversely, domesticated aiwhas are very protective of their
riding masters, seeing them as family in lieu of their podmates.
Aiwhas feed primarily on
DESIGNATION shallow-swimming krill and fish—
Nonsentient HOMEWORLD filtering their sustenance, as most
Kamino / Naboo cetaceans do, through sieve plates
in their baleen. By using high-
pitched underwater sounds similar
to the ones they utilize to navigate,
aiwhas will corral their prey into a
grouping and then suck them into
their opened maw. However,
aiwhas are omnivorous, unlike
other cetaceans found throughout
the galaxy. They will consume
AVERAGE HEIGHT seaweed, kelp, and other plants
2–3 meters found on the ocean floor as well as
WINGSPAN vitamin-laden grass from wetlands.
11 meters Creatures of the same genus as
aiwhas can be found in several
PRONUNCIATION
systems throughout the galaxy,
Äē’-wä including the planets Naboo and
Kamino. Historical records indicate that the aiwha was brought to Kamino
from Naboo, and that the Kaminoans cloned the present population from that
stock to serve their needs. Despite their aquatic nature, the Kaminoan breed of
aiwha is resistant to electrical shock. This makes them impervious to the
dangerous electrical storms that often rage on the planet’s surface. The Naboo
breed, meanwhile, is not immune to such an attack. Xenobiologists believe that
since aiwhas are probably a relatively recent addition to the Kaminoan
environment, this trait was most likely added to their species during the cloning
process. Even so, the Kaminoan aiwha prefers to go underwater during these
storms; flying through them is highly unpleasant.
Kaminoans find the aiwha to be the most efficient means of traveling from
one of their stilt-cities to another. They also use aiwhas to make religious
pilgrimages to the ancient Kaminoan cities that lie at the bottom of their
oceans (land-based Kaminoan culture was destroyed when the entire planet
was flooded at the conclusion of a planetary ice age). Aiwhas provide a
peaceful, spiritual means of transportation to the remnants of their ancient
heritage, where the Kaminoans honor their ancestors rather than engage in
archaeological exploration.
Gungans, on the other hand, use aiwhas for private mounted transportation,
but also find them especially useful as bombers for aerial warfare and
reconnaissance in the Gungan army. These military aiwhas are specially trained
not to use their radar or make other sounds when flying for reconnaissance,
but instead to rely on direction from their riders, although Gungan army aiwha
riders can command their mounts to use their screech as a weapon when
necessary. Because of this, aiwha-riding Gungans often wear earplugs when an
attack is imminent, communicating with one another and their animals through
hand signals and gestures initially developed for reconnaissance use. Military-
trained aiwhas extend their loyalty just as any domesticated aiwhas do, often
sensing when their riders are injured or incapacitated and need to be removed
from battle. Among Gungans, stories abound of aiwhas saving the lives of their
riders with a well-timed retreat.

NOTABLE APPEARANCE
Episode II: Attack of the Clones
The Amanin (often referred to as Amanaman) are a primitive tribal hunter-
gatherer species native to the planet Maridun, a world of large forests and
grassy plains located in the Outer Rim. They are a sentient planarian species
(i.e., of a worm genus), and they serve throughout the galaxy as laborers,
scouts, and sometimes bounty hunters. Amanin are quiet, introspective beings
who often converse in deep, low voices. Although they tower over many races,
even Woo-kiees, they prefer to remain unnoticed as befitting their predatory
nature. Unavoidably, however, their striking appearance in size, color, and
decoration often has the opposite effect. For example, Amanin are known to
carry at all times a staff from which the skulls of vanquished enemies hang. This
has earned the Amanin the nickname Head Hunters.
Amanin are very tall, thin, mostly yellow-skinned arboreal beings who gain
their height from long arms, which they use to travel from branch to branch.
They have short, thick legs with extremely large feet, and while their bodies
may appear awkward, Amanin are actually quite deft in movement. When on
the ground, they walk slowly, but are able to curl themselves into a ball and roll
at speeds ranging from forty-five to fifty kilometers per hour. Although it is
difficult for them to perceive their surroundings well when traveling in this
manner, Amanin are able to use their rolling momentum as a form of attack.
They will speed past an opponent and unfurl their bodies to lash out with claws
or clubs, often instantly killing their unsuspecting victim with the controlled
force of impact.
By contrast, the placement of Amanin internal organs aids them in avoiding
fatal injuries. As in other worm species, their organs, including their brains, are
spread throughout their entire form. Moreover, they possess multiple copies of
each primary organ, further enhancing their ability to survive wounds that
would kill many species. This duplication of functional parts has led scientists to
believe that Amanin can actually regenerate lost or damaged organs and limbs,
and it is theorized that it is possible for an Amani to be cut fully in half without
being killed. In such an event, however, it is thought the individual’s regrowth
may actually spawn two identical Amanin. Male and female are indistinguishable
in this species, and it is believed, though as yet unproven, that they are
hermaphrodites.
Amanin skin is moist, but
DESIGNATION susceptible to drying, so they
Sentient prefer to make their shelter in
HOMEWORLD humid environments, particularly
rain forests. Their yellow-and-
Maridun
green coloring helps them blend in
with their forest and grassland
environments to avoid being
detected by other predators. In
addition, the coloration signals the
poisonous properties of the slime
that is secreted by their bodies to
keep their skin damp and to fend
off most of the carnivorous
AVERAGE HEIGHT
AVERAGE HEIGHT
creatures found in the forests of
2–3 meters Maridun. This slime deters all local
PRONUNCIATION predators save the charnoq, the
Ăm-an’-ē only creature the Amanin fear.
Amanin have tiny eyes that can
see clearly in Maridun’s dim light, as well as little mouths that open surprisingly
wide for engulfing raw game. As with other worm species, Amanin expel their
biological waste through their mouths, although after having experienced
interaction with other species, they mostly do this in private, as they have
come to learn how it disturbs others. They also have a sense of smell so keen
that they can detect strangers in their midst from more than ten kilometers
away.
The Amanin have a simple, warrior tribal culture. Each tribe controls a forest
region on Maridun, typically surrounded by grasslands. Amanin refer to all
nonforested areas with the same term: gruntak. When an Amanin tribe’s
population grows too large, the extra youth of that tribe cross the gruntak
regions to find a new section of forest to inhabit. This flight can result in battles
over land rights with other Amanin, called takitals. The tribal leader or shaman,
known as the lorekeeper, keeps stories of these struggles in a history that he
often recites at special events.
During Palpatine’s rule, Maridun was occupied by Imperial forces, setting in
motion a series of events that changed the world and its people forever. A
careless Imperial general led his troops across sacred Amanin grounds, and in
retaliation, the local Amanin tribe waged a takital against the Empire. Janek
Sunbar, an Imperial officer, distinguished himself during the takital, opening the
door for an accord with the Amanin leader. Unfortunately, the price of peace
was high. In the agreement, the tribal leader would turn over to the Empire any
Amanin prisoners taken during takitals, and in return the Empire would stay
clear of their lands. A similar arrangement was soon made with lorekeepers of
other Amanin tribes. As a result, many captured Amanin were used as free
labor in the mines of Maridun or scattered as slaves throughout the galaxy,
forced to work at other Imperial facilities.
After the Empire shifted its attention away from Maridun, smuggling bands
took over the spaceports and mining operations that the Empire abandoned,
and Maridun is now run mostly by organized crime. Many Amanin have moved
to the spaceports from their forest homes. Some travel offworld to conduct
takitals against humans, viewing it as a form of retribution for what the Empire
did to their kind. Traditional lorekeepers see this behavior as a corruption of
their traditions, and do their best to train youngsters not to follow such a path.
Other lorekeepers moved to the cities with their youth to sell blessings and
native memorabilia to offworlders stopping at their spaceports. And similar to
the way rural Amanin brought their culture to the cities, there are Amanin who
have taken sophisticated technology, specifically blasters, back to their
traditional communities for use in conquering new tribal lands in the takitals.
Amanin, as a whole, prefer to remain ignorant of galactic politics. While
Amanin slaves have been known to temporarily take sides, usually it is to
participate in a takital to win their freedom, or in obedience to their masters,
with whom they’ve formed a lorekeeper bond. The best way to persuade
Amanin to join a cause is to convince them that their tribal honor is at stake
while showing great enthusiasm for their tales of prowess.
In person, Amanin are quiet and thoughtful, although they love exchanging
stories. They develop fiercely loyal relationships with any leadership figures
whom they consider lorekeepers, even when those people may not have their
best interests in mind—mob bosses, employers, even slave owners. In several
cases, Amanin have refused to leave slavery when given the opportunity
because their loyalty to their masters was so intense—a trait that made the
species extremely useful to the Empire.

NOTABLE APPEARANCE
Episode VI: Return of the Jedi
The Anzati are one of the deadliest and most mysterious species in the galaxy.
Because Anzati are roamers, they are often considered mythical, and for a long
period of time the true location of their homeworld was a mystery. Scientists
who traveled to the world reputed to be Anzat simply disappeared without a
trace, although some reports place it on the outskirts of the Mid Rim, near the
Perlemian Trade Route. Believed to be one of the first of the spacefaring races,
they are human in appearance, ranging in height from 1.5 to 1.7 meters with
grayish-hued skin and bulbous noses. While scientists have had little
opportunity to study Anzati, the sketchy medical reports found on the species
seem to indicate that they have no natural biorhythm—no pulse. Given that
fact, it is a complete enigma as to how their circulatory system functions.
Being natural predators, Anzati prefer to hunt sentient races of all shapes and
sizes, and they possess two prehensile proboscises that they keep coiled in
their cheek pockets for feeding on unsuspecting victims in a rather unique way.
Jedi who have encountered the species have suggested that Anzati mind control
is a type of Force manipulation; they can sense the Force and use it to bewitch
their victims in a way akin to the famous Jedi mind trick. To lure in
unsuspecting targets, Anzati mesmerize them with this form of telepathic
control that strengthens at close range. Once a subject is in their power, Anzati
will uncoil their proboscises from their cheek pouches and insert them into a
victim’s nostrils to suck out brain matter. They call this meal “soup, “luck,” or
the “Sea of Memory”; in their tradition, the term refers to the life essence, or
spiritual power, of the victim. It is reputed that Anzati can keep victims alive for
several feedings, enjoying the fear and terror their prey feels throughout the
ordeal. Some Anzati believe feeding on living vessels in this way gives them
eternal youth and energy. This belief can be traced to the Silent Voices,
luminescent bands of gases that glow in the Anzat atmosphere at night, and
which ancient Anzati thought were the life essences of their ancestors.
Although such a possibility is not scientifically viable, it illustrates the level of
importance that “soup” plays in Anzati culture, mores, and belief structures.
According to anecdotal evidence offered by sentients lucky enough to survive
their encounters with Anzati, they are loners who wander throughout the
galaxy, returning to Anzat only to find a mate and reproduce, and in some cases
to train with Anzati master assassins. They reproduce infrequently and usually
live for many centuries. Parents do not typically give their children names,
instead allowing them to seek names that best blend in with their chosen prey.
Youthful Anzati reach puberty at approximately one hundred standard years of
age, and leave Anzat to hunt for “soup” to continue their “eternal” existence.
Studies of different galactic
DESIGNATION creation myths contain no
Sentient information about Anzati, though
HOMEWORLD some tales say they have existed
longer than any other species.
Anzat
They often act as patrons of the
arts, but few have actually
contributed with works of their
own. Because they are a long-lived
species, they tend to view
mastering an art as a pointless goal
since all other competitors die
before they do.
One art that does fuel their
interest enough to participate in,
though, is stealth. Anzati are
master hunters, incredibly sly and
crafty, and difficult to capture.
Because of their secrecy, hunting
AVERAGE HEIGHT
skills, and training, Anzati are often
1.7 meters employed by organized crime
PRONUNCIATION factions as assassins. Anonymity is
Än’-zät used to their advantage, so they
rarely, if ever, work in groups. It is
only in the capacity of a bounty hunter that they will abandon their lonely ways
and band together to form a corporation or guild. On these exceptionally rare
occasions, they will sometimes share prey and the financial rewards of their
hunts. These corporations are temporary, often existing for only one hunt, as
they end up killing each other to eliminate competition for a very “soupy”
victim.
The constant drive to hunt for “soup” seems to be the central factor of
Anzati life; one could almost consider them an addicted people. Once they
begin the hunt, they think of nothing else but to satisfy this hunger, which
grows stronger with each passing year. Anzati have been reported to view all
other peoples as livestock to be harvested to fulfill their needs, although some
have been known to try to stave off the craving for as long as possible between
feedings. Either way, because the hunger grows as they age, they end up
becoming more and more isolated in their need. The older the Anzati, the
more unstable and obsessive they become, often to the point of insanity. They
lose focus on the world around them and in many cases will make a crucial
mistake, leading to their ultimate destruction.
Although the Anzati as a species are isolationists, essential reports have
surfaced of at least three significant events that brought the species into open
conflict with the Jedi—incidents that propelled them into the galactic spotlight
for a short time.
The first episode began roughly a thousand years before the Clone Wars. A
rare Anzati Jedi named Volfe Karkko who had never tasted “soup” believed
himself above the instinct shared by the rest of his species. Unfortunately, this
same arrogance led Karkko to think he could control his inbred nature, and he
fed—a mistake that in turn resulted in Karkko succumbing to the dark side.
Karkko was captured and held in stasis for a millennium on the prison world of
Kiffex. During his imprisonment, however, his mind remained active, and he
was able to draw numerous followers. Over time, his legend grew among the
Anzati on Kiffex, who worshipped him as “the Dreamer,” converting his resting
place into a sacred temple. Karkko fed his followers’ baser instincts, turning
them feral and causing them to prey on the residents and inmates of Kiffex with
a ferocity striking even for Anzati. Jedi Master Tholme and Aayla Secura
ultimately defeated Karkko, who had struck out against the Jedi.
Later, during the Clone Wars, a group of Anzati master assassins took on
contracts to work for the Separatists under Count Dooku, training a secret
society of Nikto warriors known as the Morgukai. The Morgukai had been
thought to be extinct, but were being reproduced by the Separatists through
cloning techniques. The Jedi Master Tholme and his Padawan, Aayla Secura,
were able to thwart this potentially devastating source of soldiers.
A second Anzati Jedi, Nikkos Tyris, was responsible for founding a competing
order of Force-users during the Clone Wars called the Saarai-kaar, later known
as the Jensaarai. Fortunately, the Jensaarai did not pose significant harm to
others, never rising to influence much beyond their homeworld and only
seeking to serve as protectors. Because their initial leaders were not corrupted
by the dark side, the Jensaarai actually served the light side of the Force, despite
their reverence for Sith traditions.

NOTABLE APPEARANCE
Episode IV: A New Hope
The Aqualish are bulky, tusked humanoids known for hair-trigger tempers that
can flare without cause or reason. Most anthropologists feel that the streak of
anger and rage carried by Aqualish harks back to the early years of the species’
evolution.
Three races of Aqualish inhabit Ando, in the Mid Rim. The Aquala, often
called the “finned Aqualish,” is the baseline species, whereas the Quara and
Ualaq are minority races that have evolved from their Aquala ancestors. While
the three Aqualish races are nearly genetically identical, the Aquala evolutionary
progression from aquatic mammal to terrestrial is not yet complete, and their
hands end in cup-shaped fins. Aquala have adapted to land life, yet they prefer
to live close to the oceans and seas on floating cities, ships, or small islands.
Their primary source of food is the extensive fishing industry that casts nets
kilometers long, harvesting the plentiful marine life from Ando’s waters.
The Quara make up only one-tenth of the overall world population. They
have developed humanoid hands with five fingers, and are far more adept in fine
motor skills. Having completely left the oceans through evolution, Quara make
their homes in the vast wetland areas of Ando, gleaning their sustenance from
the bountiful waterfowl, land creatures, and plant life that abide in these areas.
The Ualaq, like the Quara, possess five-fingered hands, but have four eyes
rather than two. Scientists believe that this is one trait the other two species
actually lost, because while the Ualaq developed fingers to live primarily on
land, they mainly reside in caves and dark rain forest regions of Ando. Since
their appendages are more dexterous than the Aquala, Ualaq and Quara are
more likely to be seen on other worlds throughout the galaxy, while the Aquala
rarely leave their native home.
All Aqualish are amphibians of a sort, being able to breathe in both air and
water. The Aquala are better swimmers, and their bodies have a thick layer of
blubber under their skin to insulate them in cold water. The Quara and Ualaq
do not possess as thick a layer of blubber, as they do not swim quite as often
and tend to stay in warmer waters.
Common to all three of the Aqualish races are large, thick tusks. These tusks
are useful in cracking open shellfish or burrowing into swampy loam to dig out
marshy plant life for sustenance. Aqualish tusks are very sensitive, and receptive
to both heat and cold, as their enamel surface contains a dense layer of nerve
cells. As a result, Aqualish can be seen rubbing their tusks on wooden surfaces.
They find this activity pleasurable rather than painful, akin to giving themselves a
massage. This sensitivity can also help them determine the texture of their food
before chewing. Unfortunately, the heightened responsiveness can also produce
extreme pain if their tusks are chipped or broken, and a damaged tusk can
sometimes result in enough pain to immobilize an Aqualish for weeks.
The complexion of the three
DESIGNATION Aqualish races varies. The Aquala
Sentient tend to have skin that ranges in
HOMEWORLD color from dark blue to dark
green, probably to keep them
Ando
camouflaged while underwater.
The Ualaq and Quara are often
more gray or black, though they,
too, usually have a hint of blue or
green in their grayish pallor.
The Aqualish are endowed with
large, glassy black eyes that allow
for keen vision underwater. Their
eyes are not built for bright light,
accounting for a preference for
darker environments when
Aqualish are offworld. On brighter
AVERAGE HEIGHT planets, they tend to gravitate to
1.7 meters dark bars or dens, even sleeping
PRONUNCIATION during the day then venturing out
Äk’-wä-lĭsh at night—particularly the Ualaq,
whose four eyes are even more
sensitive than their counterparts’.
In all three Aqualish cultures, strength is held in high regard. Aqualish show
open disdain and hostility to those who appear weak, and when first meeting
another individual will often act aggressive and confrontational. If the other
person doesn’t respond in kind or defend him-or herself, the Aqualish will
assume that the other is weak and continue the harassment.
Because of this combative behavior, Aqualish history is fraught with conflict.
Before the Republic formed, the Aquala faced a drop in their food supply from
overfishing marine populations. Since they tend to be an unreasonable people,
they blamed the Quara and Ualaq for the lack of ocean life. This disagreement
escalated to an all-out war that could have destroyed all the Aqualish races,
were it not for a timely, otherworldly occurrence.
A spaceship arrived on Ando. Various legends hold that the visitors were
from Corellia, while others assert they were from Duro. The Aqualish were
not yet spacefarers, and they reacted to the visitors with fear and rage,
directing their ire for one another onto these “invaders from the sky.” They
attacked and killed the ship’s crew, but left the vessel in perfect condition for
study. A truce was reached among the warring parties, who forged an alliance
to examine the craft and build one of their own.
Not long afterward, the Aqualish peoples were roaming the galaxy. Their
first stop was a neighboring world, which they decimated with their war-like
rage. However, their capacity to truly conquer other worlds was hampered by
their limited abilities to adapt foreign technologies. When they encountered
new devices, they linked them to their own—but they could not develop
original designs or mesh the differing technologies seamlessly. As a result, their
machines were often slipshod and patched together. They could not compete
with other beings whose technology was more innovative, streamlined, and
adaptive.
During its expansion, the Republic sent envoys to many different worlds,
inviting them to join the new galactic government. The Aqualish, of course,
rebuffed the invitation and instead fired upon the first Republic vessel they
encountered. The Republic, having superior technology, soundly defeated the
Aqualish, and this began a short yet violent conflict that so overwhelmed the
volatile Aqualish that they had to surrender. As a term of concession, the
Republic demanded that the Aqualish dismantle all offensive weaponry on their
hyperspace vessels. The government of Ando would also have to heed the
direction of Republic teachers and advisers, and Ando would become a ward of
the Republic until it could earn full citizenship. Realizing they could not
overcome the more advanced firepower of the Republic, the Aqualish
acquiesced.
While the agreement was a bit restrictive at first, culture and government
eventually grew and developed for the better under the guidance of the
Republic. With the assistance of Republic scientists, the Aqualish were able to
discover the problem that had led to the decrease in marine life and repair that
ecosystem. Today, their fishing product is their primary export, and is
considered some of the finest seafood in the Galactic Core. It should be noted,
however, that during the Clone Wars, the Andoan Senator briefly seceded
from the Republic, allying himself and the worlds he represented with the
Confederacy of Independent Systems.
Ando chafed under later Imperial rule. Constant insurrection led the Empire
to impose martial law, turning Ando into a police state. As a result, the
Aqualish despised the Empire, but preferred to fight on their own rather than
join the Rebel Alliance. More recently, Ando has been left to its own devices as
the Galactic Federation of Free Alliances struggles to keep itself together.

NOTABLE APPEARANCE
Episode IV: A New Hope
The Arcona are tall, cold-blooded, serpent-like reptilian humanoids, with
triangular heads and bulbous sensory organs that sit between two large,
glittering eyes. They hail from the planet Cona, a hot, desert Inner Rim world
with an atmosphere that consists of nitrogen, hydrogen, and ammonia. Their
skin, which ranges in color from an ebony gray-black to a deep brown-red, has
the density and texture of fibrous tree bark.
The planet Cona orbits a blue giant star known as Teke Ro. Possessing no
axial tilt, Cona’s unusual circular orbit results in a world with no seasons, and it
remains hot throughout the year. However, the insulating atmosphere also
causes a cycling of warm and cool airs across the planet surface, making
separate parts of the world one even temperature.
While ammonia vapor is plentiful on Cona, the planet is completely lacking in
freestanding water. As a result, Cona plant life is very complex and able to
enact an amazing chemical reaction that produces water for sustenance. Some
of the more advanced plants secrete an acid to bore into the bedrock for
oxygen, which they gather in gastric pods at their roots. Meanwhile, the plants
will bring in ammonia through their leaves, which they then break down into its
elements of hydrogen and nitrogen. The hydrogen adheres to the oxygen and
produces water, which the plants also hold in their gastric pods before releasing
the excess nitrogen back into the atmosphere.
Needing more water than Cona’s atmosphere could provide, the Arcona
long ago discovered this hidden botanical source of nourishment. They use
their thick, sharp claws to dig into the ground and rip up the roots of these
water-bearing plants. Some vegetation grows so deep and large that the Arcona
will dig “mines” to harvest the water pods from plant roots. They have
developed a system in which they avoid picking the roots completely bare,
allowing the plants to maintain their own nutrition and grow new pods. This
provides the Arcona with a steady supply of water.
Everything the Arcona eat contains trace amounts of ammonia from the
planet’s atmosphere. Thus, the Arcona have a high tolerance for ammonia; in
fact, as a by-product of their evolution, the gas creates enzymes that enable
their bodies to function properly. Ammonia is also utilized by their
supplemental circulatory system, which eliminates waste products from the
Arcona’s bodies, equalizes their overall temperature, and carries nutrients to
their skin. When traveling offworld, Arcona imbibe ammonia supplements to
maintain the appropriate levels of these natural enzymes in their systems.
Despite their large, sparkling
DESIGNATION eyes, the Arcona actually have
Sentient poor eyesight. Much like an insect,
HOMEWORLD their eyes are made up of
thousands of tiny photoreceptors,
Cona
each of which sees a specific color.
These photoreceptors also detect
movement, but they cannot read
fine, distinct shapes. Consequently,
an Arcona’s entire field of vision is
a colorful blur.
To assist their poor vision,
Arcona possess a bulbous,
diamond-shaped sensory organ
that sits between their eyes. Most
observers believe this to be a nose,
but in reality, the organ detects
heat patterns emitted by other
living creatures, enabling the
Arcona to bring their environment
into better focus. They can
AVERAGE HEIGHT
distinguish most galactic species by
2 meters their heat signature.
PRONUNCIATION As with most reptiles, Arcona
Är-kōn’-ä have olfactory organs located in
their constantly flicking tongues.
When Arcona have difficulty distinguishing objects in their environment, they
flicker their tongues to find their way. Their sense of smell is quite keen, and
they use it, along with their heat-sensing organ, to determine the moods of
those they encounter.
Arcona society is largely and strongly communal, valuing the needs of a
collective group over those of an individual. Therefore, they lack a sense of
individuality and rarely speak of themselves in the first person, using the
pronoun we instead. While they generally have strong familial ties, males usually
raise Arcona children, as females are considered more reckless and
irresponsible. Even so, males of the species take a great deal of time and care in
selecting their mates, often making their decision to court a female after
months or even years of researching pos-sible candidates. Arcona regard a
commitment to marry as a commitment to parent. Small communities or
“nests” revolve around parenting, as the safety of the young on such a
dangerous world is paramount.
Most family communities make their nests within twenty kilometers of the
“Grand Nest,” where representative adults of surroundings communities meet
every twenty days. An elected Nest Leader conducts meetings and handles
business much as a city mayor would, resolving disputes and putting forward
community works.
The Arcona trail the galaxy in terms of scientific and technological
development because their primary focus is on community life and the raising of
their families. Not many dedicate their time to the study of the hard sciences,
and most who live on Cona are teachers or laborers.
The planet is rich in precious metals. Before the Clone Wars, prospectors
arrived on Cona and traded mineral rights for water, building impressive
spaceports and developing imposing cities around their operation. Soon,
however, the mining corporations learned that Arcona natives are easily
addicted to sodium chloride—salt. Since salt is easier to transport, the
corporations began to trade salt for prospecting rights.
In an Arcona’s body, salt acts as a hallucinogen, interfering with the optic
nerves to create an intoxicating display of color. Its ultimate effect is deadly,
though, in that it causes an Arcona’s pancreatic organ, which changes ammonia
into water, to fail. More visibly, it changes an Arcona’s eye color from green to
gold. Once addicted, an Arcona craves about twenty-five grams of salt a day
before withdrawal begins. Since female Arcona are more free-spirited and less
homebound, they make up the bulk of the Arcona addicts—driven to feed their
need at all costs.
Because this addiction is a family-and community-destroying plague, non-
addicts will not hesitate to attack and kill anyone discovered to be selling salt
on Cona. The Republic enacted strict laws to curtail the transport of salt to the
system, and the Arcona, too, have their own laws prohibiting the sale or
importation of salt to their world. Still, this has done little to stop its trade on
the black market.
Despite the Arcona’s tendency to adhere strictly to tradition, when scouts
from the Old Republic first made contact with the species, many members
were extremely enthusiastic about exploring the galaxy. Entire communities
sought employment with corporations that came to mine and build on Cona,
hoping for the chance to travel offworld. As a consequence, in the civilized
areas of the galaxy, Arcona colonies are common—with whole families
traveling together. Presently, they travel a good deal around the galaxy, using
technology developed by other species. They can now be seen in every major
spaceport, either as tourists or employees of vast multiplanetary corporations.

NOTABLE APPEARANCE
Episode IV: A New Hope
Balosars are a humanoid species native to the Balosar system, located in the
Core Worlds. Notorious for their corruption, Balosars are common
throughout the galactic underworld. They resemble humans, except for two
antennaepalps that rise from their skull. Balosars can retract these
antennaepalps, hiding them within their thick, coarse head of hair, giving them
an even more human appearance, to the point that they can often pass for
humans if they are trying to escape detection. They usually appear more frail
and sickly than the average human, however, due to a polluted home
environment.
Balosars’ antennae are unique in the galaxy. Not only can they improve
Balosars’ hearing, enabling them to listen into the subsonic range, but the
antennae also give the species a very slight psychic intuition, which some Jedi
liken to a Force sensitivity, though it cannot necessarily be classified as such.
They can pick up spikes in emotion—particularly negative intent—from those
around them, giving them a sort of “danger sense.” They depend on their
antenna abilities to survive, employing them quite frequently on their crime-
ridden homeworld.
Another distinctive Balosar physical trait is their resistance to toxins.
Because they hail from a contaminated world, most Balosars grow up exposed
to practically every industrial poison in the known galaxy. As a result, they are
practically impervious to poisoning, despite their otherwise frail physiques.
As well as suffering from a high pollution rate, the planet Balosar is also
impaired by a dangerously depleted economy. Interstellar corporations
commonly bribe Balosar politicians in order to buy inexpensive real estate and
build sweatshop factories that employ many underpaid natives. These factories
have so destroyed the environment that little sunlight reaches the surface, and
the atmosphere is barely breathable. The highly industrialized Balosar has often
been a primary focus of galactic relief agencies, which find it difficult to operate
there because of the political corruption.
Balosars are typically stereotyped as spineless, weak-willed, and selfish—but
these traits are primarily due to the condition of their society. Research studies
published in the Journal of Personality and Galactic Psychology do not indicate such
innate or genetic pathology unique to the species. Many live in poverty and
suffer from ill health because of their environment, leading to severe
depression. Others have developed an overly grim outlook on life that they
express with pointed sarcasm. As with many species, Balosars often leave their
homeworld hoping for a better existence, only to encounter the hardships
associated with resettling in a foreign environment. They are frequently
perceived by others as self-absorbed, but in reality are more bent on survival—
a focus that skews their moral perceptions. Most have difficulty determining
right from wrong, and it is common for Balosars living offplanet to have criminal
records as a result.
Compounding the
DESIGNATION environmental influences on
Sentient Balosar life, their corrupt
HOMEWORLD government has allowed the
educational system to become
Balosar
severely underfunded. Balosars
wishing to receive an education
must go offworld, and the earlier
in their educational careers, the
better. Research strongly suggests
that the younger a child is when
they leave Balosar, the better the
potential is for academic success.
Moreover, health outcomes are
markedly improved for these
AVERAGE HEIGHT
youngsters. A strong and
1.6 meters persistent positive correlation has
PRONUNCIATION been demonstrated between the
Băl’-ō-sär age of departure and educational
failure. The older students are
when they depart Balosar, the more likely they are to drop out before
completing their education. These unsuccessful students often return home to
Balosar, and to the same bleak prospects they left behind. Thus, it is not
uncommon for Balosar parents to send their children to primary schools on
other worlds when scholarships are available.
The fraudulent Balosar government is intricately embroiled with the galactic
underworld in the illicit trade of death sticks. The primary ingredient of these
drugs is Ixetal cilona extract, distilled from balo mushrooms that are grown on
Balosar in great quantities in underground farms. Death sticks are extremely
addictive and highly toxic, leading to certain death for most species, frequently
over just a short period of use. And yet the users don’t seem to mind. Many
addicts end up hopelessly hooked after simply giving it a try, savoring the death
stick’s sweet, alluring flavor and the feeling of instant euphoria that the drug
brings. The death stick’s toxicity affects addicts’ brain function, causing them to
slip into bleak depression when they are not consuming the drug. Addicts find
themselves craving more and more death sticks in order to hold on to the
sense of happiness they receive during the short amount of time it takes to
smoke one.
The use of this product by the Balosars themselves has further contributed
to the pollution found on their homeworld, and while Balosars are immune to
the toxicity of the death stick, they are not safe from its addictive properties.
Desperate Balosars can be seen in busy spaceports throughout the galaxy
hawking death sticks to earn whatever credits they can. Some, if not most, are
addicted to their own product and sell the death sticks to support their own
habits.
During the time of the Old Republic, illegal trade in death sticks became the
greatest competition to the addictive spice from Ryloth called ryll. This rivalry
resulted in a deep-seated dislike between Balosars and Twi’leks that continues
to this day. Death sticks were easy to produce in mass quantities due to the
prolific growth of balo mushrooms—which, unlike ryll, were an easily
renewable resource. Ryll needed to be mined in rather dangerous conditions,
and was also most potent when combined with glitterstim to create the
synthetic spice called glitteryll. Additionally, the ryll supply was tightly guarded
at times, and regulated for use in the manufacture of several medicines. Thus,
for a brief time, death sticks dominated the illegal drug trade, but this was not
to last. Twi’lek drug lords were not pleased at the reduction in their income,
and gang wars erupted. The Balosars defiantly peddled their wares when able,
although it proved necessary to become more discreet about it. However, by
the dawn of the New Republic, the Balosar environment did what the Twi’leks
could not. The pollution choking the planet made its way into the underground
balo mushroom farms, killing a massive amount of the crop and severely
damaging the spore stock, and the Twi’leks used this opportunity to seize
complete control of the spice market. Many Balosar drug merchants were
reduced to joining forces with the Twi’leks as middlemen and low-level,
unimportant runners.
At the end of the New Republic era, Balosar was briefly in the attack path of
the Yuuzhan Vong during their march toward Coruscant. At the time, Balosar
was not bound by diplomatic treaties to the New Republic and therefore not
formally protected by her military. However, the planet managed to escape
invasion and Yuuzhan Vong terraforming when the tide of war took the
aggressors elsewhere.

NOTABLE APPEARANCE
Episode II: Attack of the Clones
Herds of woolly banthas inhabit the desert wastes of Tatooine in the Outer
Rim, as well as the grasslands and plains of other worlds throughout the galaxy.
Since banthas are found in such a large number of agricultural systems, it is
believed that early space settlers transported the species to new worlds.
Although largely domesticated, on some planets wild herds can still be found.
There are several known varieties of banthas in existence, including the
common bantha (Banta majorus), the smaller, shy dwarf bantha, and the rangier,
slender dune bantha. One specific subtype of bantha is the Kashyyyk
greyclimber, which differs from its Tatooine cousin in that the greyclimber has
massive cranial bone plates in place of horns; it has also adapted to climbing
through the evolution of articulated toes that can grip wroshyr trees. The
common bantha is by far the most numerous, but as banthas are found on a
multitude of worlds, more subspecies may yet be discovered.
Generally used as beasts of burden, the tall, gentle creatures are intelligent,
dependable, and trustworthy. They are extremely strong, able to carry up to
five hundred kilos of cargo, or five human-sized passengers, including a driver.
Because of their rocking gait, many first-time bantha riders have been known to
complain of motion sickness. Although banthas prefer to move at a slow pace,
they can run at great speeds when necessary, and stories of bantha stampedes
are commonplace on all the worlds they inhabit.
Banthas are extremely adaptable, abiding comfortably in all sorts of climates,
able to survive for weeks without food or water. From world to world, bantha
subspecies vary in size, coloration, social grouping, behavior, and metabolic
specifics, but one commonality is that surprisingly, these mostly gentle giants
are herbivores. On Tatooine, banthas live on meager sand lichen mats found
either in protected hollows or just under the sand. Due to their size and
internal stores, they can live for nearly a month without sustenance.
In addition to being beasts of burden, banthas are a valuable source of
nourishment for many cultures. Bantha meat is edible, and their skin and long,
thick fur can be used for clothing. Bantha-skin goods such as boots and luggage
are expensive luxuries on some planets. Furthermore, Bantha bones and horns
are carved by members of several cultures to make tools, ornaments, and toys.
Banthas exhibit many of the
DESIGNATION traits typical of herd animals. Wild
Nonsentient HOMEWORLD banthas have been known to
Tatooine gather their dead in bantha
graveyards. When attacked, they
usually flee, and most bantha
species will only fight in defense of
the herd and their young. In the
event that they are trapped, or
when young banthas must be
defended, male banthas will form a
circle around their calves and
cows, using their large tapering
AVERAGE HEIGHT horns and three-meter-wide size
2.5 meters to protect the herd. They strike by
PRONUNCIATION lowering their heads and ramming
their large spiral horns into an
Băn’-thä
attacker. Some cultures have taken
advantage of the bantha’s horns
and bulk by using domesticated breeds as beasts of war, spurring them to
charge at foes and trample them underfoot.
On Tatooine, woolly banthas have been left to roam free in the harsh desert
climate, and the species has flourished. They are the transportation of choice
for the native Tusken Raiders, who have a special and unique relationship with
their mounts. Upon reaching the age of five, a Tusken Raider is teamed up with
a young bantha, and the two develop an emotional bond that lasts a lifetime. If
its master dies, a “widowed” bantha will often fly into a suicidal rage. The tribe
then waits until the bantha tires of its rampage, afterward turning it out into
the wilderness to survive on its own. Usually, the unfortunate bantha dies of
grief and dehydration.
Likewise, if the bantha mount is the first to perish, the Tusken Raider to
whom it was bonded will become inconsolable to the point of ruthlessly
attacking others in the clan, or even taking his or her own life. If such Tusken
Raiders do not die from their despair, they are sent out into the desert on a
vision quest, to contact the spirit of their fallen bantha partner. If their bantha
companion guides them to the afterlife, they will expire in the barren
wastelands of Tatooine. If, however, their former mount wishes them to live, it
will guide them to a new, riderless bantha, which then becomes their new
companion. Tusken Raiders who return with a fresh mount are given high
honor in their communities.

NOTABLE APPEARANCE
Episode IV: A New Hope
Barabels are a vicious, reptilian race native to the Outer Rim planet Barab I, a
world of murky darkness in the orbit of a dim red dwarf star. During the day,
most living creatures dwell belowground to protect themselves from the
intense heat and radiation cast by the red dwarf. When evening arrives, the
environment cools enough for the denizens of Barab I to go to the surface and
hunt.
The physique of a Barabel is designed for nocturnal hunting and fighting.
Their entire form, from head to tail, is covered with spiked scales of tough
keratin that darken from purple-green to black as they age. These scales not
only help camouflage Barabels, but also protect them from heavy blows or low-
power blasterfire. This external protection is further insulated by a layer of
blubber that helps the species retain heat during the cold nights on Barab I.
Barabels are natural hunters who kill with strength and efficiency. Their
mouths are filled with needle-sharp teeth up to five centimeters in length,
perfect for crushing the bodies of even the toughest-skinned prey. Beyond this,
they can also use their huge claws for efficiently rending flesh. Since Barabels
hunt primarily in the darkness, their eyes possess slit pupils that read the
electromagnetic spectrum of light from infrared to yellow. However, they are
unable to see green, blue, or violet light, which puts them at a disadvantage on
planets with brighter suns.
Barabels often work as bounty hunters and mercenaries, channeling their
natural love of the hunt into a means of earning credits. They are known for
having an explosive temperament, but unlike some other violent races, they
value both intelligence and wisdom, often focusing on these traits in order to
control their aggressive nature. They can be cooperative to attain a common
goal, and they are efficient when working in teams, making them particularly
valuable in a military environment. Extremely loyal to their spouses, family
members, and hatchmates, Barabels are genuinely loving and gregarious in such
a community setting. While they have been known to extend this loyalty to
non-Barabels with whom they feel close, outsiders or strangers are more
commonly met with belligerence and hostility.
Barab I orbits the red dwarf Barab at a distance of less than 125 million
kilometers. As a result, the planet is scorched during its six-standard-hour day,
exposed to high-intensity ultraviolet, gamma, and infrared radiation. Water
rapidly evaporates from the surface, leaving the world in a humid haze, and
most of Barab I’s plant and animal life must live in caves or rock crevices and
canyons in order to thrive. Those species that remain out during the day
survive by closing up in protective cocoons or possess reflective skin or hair
that protects them from the damaging rays.
At night when the heat
DESIGNATION dissipates, the natives of Barab I
Sentient leave their shelters to feed in a
HOMEWORLD sudden frenzy. They move quickly
to avoid a nightly torrential
Barab I
downpour that occurs as a result
of the day’s water evaporation and
the subsequent planetary cooling.
This wild cycle of lethargy and
feeding has contributed to the
largely primitive nature of Barab I
and its resident Barabels. The
world was discovered by an
Imperial charter called Planetary
Safaris, which brought expeditions
to Barab I to hunt Barabels.
Because members of the species
are mostly solitary, preferring to
AVERAGE HEIGHT roam the surface alone, they were
2 meters more susceptible to these Imperial
PRONUNCIATION hunting parties. This also placed
Bär’-ä-bĕl them at a disadvantage when the
Yuuzhan Vong eventually
conquered Barab I, although on a one-on-one basis they made formidable
opponents to the invaders—more so than many other species.
Before the Yuuzhan Vong invasion, however, one brilliant Barabel named
Shaka-ka managed to unite fellow members of her species into armies to
destroy Planetary Safari ships and decimate their hunting parties. The local
Imperial governor, shocked at the loss of both vessels and tourists, sent a Star
Destroyer to investigate. After learning of the origins of the uprising, the
Imperial captain Alater determined Barabels to be a sentient species and gave
them the full protection of Imperial law.
Upon their entrance into the Empire, Shaka-ka once again enlisted other
Barabels, this time to build what would become the one permanent city and
spaceport on their world: Alater-ka, named for the captain who recognized
their sentience. This underground city consists of numerous tunnels and
caverns that are interlocked around the central spaceport. Although Alater-ka
remains a crude city with primitive resources, it is not wanting for tourist
attention, as an agreement was eventually reached with Planetary Safaris to
reinstate expeditions on Barab I, allowing parties to hunt some of the
dangerous resident wildlife, with Barabels now acting as guides. Barab I is also a
popular haven for galactic criminals, smugglers, pirates, and the like, who are
willing to take a chance with the harsh environment in order to escape from
law enforcement.
After Barab I was liberated from Imperial rule, the Barabels nearly started a
war with an insectoid species known as the Verpine. They briefly made
arrangements to sell frozen Verpine body parts to the Kubaz to be eaten as a
delicacy. To this day, there remain some tense relations between these two
species.
Even though Barabels’ “official” history began with their discovery by
Planetary Safaris, it is believed that these Imperial hunters were not the first
galactic visitors to Barab I. Barabel legend tells of a war that erupted among
Barabel factions over prime hunting grounds. Family units, all motivated by
common interest, banded together to form two armies that were each bent on
the ultimate destruction of their enemies. The final battle was defused, though,
by the arrival of a Jedi Knight who managed to resolve the dispute. The legend
speaks highly of the “great warrior from beyond the clouds” who prevented
them from killing one another.
Barabels therefore, commonly show Jedi both great reverence and deference.
In the years after Palpatine’s demise, a stranded Jedi took a Barabel apprentice
named Saba Sebatyne. An ensuing surprise appearance by Saba Sebatyne, who
emerged with her own Jedi students and hatchlings to assist during the Yuuzhan
Vong War, seems to be hard evidence that the Jedi influence on Barabels was
no myth.
Other than this tale, though, most Barabels are fairly ignorant of their
culture’s history, and they seem to prefer to remain that way. They have no
inclination to create an overarching civilization, choosing to remain in their
small family units and acting as solitary hunters in the Barab I night. Although
they hold no technology of their own to speak of, those few Barabels who have
departed Barab I manage to use the technology of other races with great
efficiency, and a few are known to have become ace pilots. Frequently, Barabels
seen offworld are functioning as bounty hunters, trackers, or mercenaries. Only
Barabels who travel to other systems are recognized as capable of speaking or
understanding Basic, as those who remain on Barab I mainly do not bother to
master any language other than Barabel, which consists of hisses, growls, and
snarls.
While the Yuuzhan Vong saw fit to conquer Barab I in their quest to
dominate the galaxy, the planet was not destroyed. Many Barabels, masters at
stealth, managed to go into hiding in caves and underground hovels until the
threat had passed. While their numbers diminished, the species managed to
survive the slaughter with their wits and tenacity.

NOTABLE APPEARANCE
NOTABLE APPEARANCE
Dark Force Rising (novel)
Besalisks are large, stocky, flightless avian humanoids who hail from the planet
Ojom, located in the Deep Core. They have thick bodies with multiple brawny
arms, a bony headcrest surrounded by feathers, and a wide mouth from which
hangs a large flexible sac.
Male Besalisks have four arms, while females can possess as many as eight.
But despite such multiple appendages, each Besalisk has only one primary hand,
much the same as humans are right-or left-handed. Their brains are not
sufficiently complex to provide greater limb coordination. A Besalisk can hold
items in all of her hands, but cannot use more than four of them to do specific
tasks at a time. For instance, a female using all eight of her arms can have four
arms working independently, but the other four must work in concert with one
another. This characteristic particularly comes into play when Besalisks are
engaged in hand-to-hand combat, as they are not able to wield weapons
independently in all of their arms. Most Besalisks will simply carry one or two
(although females may sport three), with their most effective weapon being
grasped in their primary hand.
Sadly, Besalisks are the subject of many misconceptions. To begin with, while
they are descended from birds, casual observers will frequently mistake them
for a reptilian species. Whereas Besalisks have a skin pouch hanging from their
chins that is similar to the ones often seen on both birds and reptiles, their
thick, scaly skin is the source of the perception that they are members of the
latter group, as are their toothy mouths and sharp-clawed hands. Also, since
they typically possess bulky, fleshy frames, Besalisks are sometimes viewed as
gluttonous by other races, but in reality they store food and water in their
bodies for weeks, allowing them to go for an extended period of time without
eating or drinking. It is also common for Besalisks to sweat a great deal, giving
the impression that they are nervous or in ill health. However, their bodies are
merely accustomed to the frigid environment of Ojom and do not react well to
warmer climates.
As with most birds, Besalisk
DESIGNATION young are hatched from eggs that
Sentient females lay during the warm
HOMEWORLD season. A female will usually bear a
clutch of two eggs at a time, at
Ojom
which point the male will take over
the duty of keeping them in his
brood patch—an area of the
male’s abdominal skin that falls
down over the eggs and hugs them
close to his body for warmth.
During this time, the females will
care for the home and earn the
family living.
AVERAGE HEIGHT Besalisks are monogamous, and
1.8 meters they will mate for life following a
PRONUNCIATION long courtship in which the female
chooses, and sometimes fights for,
Bĕs’-ä-lĭsk
the male of her preference. Such
competitions can get violent the longer the search for a mate continues. The
quest for males can take place at any time during Ojom’s solar year, but each
commune will hold events specifically to meet and choose mates during the
warmer months. Ojom is a frightfully cold world, covered in massive glaciers
that roam the planet’s ocean surface. The Besalisks live in sparsely populated
communal groupings on each of these glaciers. These communes are made up
of at least a thousand nuclear families, and are in turn governed by an elected
leader who acts as an arbiter in any disputes. When the population grows over
a specific number, the leaders solicit volunteers from families to start a new
commune, in an attempt to keep all such groupings at relatively the same size.
Other than their communal arbiters, the Besalisk people have no overall
government in place, and for this reason they never had any representation in
the Old Republic Senate. They seem to prefer their autonomy, allowing other
species to handle galactic political affairs. And yet their independence has come
at a price. During the period of Imperial domination, the Besalisks were
threatened with enslavement. To avoid that fate, many individual communes
made deals with underworld criminals, and have since been indebted to them,
particularly the Hutts.
On Ojom, all interstellar traffic is handled through orbiting space stations,
which are more welcoming to offworld visitors than is the planet itself. Most
Besalisk business dealings are carried out on these space stations, particularly
those of a nefarious nature. However, other species, not Besalisks, commit
most of the violent crimes on these stations. Even when wrapped up in
underworld affairs, Besalisks remain relatively peaceful, preferring to find thrills
through self-fulfillment rather than harming or stealing from others.
On the whole, Besalisks are a quick-witted, generous, and sociable people.
They form strong and lasting friendships with members of all species, and can
be extremely loyal once they grant an individual their trust. A keen attention to
detail allows Besalisks to adapt easily into other cultures and utilize their
technologies, although they create none of their own. They do have a tendency
to be unreliable dreamers, however, and Besalisks can often be flighty, out for
amusement and adventure that involves little concern for their own welfare.
They do not fear danger, a concept that normally doesn’t occur to them until
they’re in the middle of it. Exceptions to this rule certainly exist, although there
are not many, and those few that are atypical of their species often use the
common perceptions held them to pass off as fearless anyway. As a result of
this intrepid nature, many offworld Besalisks are entangled in underworld
operations such as smuggling, gambling, and organized crime—generally without
realizing the gravity of what they’re doing.
Besalisks can also be gregarious and chatty, taking pleasure in talking about
others, gabbing and gossiping simply for the joy of conversation. Since they are
very observant, taking in details quickly and without thinking, this, combined
with their willingness to strike up conversations, makes them excellent sources
for valuable information. In addition, to the utter frustration of their
underworld employers, they seem to have a habit of occasionally walking off
the job in an attempt to find other ways to amuse and enrich themselves.
Consequently, many a Besalisk has ended up on underworld hit lists, repeatedly
putting them among the most wanted species in the galaxy at any given time.

NOTABLE APPEARANCE
Episode II: Attack of the Clones
The Bith are a highly evolved, humanoid species native to Clak’dor VII, a planet
that is part of the Colu system in the Outer Rim. Their tall craniums house
immensely oversized brains, the result of years of calculated breeding. Bith are
known for their contributions to the arts and sciences and are considered
some of the greatest thinkers in the galaxy. Calm, peaceful, thoughtful, and
introverted, Bith are consummate pacifists—a trait that comes not only from
their learned history, but also from their planned physiology as well.
The Bith are biologically developed to be suited for complex work. Scientists
have been unable to determine the ultimate origin of their species, since they
have evolved so completely that they most likely retain none of the attributes
of their evolutionary ancestry. The areas of their brains that handle abstract
thinking skills, such as language, deductive reasoning, logic, mathematics, and
music, are enormously large and highly developed compared with those of
other sentient species. Those brain regions that control most instinctual
behaviors—fear, aggression, and so forth—are much smaller, making them
pacifistic by nature. Scientists theorize that they have lived in a highly
structured civilization for so long that they have completely lost the ability to
function on an instinctual or irrational level.
Bith possess five-fingered hands with opposable thumbs, making them well
suited for doing detailed handiwork. They are extremely adept at constructing
tools, as well as developing and using technology to suit their needs. The Bith’s
large eyes are ideal for such a high-tech lifestyle, as they allow the species to
perceive minuscule details, or study complicated microcircuitry for long periods
of time. The Bith have also developed beyond a need for sleep, instead
meditating for short periods of time in order to provide their bodies with an
appropriate amount of rest. The fact that they no longer require traditional
sleep has resulted in the Bith losing their eyelids through evolution; a hard,
translucent shell protects their eyes from injury or dust abrasion.
The most fascinating aspect of Bith physiology is perhaps their streamlined
respiratory system. Their tiny nose serves only as an air intake. From there,
oxygen flows to a single lung, where it is transferred directly to the
bloodstream. Waste gases are exuded through the skin, but only after every
last molecule of oxygen has been used.
Due to this specialized
DESIGNATION respiratory system, Bith olfactory
Sentient senses are located in folds of skin
HOMEWORLD on their cheeks, rather than in
their noses. Their sense of smell is
Clak’dor VII
exceptionally sensitive, enabling
them to perceive the slightest
chemical changes in the
atmosphere around them.
Pheroreceptors situated in the skin
folds send a detailed chemical
analysis of each scent to the brain,
allowing a Bith to recognize even
the faintest of smells in
AVERAGE HEIGHT microseconds.
1.7 meters
1.7 meters Bith rely on technology to
PRONUNCIATION handle nearly every aspect of their
Bĭth lives, including reproduction.
Prospective parents take a sample
of their DNA to a computer mating service (CMS), which then matches it up
with other samples provided by members of the opposite sex. The CMS
projects the outcomes of various pairings, or child patterns (CPs), and offers
these potential outcomes to the future parent. After selecting a CP that meets
his or her qualifications, the Bith is introduced to the mate, and the two
negotiate the number of offspring that they will produce, and how many each
parent will raise. Upon arriving at an agreement, they deliver cells to a
Reproduction Center, and a year later their children are delivered to their
door. As they’ve reproduced in this manner for so long, Bith have actually lost
the ability to produce offspring naturally, and what began as a matter of
preference is now a matter of necessity.
Although technology does serve many of the Bith’s needs on their world, it
was, at one time, nearly the cause of their society’s demise. Almost one
hundred standard years before the dawn of the Empire, two cities on Clak’dor
VII—Nozho and Weogar—were embroiled in a competition to secure patent
rights on a new stardrive that the cities’ leaders hoped to sell to other worlds.
As was traditional in Bith society, each city submitted its patent claim to a
neutral arbitrator.
The agent representing Nozho, however, happened to discover some
unfavorable information on this arbitrator, and blackmailed him into giving
Nozho the patent preference. When the mayor of Weogar heard of this, he
refused to accept the arbitrator’s decision, and both cities began production on
the stardrive, setting off a cutthroat rivalry that ultimately led to wholesale war.
After a full standard year of bloodletting, Nozho finally unleashed a chemical
weapon that eradicated 90 percent of the population of the opposing city. The
remaining occupants of Weogar retaliated with biological weapons of their
own, causing a massive evolutionary degeneration and destroying most of the
life on the planet. Their world, which had once been a garden paradise, was
now a poisoned wasteland of genetically mutated, toxic plants and vicious
creatures. In order to survive, the remaining Bith were forced to build giant
domed cities, where they’ve lived ever since.
As a consequence of this devastating war, Bith technology has not
progressed for many years. Their own natural resources exhausted, they have
come to rely on the commodities of other worlds. Their chief export is their
intellect, and various agencies and companies galaxywide employ Bith as
scientists, mathematicians, artisans, accountants, and musicians. Bith are a
principal source of innovative ideas throughout the galaxy, and are often highly
paid to participate in corporate and governmental think tanks on many of the
Core Worlds.
On Clak’dor VII, the Bith political structure is highly organized and
dependent, again, on technology. Leaders are chosen through a computer
analysis of a candidate’s heritage, intelligence, accomplishments, and career.
These selected leaders, who form a type of committee, retain ultimate
authority over the Bith people through a complex system of laws that keeps
the committee’s activities under close scrutiny.
On the galactic political stage, the Bith were active in the Old Republic, and
helped develop and negotiate many of the treaties for planetary entrance to the
Old Republic Senate. As the Clone Wars erupted, the Bith were outspoken
opponents of the conflict, and throughout the reign of the Empire, their
government formally withdrew to the Bith homeworld, refusing to give the
new, tyrannical regime their support. However, a few members of the Bith
government secretly supported the Imperial cause as a logical means of
establishing galactic order. They surreptitiously provided the Empire with
computer programming and engineering prowess for many Imperial technology
designs.
Following the fall of the Empire, the Bith did not reopen communication with
the New Republic until the Hapans offered aid to the fledgling galactic
government. Encouraged by the Hapan gesture of confidence, the Bith soon
established formal relations with the New Republic.

NOTABLE APPEARANCE
Episode IV: A New Hope
Bothans are short, furry humanoids native to the planet Bothawui, which is
located in the Mid Rim, although they have established colonies on other
worlds, such as Kothlis and Torolis. The Bothans evolved long ago from feline
progenitors, though they retain only a few attributes that connect them with
their ancestral background. They are covered entirely with fur, the color of
which can range from milky white to dark brown; the hair on their face tapers
downward to form a type of beard. Their fur serves as an additional transmitter
for the Bothans’ body language, in that undulations in the hairs on the head
signify their emotional state, or emphasize important points during a discussion.
These subtle changes are usually difficult to decipher by those who are not
members of the species, although some outsiders have learned to read these
nonverbal cues with great accuracy. Such a knowledge of Bothan behavior is
extremely helpful when negotiating with this intelligent and opportunistic
people.
Also similar to most cat species, they possess sharp eyes and teeth, as well as
five-fingered hands with nails that extend and retract, though they rarely use
them unless they find themselves in one-on-one combat. And in Bothan culture
this is a rare occurrence, which explains why most outsiders are unaware that
they even have this ability.
Bothans express themselves with great eloquence, and mastery of public
speaking is an accomplishment that merits prestige in their culture. They are
consummate politicians, and as such they are important players in the arena of
galactic politics. Well known for their intelligence-gathering abilities, Bothans
are considered unsurpassed in that field. Preceding the Battle of Endor, many of
them sacrificed their lives to steal the technical schematics for the second
Death Star, as well as the information that the Emperor would be present
conducting an inspection of the station during the Rebels’ planned attack. For
this and other reasons, they achieved an influential role in the New Republic
government. The New Republic military prided itself on its Bothan members,
with Bothans serving in every capacity from pilot to admiral. One Bothan in
particular, Borsk Fey’lya, served as Chief of State before uncharacteristically
sacrificing himself during the Yuuzhan Vong invasion of Coruscant.
Despite Fey’lya’s noble deed, status is almost always the goal of Bothans. The
quest for influence and power is at the heart of their culture. By nature,
Bothans are greedy for status, often becoming manipulative and opportunistic
while seeking the prestige that comes from controlling others. Wealth isn’t as
important to them as influencing those who have money, and family clans
frequently plot ways of gaining resources and strategic positioning. When a
Bothan clan desires something, be it information, an object, or a position of
power, members will spy on one another, spread rumors, and make convenient
alliances. They seldom attack a competitor directly, usually waiting for rivals to
make mistakes.
One side effect of these cultural
DESIGNATION motivations is that Bothans are
Sentient also habitually paranoid, believing
HOMEWORLD that anyone who’s not working for
them is working against them.
Bothawui
Unfortunately, their paranoia is
usually well founded. Layer upon
layer of schemes swirl around any
clan, and outsiders who associate
with Bothans often find themselves
unwittingly caught up in the web of
intrigue. This paranoia can be
taken to extremes against other
species, to the extent of
xenophobia and prejudice, and can
AVERAGE HEIGHT
blind Bothans to the genuine, good
1.5 meters intentions of others, often to their
PRONUNCIATION own detriment. They simply do
Bŏ’-thăn not attribute a lack of guile to
those beings with whom they
come into contact.
Bothawui and all the Bothan colonies are locally governed by the Bothan
Council, which consists of representatives of each clan and serves as the
primary lawmaking and law enforcement body. Each of the member clans is a
collection of families who have bonded together in a common tradition or
heritage. Currently, approximately six hundred clans are part of the council,
and more than fifty others have petitioned for membership. These newer clans
are typically from smaller, younger settlements that have formed apart from the
established colonies. In order to be accepted for membership, a simple majority
of the council must approve a petition, and representatives of new clans are
constantly engaged in forming alliances to meet their goal of inclusion.
In order to manage council business, the members elect one of their number
to become the Council Chief. All policies are decided by a majority vote, with
the Chief holding the tie-breaking call when necessary. Every council member
heads up several ministries and committees, and appoints clan leaders to
positions of importance. Payoffs and rewards are common, as these clan
leaders, in turn, assign others in their retinue to lower-level positions. This
centuries-old system of finding favor and gaining power enables Bothans of any
clan or background to attain prestige and influence if they manage to play by
the right rules. It also allows powerful clans to maintain their established realms
of control on Bothawui.
The Bothans have long been a spacefaring race, settling on many planets
outside Bothawui, the most notable of which is Kothlis. However, anything that
can be found on Bothawui is found on its colonies, though the newer
settlements that are still not official members of the Bothan Council get less
attention in terms of goods and services—all the more motivation for them to
use intrigue and stratagem to push their agenda in the council. Thus, Bothans of
these upstart colonies can be some of the most ambitious and backstabbing
examples of the species that one may encounter.
Set in the heart of Bothan space in the Mid Rim, Bothawui’s location has
made it a major trading center and hub for shipping convoys. Business thrives
there, especially because the low tax rates and governmental bureaucracy are
not overly burdensome. Several major galactic banking and financial institutions
have sited their corporate headquarters there, employing thousands of Bothans
in their operations as well as in the major trading exchanges centered on
Bothawui.
While banking and finance appears to be the fastest-growing legitimate
business on Bothawui, spying is still the Bothans’ main industry. Everyone
comes to Bothawui to get information, even though it can often come at a
hefty price. The Bothan spynet, an underground system for buying and selling all
forms of data, is just as active as it was under the rule of the Empire. Organized
crime factions, political leaders, and corporate moguls arrive on the Bothans’
world to get an inside scoop.
And yet, for all the Bothans’ deceptive nature and quests for self-
advancement, Borsk Fey’lya’s death is just one example revealing the core of
their being. At heart, the majority of Bothans are brave and loyal, and they will
serve causes that they believe in to the bitter end. Many other species find
Bothans difficult to deal with because they seem to lack selflessness, but in
reality, most Bothans ultimately do believe in freedom and sacrifice to achieve a
venerable goal. They will take chances and risk much in any conflict that
threatens those they love or those to whom they’ve pledged loyalty.

NOTABLE MENTION
Episode VI: Return of the Jedi
The term Caamasi means “friend from afar” or “stranger to be trusted” in the
languages of many cultures throughout the galaxy, and never did a people have
a more appropriate title. The Caamasi are tall, mammalian humanoids with
golden down covering their bodies and purple fur that surrounds the eyes;
stripes extend around the backs of their heads and shoulders. Their two eyes
are set below a strong brow, and their triangular-shaped ears jut outward.
Caamasi have only three delicate and gentle fingers on their long hands.
All Caamasi can create lasting, vivid memories called memnii that are shared
telepathically with other members of their species. Memnii enable them to
actually experience historical, important, or poignant personal events as if they
were present. Because all history is valuable, and because these memories can
teach others, Caamasi hold recollections of tragic or devastating events as well
as happy ones. Clans often intermarry to spread memnii, and the Caamasi can
even share memnii with Jedi.
They are a people who mate for life, and when Caamasi choose a companion,
they will share specific memnii with their spouse, who hold these memories
close to their heart and eventually pass them on to their children. These
memnii are usually private moments from their lives, incidents that helped form
their consciences and enabled them to grow into who they are. It is reputed,
but not confirmed, that some Caamasi couples share such private memnii
during the mating process.
Despite their dedication to a solitary spouse, there are reports of some
Caamasi debating the introduction of polygamy among their people, most likely
to repair a devastation to their population that was caused by Emperor
Palpatine after the Clone Wars. As with anything the Caamasi consider, such a
concept would clearly be debated and examined from every angle before their
society could reach a decision. For them, it would represent an entire cultural
shift, and be a particularly difficult and delicate change, as the connections
between mates are usually quite singular and special. Most sociologists feel
polygamy is antithetical to the Caamasi way of life, and have either dismissed
these rumors as hearsay, or decided that the species will ultimately not accept
the concept, even if introduced as a means of survival.
By nature, the Caamasi are artistic, wise, and freethinking, and believe in
peace through moral strength. According to Caamasi legend, the first Jedi
Knights journeyed to their planet ages ago in order to learn the moral use of
the Force, although Caamasi Jedi are rare. Considering that the Caamasi way of
life has endured unchanged for generations, it is a strong possibility that this is
more than a simple fable.
Sadly, while admired for their
DESIGNATION peaceful wisdom, the Caamasi also
Sentient managed to acquire the scorn of
HOMEWORLD those who did not appreciate such
moral fortitude. In an incident that
Kerilt (by way of Caamas)
followed the Clone Wars,
Emperor Palpatine engineered the
desolation of the planet Caamas in
the Core Worlds in order to rid
his empire of the peaceful Caamasi.
Indeed, heavy bombardment
destroyed all the resident
vegetation, and most of the
Caamasi were killed. Refugees
from Caamas traveled to several
other worlds, with the bulk of the
remaining survivors settling on the
ill-fated Alderaan, again suffering at
the hands of the Empire.
AVERAGE HEIGHT
Fortunately, a large Caamasi
1.8 meters remnant community endured on
PRONUNCIATION Kerilt, and some later relocated to
Kä-ä-mä’-sē Susevfi.
It was ultimately discovered that
a group of Bothans had helped Palpatine’s agents sabotage Caamas’s shield
generators, thus allowing the sudden, violent attack to send firestorms raging
across the world. When a copy of the Caamas Document, which detailed
Bothan involvement in the tragedy, was revealed on the planet Wayland, it
touched off a flood of demands for the Bothans to purchase a new, uninhabited
planet for the remaining refugees. The Bothans have yet to fulfill these
demands, but even as the few remaining Caamasi calmly and patiently await a
permanent home, they continue to work side by side with the Bothans in a
fundamental example of forgiveness.
Despite the unfortunate devastation their species has suffered, the Caamasi
remain steadfast pacifists. Most are artists, merchants, diplomats, or scholars.
Although they will serve governments as ambassadors, they will not serve in
the military. The leaders of the galaxy frequently rely on the Caamasi as
advisers, especially the members of the new Jedi order, and the species has
been particularly helpful in aiding the Jedi to regain some of their lost history
and traditions through the sharing of key memnii. They were also instrumental
in drafting early incarnations of the New Republic Charter, negotiating
agreements among conflicting worlds, species, and institutions, and serving as a
voice of reason in the growing Senate. Senior Anthropologist Hoole noted that
the Caamasi were crucial to the cause of peace in the galaxy, bringing difficult
disputes between beings to successful and satisfying conclusions with a
calmness and gentleness found in few other species.
Perhaps no Caamasi typifies his people and their dedication to peace better
than the late Elegos A’Kla. A’Kla was living a quiet life on Kerilt when he met a
human named Corran Horn, then a Jedi apprentice. A’Kla’s uncle was a Jedi
who had served with Horn’s grandfather, and through the information Elegos
carried in his memnii, he was able to direct and offer assistance to Horn along
his path to Jedi Knighthood.
Following this, A’Kla became trustee of the Caamasi Remnant, and advised
the New Republic as a Senator. As part of his duties, A’Kla accompanied
Princess Leia Organa Solo to the Outer Rim on a fact-finding mission in the
early days of the Yuuzhan Vong invasion. After assisting in evacuations at the
battles of Dubrillion and Dantooine, A’Kla volunteered to present himself to
the Yuuzhan Vong as an envoy. The Yuuzhan Vong commander Shedao Shai
initially appeared to comply with A’Kla’s request, but in an act of deception he
took the Caamasi’s life to demonstrate the invaders’ intentions for the galaxy.
Shai then returned A’Kla’s body to the Republic, having first prepared it for
burial according to Yuuzhan Vong traditions. Shai’s message was received, and
in Corran Horn’s grief following his friend’s death, the Jedi challenged Shai to a
duel with the fate of the planet Ithor hanging in the balance. Although Horn
defeated Shai, the Yuuzhan Vong once again failed to honor their agreement,
and Ithor was destroyed. It might be thought that A’Kla’s sacrifice was for
naught, and that he failed in his mission, but his example lived on, a pillar of
hope for the rest of the galaxy that the Yuuzhan Vong could not defeat.

NOTABLE APPEARANCE
I, Jedi (novel)
Cereans are a humanoid mammalian species native to the planet Cerea in the
Mid Rim. Their tall, tapering craniums house large binary brains, enabling them
to focus on multiple trains of thought at the same time. Beyond this unique
feature, Cereans are very similar to humans physically, though they do possess
two hearts that supply extra blood circulation in support of their brains.
This calm, deep-thinking species was more commonly seen throughout the
galaxy during the years leading up to the Clone Wars. Cereans became famous
for their extraordinary thinking abilities, particularly in the fields of astrogation,
cryptography, engineering, and economics. Their attention to every detail, no
matter how minuscule, propelled Cereans into high-level careers as members
of think tanks and law enforcement agencies—as well as into the ranks of the
Jedi Knights. Cereans’ remarkable minds blessed them with a precognitive
ability matched only by the most powerful Jedi, and their peaceful and logical
dispositions suited them well to that prestigious Order of guardians. Most
fascinating is the rumor that their dual brains enabled some Cerean Jedi to
contemplate both the dark and light sides of the Force simultaneously.
However, while Cereans fit well in the Jedi culture, their species was exempt
from the Order’s Old Republic–era requirement of mandatory celibacy. Cerea
suffered from a dangerously dwindling population, the result of a low birthrate
among her people, as well as the fact that males aged more rapidly than
females. The Cereans faced extinction if extreme measures were not adopted,
and thus the Jedi Order allowed its Cerean members to marry.
Cerean society is traditionally matriarchal, mostly because females make up
the majority of the population, with an average ratio of twenty-to-one. This
proportion is the reverse of other similarly imbalanced species, such as the
Gamorreans and the H’nemthe, and is most likely comparable to the ratio of
female to male Selonians, although there are no reliable Selonian population
statistics. To make up for the disparity in mating partners, the Cereans practice
polygamy, with each male taking one “bond wife” and several other “honor
wives.” Unlike many other species, the Cereans as a culture seem able to
handle the potential difficulties of polygamy because of their placid
temperament.
The planet Cerea is ruled by a
DESIGNATION president who oversees a Council
Sentient of Elders—a primarily female team
HOMEWORLD of wise and venerable individuals
who consider each side of an issue
Cerea
thoroughly and objectively. They
allow for open discussion on
political and legal matters, but after
the elders have made a decision,
the resolution is final and no
appeal is permitted. It was this
body that prevented Cerea from
joining the Republic and the
Separatists alike during the Clone
Wars, largely in an attempt to
preserve the planet’s natural
resources from greedy Senators
who would exploit them.
AVERAGE HEIGHT
The world of Cerea is a lush,
2 meters verdant paradise, and Cerean
PRONUNCIATION culture centers on honoring that
Sĕr’-ē-ăn environment. Cereans value living
in harmony with nature, and
therefore have set in place stringent laws to protect their surroundings from
hazardous waste and technological contamination. By nature, they shun
technology and powered transports, although they have consented to the
construction of “Outsider Citadels” in certain areas of their planet for beings
from more developed worlds to reside. Unfortunately, these citadels have
become overcrowded and polluted.
Meditation and contemplation are central to life for all Cereans, not just to
those who follow the path of the Jedi. To enhance their focus during these
sessions of reflection, Cereans often employ kasha meditation crystals, which
have a calming and mind-clearing effect on the user. The crystals are decorated
with special etchings created by Cerean artisans to harness their natural
harmonic energy.
Cereans also hold an extreme reverence for the ancient traditions of their
people. Although a female Cerean typically has only one name, a male has
three, the origins of which are derived from those of his father and grandfather.
These names are arranged in any order based on cadence and to make the
whole name meaningful. A female, meanwhile, will only take an additional name
if she becomes a bond-wife, adopting the name of her husband’s grandfather for
official matters. This is an interesting custom, given the Cerean’s matriarchal
culture, seeming to indicate that while females are the guiding force driving
their society, family lineage is actually passed down through the male line.
An additional display of the importance of tradition in Cerean society can be
found in their clothing, as much of their modern garb harks back to garments of
old. Elders and other prestigious members of society prefer to wear a special
surcoat, the style of which resembles an ancient mantle of honor. Cereans also
retain great enthusiasm for the study of early fighting techniques, especially the
art of using a shyarn: a light, arc-edged sword used in honor duels. Cereans
send their children to train at shyarn-ado training schools, and masters of this
type of swordplay are featured in well-publicized tournaments and
demonstrations. Shyarn are notably distinctive in that when they connect in
battle, the curved swords become magnetically attached—making for some
very physically challenging and sometimes brutal combat. Some say that, as a
form of catharsis, Cerean duelers release every bit of aggression that they
possess while participating in the sport, which is perhaps why it is so appealing
to this normally peaceful people. The shyarn form has also developed into a fine
art, as many of its choreographed exercises have become a popular mode of
dance expression. Troupes of shyarn dancers travel Cerea, and they have even
been seen throughout the galaxy, displaying the majesty of this ancient form of
self-defense.
Despite these examples of Cereans respecting time-honored customs, it was
the drive for technology and progress that nearly had unfortunate
consequences for the young people of Cerea, and possibly the entire planet.
During the Clone Wars, many youthful Cereans spent their leisure time in the
Outsider Citadels, where they were exposed to the luxuries of other worlds
and became desirous of such objects for themselves. They sought to radically
change their culture’s ways, but in reality this behavior was deviously being
encouraged by agents of the Separatists, specifically the Trade Federation, who
held these youth as captives. Fortunately for Cerea, the Jedi intervened, and the
young hostages were safely returned to their families.
Sadly, the Clone Wars continued to be unkind to Cerea and its people. As
the planet chose neutrality during the war, Republic and Separatist armies
fought a brutal battle on Cerea to prevent it from allying itself to the other’s
side. In the process, much of the pristine world was destroyed and many
inhabitants lost their lives, including the Cerean president Bo-Ro-Tara, who was
assassinated before the Republic could claim a victory. Following the Clone
Wars, the Cereans readopted their isolationist stance, and reports from that
world are scant to nonexistent.

NOTABLE APPEARANCE
Episode I: The Phantom Menace
The small, dexterous Chadra-Fan are rodent-like beings who inhabit the world
of Chad, located in the Outer Rim of the galaxy. They are petite in stature,
with adults usually only reaching about one meter in height, and possess a pair
of large, dark eyes, a flat nose, and prominent rodent-like ears. The Chadra-
Fan’s bodies are covered in fur from head to toe, and they have curiously
oversized hands and feet that make them adept at climbing. Scientists have
determined that they evolved from nimble tree rodents, a descendant of which
still inhabits the treetops of Chad.
The Chadra-Fan’s homeworld is three-quarters water, covered by chaotic
seas as well as by marshes and bogs that are prone to perpetual flooding. The
planet’s weather is a result of its bizarre elliptical orbit, which has confused
scientists for years as to whether it occupies the third or fourth position in the
star system. Chad’s star warms the world’s surface to a fairly steady
temperature, and despite the planet’s orbit, Chad has almost no axial tilt. The
nine moons that orbit the planet create a regular system of tides.
Tree-laden bayous are the Chadra-Fan’s primary habitat. Because destructive
tidal waves can sweep across their communities up to three or four times a
year, the Chadra-Fan do not create solid structures for their dwellings, but
instead sleep during midday in swaying open-walled configurations that hang
from the cyperill trees high above the water. They are primarily out during dusk
and dawn, making their way around by hopping from tree to tree or traveling in
methane-powered, boat-like vehicles.
In the species’ history, there are numerous stories of giant tsunamis caused
by ocean earthquakes that have wiped out entire areas. The last significant one
on record utterly devastated the largest community of Chadra-Fan on the
planet, leaving only a scant few alive in that particular region. It is not surprising,
then, that Chadra-Fan have an instinctive fear of drowning, and Chadra-Fan
traveling offworld tend to frequently seek out planets with arid environments,
despite their fur.
Because their world’s volatile weather patterns are the cause of constant
relocation, the Chadra-Fan have no sense of permanence, a trait that has led
many to become consummate thrill-and pleasure-seekers, always on the
lookout for a new adventure.
How Chadra-Fan perceive and respond to their fast-paced surroundings is
due in part to their biology, not just their environmental experiences. The
Chadra-Fan’s senses are strangely unique—in particular those of sight and smell.
The species’ large black eyes can see into the infrared spectrum of light, giving
them a marked advantage at night and in poorly lit areas. In addition, their
olfactory sense is remarkably distinctive, the result of two sets of nostrils that
each serves a separate specific function. The outer pair detect water-soluble
scents like most humanoid species, while their inner nostrils control Chadra-
Fan’s chemoreceptive sense of smell.
In terms of physical appearance,
DESIGNATION the differences between male and
Sentient female Chadra-Fan are
HOMEWORLD undetectable to an outsider. The
Chadra-Fan determine gender
Chad
differences through their sense of
smell, and they will relay their
feelings of attraction through the
release of pheromones. Some of
these pheromones are released
involuntarily, creating an aura of
attractiveness as well as relaying
their family ancestry to others.
Chadra-Fan also purposely release
AVERAGE HEIGHT pheromones to transmit emotions,
1 meter as their faces are not all that
PRONUNCIATION expressive—feelings such as anger,
fear, arousal, and joy are
Chăd’-rä-Făn
communicated through olfactory
rather than visual perception.
These scent-related messages can be very complex, and may even lead to some
confusion should their involuntary pheromones combine with their voluntary
ones. In addition, they will evaluate non-Chadra-Fan with this unique ability, and
those who are familiar with offworlders can frequently determine a particular
species simply by assessing their infrared aura and scent.
On top of this scent communication, Chadra-Fan converse verbally in high,
squeaking tones, the interpretation of which is dependent upon a keen sense of
hearing. If Chadra-Fan are tone deaf, they will not be able to speak, as their
speech patterns rely on specific pitches to relay meaning.
Due to their small size and active nature, Chadra-Fan’s metabolisms are
extremely high, and their mental and physical activities run at a feverish pitch.
Mostly sleeping in short two-hour naps during the daylight hours, they will then
work the rest of the day gathering food, tinkering, and entertaining themselves
at a frenzied pace. As a result of their speedy lifestyle and biological makeup,
Chadra-Fan fully mature around age fifteen and usually live no more than forty
standard years.
Chadra-Fan society is organized into a clan structure, and the immediate
family divisions within each clan are typically impossible to discern. Everyone
shares the duty of parenting one another’s children, and households are open
to anyone at all times. Because Chadra-Fan are so used to having other
members of their kind around, they will constantly seek companionship; left on
their own, they can die of loneliness within a period of weeks. They never
travel unaccompanied, preferring even the companionship of a complete
stranger to a lonesome journey by themselves.
With their strong familial ties, children are the center of the Chadra-Fan
community. A young Chadra-Fan only leaves his or her clan when wed, or
sometimes not at all, as the married couple remains with the clan that has
fewer children so that they may increase the group’s number.
Within their clan structure, Chadra-Fan have no chosen leaders. Everyone
takes a guiding role at one time or another, stepping in where they have
expertise and then surrendering the leadership to others who have more
experience as a situation warrants. Chadra-Fan work well with partners and in
team situations, as they are often either extremely forgiving, or merely
ignorant, of team members’ failings. For this reason, it is not unusual to see
Chadra-Fan in the company of criminals—they are usually so self-absorbed or
accommodating that they make loyal, well-received companions and mechanics
for the most unsavory members of the galaxy’s underworld.
While the Chadra-Fan are generally deemed a technologically primitive
people, they do tend to have a compulsion to tinker. They are extremely
inventive, able to come up with new tools and learn about technology after
only a short time spent studying a piece of equipment. Depending on the
complexity of the machinery they have studied, they can frequently pull apart
most items and reassemble them in a short time frame. Most Chadra-Fan who
travel offplanet end up working as mechanics or in technological research-and-
development facilities.
Original Chadra-Fan mechanical creations are actually considered a hot
commodity by those who take interest in collecting such things. Each piece is
always completely distinct, made by a dedicated craftsman, and often regarded
as a piece of art whether it works to specification or not. While Chadra-Fan
are competent at mass-producing technical items, they prefer to construct each
of their creations individually, and it is an object of pride and artisanship to
fashion the most innovative technological designs. And while every singular item
created by Chadra-Fan may not operate as anticipated, those that do, function
exceptionally well.

NOTABLE APPEARANCE
Episode IV: A New Hope
Chagrians are tall, powerfully built amphibious humanoids native to the water-
covered world of Champala in the Chagri system of the Inner Rim. Early in the
species’ development, Champala’s sun became temporarily unstable and
bombarded their world with dangerous amounts of radiation. As a result,
Chagrians developed a skin pigmentation that ranges in color from light blue to
deep indigo and makes them resistant to most forms of radiation. In addition,
Chagrians’ eyes grant them the ability to see twice as far as most beings in low-
or dim-light conditions, and in such cases they still maintain the ability to
distinguish color and detail.
Outside of their distinctive skin, Chagrians’ most notable feature is their
horns, particularly the lethorns, which protrude downward from the sides of
their head, growing and thickening over a Chagrian’s lifetime, often to the point
of draping over the shoulders and onto the chest. The males of the species also
possess a set of regular horns that rise from their skulls upward, often giving
them an intimidating appearance. These extra horns were once used by males
in underwater duels to acquire mates, charging and impaling their rivals in an
effort to eliminate their competition. In recent times, this practice has been
made unnecessary and illegal, with arranged marriages becoming the norm
among their species, but a male Chagrian’s upper horns are still seen as a sign
of virility, strength, and, unfortunately, vanity. To prevent their horns from
becoming an encumbrance as they grow, they will file down the tips in their
daily grooming rituals.
Due to their perpetual exposure to Champala’s saltwater oceans, native
Chagrians have a weak sense of taste that grows even more inadequate as they
age. With their taste glands being subjected to the high content of sodium in
Champala’s water, all items that enter their mouths taste solely of salt, and by
the time they reach adulthood, most Chagrians have no sensation of taste at all.
Thus, they frequently have no interest in eating, viewing it as a waste of time,
and will often carry nutritional supplements with them to substitute for meals.
Also, Chagrians are known to be cautious about food on other planets,
analyzing it for nutritional value before consumption. Their tongues are mostly
used to detect smells—flickering in and out as among many saurian species.
Born as tadpoles roughly thirty centimeters long, Chagrians develop their
legs, arms, and air-breathing lungs as they grow from infancy outside the womb.
They are usually born in clutches of three or more, and are cared for in warm,
sealable tubs of circulating water in a family’s private home. These tubs are
closed up at high tide, so the children are not swept away in the waves. Once
children’s appendages form, they leave the tub, already able to walk on land
with little assistance. At this point, their horns will begin to grow, attaining
about half of their maximum length by the time a child reaches puberty.
Because they inhabit a world
DESIGNATION
DESIGNATION
largely immersed in water,
Sentient Chagrians built their cities along
HOMEWORLD the coastlines in strips of land
Champala along small, jungle-covered
continents. The architecture of
these cities is designed to take in
the flowing surges of Champala’s
oceans at high tide, filling the
structures with water. When this
happens, Chagrians will swim from
building to building and from floor
to floor, continuing their lives with
little interruption. The spaceports,
AVERAGE HEIGHT
meanwhile, are the only structures
2 meters that are on perpetually high and
PRONUNCIATION dry land. Fortunately, the many
Shäg’-rē-ăn areas of Champala that were
damaged and polluted due to
mining accidents in the Imperial era have been carefully reclaimed and returned
to their previous state by the Galactic Alliance.
In general, Chagrians are a peaceful, law-abiding people, with some members
of the species taking the obedient part of their natures to an extreme, often
becoming rather stern, stoic, even downright obstinate about following
procedure. This isn’t the case with all Chagrians, however. Because their
society is primarily affluent and the people are rarely wanting, they have no
sense of greed and are hardly ever motivated by such base desires. The basic
needs of Chagrians are met in abundance, be it for food, shelter, or health care.
The educational system is well regarded and many Chagrians pursue advanced
university studies, both on-and off-planet.
Their economy primarily centers on tourism, as large numbers of visitors
frequently flock to their oceans and beaches, and their accommodating and
selfless demeanor makes their homeworld a very popular spot for vacationing.
Restorative spas and all-inclusive resorts dominate the cities of Champala, and
are popular with all species living in the Inner Rim—not just those from water-
based worlds. Chagrians enjoy meeting and interacting with others, preferring
to live in urban areas where they can mingle on a regular basis. Although most
Champala-based Chagrians do not speak Basic, those who venture offworld
learn it easily, and often return home to teach it to those in the tourism
industry.
One of the most prominent Chagrians in galactic history was Mas Amedda,
the Speaker of the Senate during the later years of the Old Republic. Although
Amedda lived in a world where politics was ruled by corruption, and he was
often forced to trade on that corruption, he began his career believing himself
an honest politician with a genuine desire to serve the people. He initially
became Speaker during the ill-fated chancellorship of Finis Valorum. Amedda
was aware that he did not have the influence to become Chancellor himself and
continued to serve as Speaker after Palpatine was elected Chancellor. Based on
Palpatine’s easygoing interpersonal manner as the Senator from Naboo,
Amedda mistakenly believed that Palpatine would be malleable once in office
and that he could influence Palpatine for the good of the beings under his care.
In fact, during Palpatine’s first few years as Chancellor, he appeared open to
suggestion as Mas Amedda hoped and enacted several initiatives Amedda put
forth. However, Palpatine was actually turning the tables on Amedda, collecting
enough information to control him. As a result, Amedda continued to serve,
even after learning of Palpatine’s secret identity as Sidious, Dark Lord of the
Sith. When Palpatine declared himself Emperor, Mas Amedda and Palpatine’s
other close advisers continued to keep the knowledge of Palpatine’s identity as
a Sith Lord hidden from the rest of the galaxy. Amedda’s Chagrian
temperament prevented him from being overly concerned with the thought
that this knowledge might someday make him a liability to the Emperor.
After the Emperor rose to power and it was clear that the Empire was a
harsh and tyrannical regime, many Chagrians joined the Rebellion. They were
particularly important in freeing other water planets from Imperial oppression,
including Mon Calamari. Champala was one of the first worlds to join the
fledgling Alliance of Free Planets, and later the New Republic, where they
remained ardent supporters through the transition to the Galactic Alliance.

NOTABLE APPEARANCE
Episode I: The Phantom Menace
The Chevin are a technologically advanced, carnivorous, migratory
pachydermoid species inhabiting Vinsoth in the Outer Rim, a world of varying
temperatures and climates. Because of their protective hides, Chevin can thrive
in any of them, although they seem to have a preference for the temperate,
semitropical conditions found on the planet’s grassy equatorial plains. However,
the fact that their population is concentrated in such areas may also be because
that is where their culture originated.
According to archaeological and sociological studies conducted on Vinsoth
(at great price, as the Chevin charge exorbitant fees for access to their
archaeological treasures), the Chevin evolved from giant, thick-boned mammals
that lumbered across the plains of Vinsoth. They’ve retained several
characteristics from their forebears—qualities that make them an extremely
robust and resilient species.
Chevin present very imposing figures, standing on trunk-like legs that support
their large, bulky frames. A trunk-like snout drops from their huge heads nearly
to the ground, enabling them to forage while at the same time watching for
predators. Their trunks are also the source of an impressive olfactory sense
that allows them to locate food without bending over.
Chevin’s round black eyes seem to lack pupils, but in reality each eye is one
great pupil. Light is filtered through a double-lid system, the first of which
appears to simply be clear, but in fact acts as a filtration for damaging light rays
and protects the eyes from dirt, wind, and other irritants. The other fleshy lid
further shields the pupils with the Chevin’s naturally tough hide.
A Chevin’s hide is capable of withstanding the impacts of small projectiles
and blade attacks, and though small blasterfire can cause their skin to burn, it
does not typically cause them much pain. Those who have encountered the
Chevin in close combat have observed that it takes a heavy blaster, lightsaber,
or other similar high-powered weapon to truly injure one. The thickness and
toughness of their hide, however, significantly limits their sense of touch.
Chevin possess long arms, and
DESIGNATION their three-fingered hands, larger
Sentient even than their three-toed feet,
HOMEWORLD can touch the ground as they walk
at an ambling pace. Though they
Vinsoth
move slowly, Chevin are quality
hunters, circling their prey with
precision teamwork until it
stumbles into their trap. This finely
tuned strategy helped them to
dominate and enslave Chevs, a
humanoid species also native to
their world. The Chevin do treat
their slaves relatively well to
encourage subservience, allowing
Chevs to keep their own cultural
heritage and supporting them in all
forms of art and expression.
The Chevin are consummate
opportunists. For many, their goal
is to acquire wealth, power, and
AVERAGE HEIGHT
status by any means necessary, and
2 meters thus the galaxy has come to know
PRONUNCIATION them as smugglers, gamblers,
Shĕ’-vĭn blackmailers, and gunrunners. As
mentioned, Chevin are also slavers,
exploiting the humanoid Chev species with whom they share their world. And
yet they do not consider themselves evil, instead believing themselves realists—
using their wiles to survive or prosper in a merciless galaxy. In their own
circles, they are quite honest, and are rarely known to ever double cross a
business partner for any reason. But if they themselves are betrayed, Chevin
can rank among the most vindictive and brutal adversaries in the galaxy.
Not all Chevin share the same “merciless galaxy” view, however. The
scientific and technological communities of Vinsoth focus their interests on new
medical discoveries, and on creating greater and better products of engineering.
Sadly, these forward-thinking Chevin usually end up working for their more
aggressive counterparts. Even so, small breakaway collections of independent-
thinking scientists and engineers have formed secret societies to combat the
slavery that has been a black mark on their culture for eons. Ending this slavery
would give them easier entrance to the Galactic Alliance, something these
progressive Chevin desire for worldwide protection as well as economic
growth.
The Chevin are a migratory species, traveling the plains searching for wild
backshin—herd animals that are their primary source of meat. Their family-
centered communities traverse their world in large platform vehicles called
lodges. Wealthier groups use repulsorlift vehicles, while others use lodges with
wheels, although slaves are almost always forced to walk from campsite to
campsite. A pack of as few as forty or as many as 250 lodges will travel
together at a time to create a sprawling, moving village. All the wandering
communities, however, stay in contact with one another through electronic
communications, so that if one group is threatened, the others can come to its
aid. It is unusual for a village to remain in the same place longer than a few
standard weeks, unless members find the particular location to be rich in game,
or inclement weather forbids travel.
Those Chevin with the resources to do so travel and trade offworld
regularly, bringing home the goods, clothing, and cultural influences of other
peoples. Before encountering other species, Chevin did not wear clothes at all.
Now they enjoy adorning themselves in the richest of robes and jewelry—and
flaunt their vestments as a sign of prestige.
Politically, Chevin are monarchists with a dictatorial system of government. A
dictator governs each continent while overseeing a panel of self-chosen
advisers. These Chevin are some of the very few who do not travel in the
moving villages, instead residing in centrally located establishments. These
rulers rarely war with each other, though they do tend to compete for land,
power, prestige, and trade privileges.
Chevin acquired their initial technical know-how from offplanet sources, and
adapted it to their own needs. Unfortunately, much of their other technology is
focused on maintaining control of the slave population—one reason a faction of
the scientific community wants to end the practice, which is felt to inhibit
growth in the field. The Chevin leadership has made profitable use of a lot of
the slave-controlling technology by selling it to other worlds to use for security
purposes.
During the reign of the Empire, the Chevin supported the Imperial rule of
the galaxy, finding it to be a profitable relationship, as they provided the Empire
with foodstuffs, slaves, and their unique slave-restraining equipment in return
for the offworld goods they desired.
Offworld, Chevin are usually found in expensive casinos, space stations,
underworld-controlled pleasure palaces, and high-tech gladiatorial gaming
houses. A few of the Chevin working for change on Vinsoth left during the war
against the Empire to join the Rebellion. These few work within the Galactic
Alliance, encouraging the government to put pressure on their homeworld’s
leaders to end slavery on Vinsoth. Unfortunately, these valiant individuals often
become the targets of bounty hunters and assassins hired by the dictators of
Chevin, who see their actions as traitorous.

NOTABLE APPEARANCE
NOTABLE APPEARANCE
Episode VI: Return of the Jedi
Until about ten standard years after the Battle of Endor, little was known of the
Chiss, a humanoid species from the frigid world of Csilla in the Unknown
Regions, other than the fact that Imperial Grand Admiral Thrawn was one of
them. Thrawn, whose real name was Mitth’raw’nuruodo, revealed almost
nothing about his species. Despite his exile, Thrawn was secretive regarding his
people. However, agents of the New Republic, after conducting analyses of
surrendered and captured Imperial logs, found several points of interest. In
addition, reports from the University of Sambra that detail investigations of
Chiss sites such as Nirauan have yielded reliable information. Very few
recorded encounters with the Chiss have been unearthed, although they are
reputed to have driven back the Ssi-ruuk, a military threat as fearsome as the
Nagai, the Yevetha, and the Yuuzhan Vong.
With blue skin, jet-black hair, and glowing red eyes, the Chiss generally
command attention in a crowd of other humanoids. Their skin and eye colors
are due to a chemical reaction to an oxygen atmosphere, and the more oxygen
contained in the air they breathe, the greater the intensity of these two
features. In addition, the evolved changes to their eyes have given the Chiss
superior visual acuity, even in low-light conditions. Occasionally their black hair
will gray with age, especially in females. This is considered a mark of distinction
in their culture; among Chiss, it is felt that the child of a parent possessing
graying hair will greatly affect society. Other than their distinctive eye and skin
color, there is little else to differentiate them physically from standard humans.
The Chiss are typically attractive, intelligent, and private people, and are so
protective of their society that they have managed to keep their species’
existence largely secret from the rest of the galaxy. This isolationism makes it
difficult to form conclusive statements about the Chiss. For example, scientists
believe they do not experience an adolescent stage of life, but advance quickly
to full maturity. However, this may be the result of societal and cultural
influences and demands rather than physical growth, or some combination
thereof.
Scientists also believe that the Chiss are descended from an ancient human
colony founded in an age predating the Old Republic. However, they are
sufficiently different from humans to be considered an independent species, as
is the case with Zeltrons. The Chiss are highly evolved, taking great interest in
art and science, and maintain a powerful military. In many accounts, they are
described as pensive—contemplative, deliberate, and calculating—studying
situations from every viewpoint and considering all the alternatives when
making a decision.
The Chiss control more than
DESIGNATION two dozen systems surrounding
Sentient their homeworld of Csilla, in a
HOMEWORLD
HOMEWORLD political federation known as the
Csilla Chiss Ascendancy. Their society is
regimented, inflexible, and
strangely xenophobic, and their
colonization and control of
neighboring worlds was evidently
achieved not for want of power or
riches, but instead to establish
order over chaotic elements that
could ultimately pose a threat to
them. Indeed, the Chiss are
AVERAGE HEIGHT
generally a peaceful species, but
1.7 meters when attacked, they fight with
PRONUNCIATION efficient, well-planned strategies,
Chĭss and they do not give up the battle
until their opponents are
destroyed or subjugated. Most, if not all, of the systems they conquered were
defeated after their respective leaders attacked the Chiss, as it is against the
law for Chiss to engage in preemptive strikes. This is such a moral imperative
that Thrawn was exiled when he called for a preemptive strike against an
enemy.
The Chiss have no known Force traditions. Moreover, research conducted
by the Jedi historian Tionne has identified only one Chiss Force-user, a female
Dark-sider named Sev’rance Tann.
Statistically speaking, it is unlikely that Force sensitivity is this rare among an
entire species once evidence of its existence has been demonstrated, especially
a species so biologically similar to the most widespread Force-users, humans.
However, one can hypothesize that Chiss practices and beliefs may have led to
such a lack of Force traditions and known Force-users. As the Chiss believe
that aggression against a potential enemy is forbidden until that enemy has
launched an attack, the power bestowed by Force-sensitivity may be considered
by the Chiss as too great a temptation. Thus, hypothetically, if there are
unrecorded Force-users among the Chiss, they may work to keep their talents
secret. One’s family is a paramount concern for Chiss, and a Chiss Force-user
may fear bringing shame upon them—worse, exile. A public prohibition against
disclosing one’s talents in the Force may be so strong that unless Chiss are
Force-sensitive themselves, they are unaware the Force exists.
Records uncovered from the remains of Outbound Flight suggest that this
ignorance of the Force was initially the case with Thrawn, a condition he was
not likely to allow for long. We can surmise that because Thrawn had contact
with the galaxy outside the Unknown Regions prior to the Clone Wars, it was
most likely Thrawn who brought Tann, and her lover, Vandalor, to the
attention of Darth Sidious, whom Thrawn had met during the Outbound Flight
crisis. Whether this was an attempt to remove Tann from a difficult and
dangerous situation on Csilia or to simply provide Sidious with a soldier and
tactician he could rely on, we will never know.
Chiss society is directed by ruling “families” that are not necessarily
indicative of bloodline so much as function, and each family is its own branch of
the Chiss government or society. Although details are unclear, reports are that
the number of ruling families has fluctuated somewhere between three and
twelve. Some facts have also been discovered regarding four of the families. The
Nuruodo family, which was Thrawn’s clan, controls the military and foreign
affairs, and the Csapla family administers the use of the Ascendancy’s natural
and agricultural resources and manages colonial issues. The Sabosen supervise
education, justice, and public health, while the Inrokini direct business,
communications, civilian technology, and the sciences.
The Chiss are frequently perceived by outsiders as arrogant, calculating, and
aloof. It is said that they see every non-Chiss as a potential threat, even when
working on a common goal, and as a precautionary measure, they will
continuously calculate strategies for protecting their own interests. And if for
some reason a Chiss is defeated or humiliated in a venture, he or she will
carefully scrutinize what happened to ensure that such a setback does not
occur a second time.
Despite this xenophobic mistrust of other species, or perhaps because of it,
the Chiss have a heightened interest in the study of the scientific and, in the
case of Thrawn, artistic achievements of other beings. Through the analysis of
these creations, he came to understand the dangers and weaknesses of their
potential enemies.
One difficulty in uncovering further details on the culture of the Chiss is
their incredibly complex language, Cheunh. Linguists who have managed to
record the language find it to be one of the most intricate and indecipherable of
all humanoid dialects in the galaxy. It is theorized that the Chiss prefer it that
way, as this complexity makes it that much harder for outsiders to learn about
them.
NOTABLE APPEARANCE
Heir to the Empire (novel)
Clawdites are a reptilian humanoid species native to the planet Zolan in the Mid
Rim. They are renowned for their shape-changing abilities, although in its
natural form, a Clawdite’s skin color typically varies from yellow to green. Their
large yellowish eyes have black, slit-like pupils, set in a face with almost human
features. With their shape-changing skills, Clawdites can alter their appearance
drastically to mimic that of other humanoids, even to the point of including the
clothing and jewelry they are wearing, as long as those items are worn close to
the body. Clawdites treat their skin with special oils to keep it supple and
flexible for shape changing and to reduce the possibility of cracks or tears. They
are specifically reptomammals and, unlike true reptiles, do not reproduce by
laying and hatching eggs, instead giving birth to their offspring in singular
pregnancies.
Unlike other shape-changing species such as the Shi’ido, Clawdites’ body-
altering ability causes them great discomfort. And yet, with practice, they can
work past the pain to maintain some startling disguises. Their capability relies
heavily upon their concentration, and it is only a well-practiced Clawdite who
can rest while in altered form. In addition, Clawdites spend a good deal of time
learning meditation and concentration techniques that allow them to maximize
their transforming talents. Unlike the Shi’ido, Clawdites cannot, however, alter
or add to their mass—they can only mimic species that are humanoid and
roughly the same size as themselves. They also cannot match the features of a
specific individual, nor can they change their physical form to look like species
with drastically different body configurations and postures, such as Mon
Calamari or Dugs. Most Clawdites will lose their shape and revert to their
natural form if they are distracted, and if they are killed in disguise, they will
return to their true appearance.
However, there have been reports that the bounty hunter Zam Wesell,
unlike other Clawdite shapeshifters, was able to assume the forms of species
with drastically different body masses (most notably that of a Dug). There is no
evidence suggesting that this feat has been duplicated, so it is believed that
Wesell must have developed her own technique for shapeshifting. On the other
hand, there is nothing to suggest that another Clawdite cannot similarly learn
how to assume new forms. Although the exact physiological mechanism by
which Clawdites assume the form of other beings is not yet understood, and as
water makes up most being’s bodies, xenobiologists have speculated that
Wesell might have been able to alter her body’s water content with a finer
degree of control than other Clawdites, perhaps through the use of a medical
device or injectable substance. Wesell may have been able to expel water to
reduce mass, and then, conversely, absorb it to increase mass. This process
would be limited by the amount of water her body’s cells could expel or
contain, perhaps with lower and upper thresholds. In addition, it would have
been necessary for her to manipulate any absorbed water in order to create a
skeletal system to support her weight. It is not known whether Zam Wesell’s
daughter, Sone, shared this ability with her mother, as she disappeared after
Wesell’s death on Coruscant shortly before the start of the Clone Wars.
Recent attempts to test these theories have proven unsuccessful, and for
understandable reasons, the Clawdites are not anxious to have their
shapeshifting studied with great scrutiny, as they fear negative repercussions
and prejudicial treatment.
A Clawdite’s ability to change
DESIGNATION form increases with age. Clawdite
Sentient children can do little more than
HOMEWORLD change color, a skill that begins as
early as infancy, with small babies
Zolan
shifting hues to communicate
hunger or discomfort to their
parents. Any simple exterior
alterations such as this are
harmless to most Clawdites—it is
only when they actually shift their
mass that the process becomes
painful. Under their new
government, Clawdite
AVERAGE HEIGHT schoolchildren attend classes
1.8 meters instructing them on how to
PRONUNCIATION manage their strengths, which has
made a greater number of
Clä’-dıt
Clawdites more practiced and
efficient with their talents in recent
years.
In general, Clawdites are solitary individuals who often shun company unless
it is beneficial to their goals. Harsh realists who carry a strong sense of
suspicion and mistrust for all they encounter, Clawdites frequently have
difficulty forming friendships, and the concept of loyalty escapes them.
Clawdites are a subspecies of the native Zolanders, who harbor a vicious
prejudice against their genetic cousins. The Zolanders are a deeply religious
people of strong convictions, who view the Clawdites as impure and sinful. The
Clawdite species branched from their ancestors hundreds of generations ago
when scientists, trying to find a way to protect their people from harmful solar
radiation bombarding their world, activated dormant skin-changing genes in the
genetic code of some volunteers. This altered genetic trait was passed on from
generation to generation, creating a whole new species who were then
subjugated and reviled by their fellows. This makes the species’ reluctance to
have their shapeshifting abilities studied quite a rational response. After years of
persecution and banishment to secured ghettos, the Clawdites decided to give
themselves a name that would distinguish them from their genetic forebears.
Very select Clawdites are accepted to train with the Mabari, an ancient order
of Zolan warrior knights. Learning the martial traditions of the Mabari is a
strenuous undertaking, and only the most promising recruits are accepted.
During the Clone Wars, however, the order limited the number of Clawdite
members it accepted due to religious and societal prejudices. Furthermore, the
Mabari also regulated Clawdites among their number due to a genuine and well-
founded concern that training Clawdites in large numbers would result in a
powerful group capable of overthrowing the government. As a result, Clawdite
members were closely monitored, and if Clawdites left the order, they were
strongly pressured to depart the planet entirely.
During the Separatist crisis, the shapeshifting species grouped together to
form a political contingent, and sought offworld assistance to aid them in
resisting persecution. Their primary contact was Count Dooku, whose power
was cut short during the Clone Wars when he was killed by Anakin Skywalker.
As a result, the Clawdites remained in subjugation while the Empire was in
power, and Imperial forces blockaded the planet Zolan to ensure that no
Clawdites could leave their homeworld.
After the Empire fell, Zolan erupted into civil war, and the Clawdites finally
seized control of at least 75 percent of their world. They had just settled into
power and made overtures to the New Republic when the Yuuzhan Vong
invasion force struck. Clawdites quickly joined forces with the Republic to
infiltrate the Yuuzhan Vong with a unit comprised solely of shapeshifters. This
unit, more than one hundred members strong, served valiantly, suffering an
uncommonly high casualty rate as missions repeatedly took them behind enemy
lines. Known as Guile Company, the unit did not lack for volunteers, however,
and competition to be accepted into the unit was fierce. Only those Clawdites
who demonstrated an advanced degree of control over their shapeshifting
abilities were accepted. Moreover, Clawdites are not a populous species. For
this reason, Clawdites with children were not accepted into the unit, as it was
believed that protecting and nurturing future generations was important to the
continuation of the species. It was later discovered that for this reason, many
applicants and members of the Guile Company hid their offspring.
Guile Company has continued as an active unit in the Galactic Alliance
military. In addition, Clawdites have moved beyond this role to become
indispensable members of Alliance Intelligence infiltration units. While
maintaining an aloofness from other species, Clawdites take great pride in their
military service, as the few Clawdites that have made it off their homeworld
typically take employment as bounty hunters and assassins. Military service
provides a chance to make a contribution to the galaxy in a positive way,
protecting the liberty of other species that have been persecuted as they had
historically been on Zolan.

NOTABLE APPEARANCE
Episode II: Attack of the Clones
Devaronians, or Devish, are humanoids native to the world of Devaron in the
Colonies region, a planet of moderate temperatures and varying landscapes,
though the Devaronians tend to make their homes in the low mountain ranges.
Scientists believe they evolved from a species of ancient primates that roamed
the mountains, using their horns to defend themselves from predators.
Although the female Devaronians lost their horns through evolution, the males
did not, and it is possible that the males have maintained this characteristic
because it aids the species’ mating process, as the females find the horns
attractive. For this reason, the males take great pride in their horns, polishing
them with wax and scented oils, while females simply have spots where their
horns would be.
In addition, Devaronian males possess sharp incisors that can be utilized for
the rending of flesh, particularly if they are hunting, whereas the females have
the blunt teeth of omnivores. The females have retained their forebears’ soft
coat of white, brown, or reddish fur, while the advancement of the species has
resulted in the fading of hair on males, leaving them with smooth, crimson skin.
Devaronians have a unique physiology that is resilient to many toxins and
poisons, though certainly not all. They have a particularly high tolerance for
alcohol and other intoxicants, and it is generally known around the galaxy that
to get into a drinking contest with a Devaronian is to flirt with disaster. They
can indeed become intoxicated, but it takes a lot more of a given substance to
bring them to that state. This is because each Devaronian has two livers, which
work overtime filtering their blood. The extra organ also makes them more
resistant to some of the most common diseases and allows for a Devaronian’s
blood to clot more quickly.
However, scientists theorize that the principle reason a Devaronian has two
livers is to accommodate their unique blood, which is black in color and silver-
based rather than iron-based like most oxygen breathing species. Silver is an
element that, unlike iron, does not efficiently carry oxygen. To compensate for
this deficiency, a Devaronian’s two livers work doubly hard to filter carcinogens
from the blood stream and deliver much needed oxygen to all parts of their
body.
Strangely enough, because of this silver-based blood, Devaronians perform
with greater vigor and strength when exposed to sulfur—as silver carries sulfur
throughout their body much more efficiently than oxygen. In fact, some
Devaronians participate in an activity called “sulfur snuffing”—they carry small
stick inhalers of sulfur, or small masks to inhale the gas. However, as sulfur is a
carcinogen, overuse can cause their system to break down overtime. They can,
in fact, develop an addiction to it, leading to their ultimate ruin. Sadly, as the
smell of sulfur is repugnant to many species, Devaronains engaging in this
activity tend to command a wider amount of personal space when interacting
with other beings in public places.
Due to the Devish male’s
DESIGNATION reddish pallor, sharp teeth, and
Sentient horns, many other species perceive
HOMEWORLD them as evil, as they resemble
images of malicious beings in
Devaron
certain cultural tales. However,
they are not generally malevolent.
Still, even though they are one of
the oldest spacefaring peoples in
the galaxy, the Galactic Alliance
has not accepted Devaron as a
member world because some of its
traditions violate Galactic civil law.
The two Devaronian sexes not
AVERAGE HEIGHT only differ physically, but also
1.6 meters deviate in terms of values and
PRONUNCIATION behavior. Devish females are
extraordinarily responsible,
Dĕv-ä-rō’-nē-ăn
trustworthy, and ambitious,
running businesses and
participating in local politics. Their attentions center on their homes and
families, and on the day-to-day business that makes their world function. They
rarely leave their world, unless they are being paid to do so, preferring to raise
their families in the industrialized cities and villages of Devaron.
Males, on the other hand, are known to be extremely irresponsible, and have
a reputation as thrill-seekers, always searching for adventure and
entertainment. Their pursuits are varied and diverse, frequently making them
interesting and enjoyable conversationalists, particularly since their irrepressible
wanderlust has found them in a variety of story-worthy locales, serving as
traveling merchants, bounty hunters, galactic traders, and explorers.
After choosing a mate and siring children, male Devaronians typically take to
the roads and rivers of Devaron to find adventure, and many leave the planet
entirely, rarely ever returning. Strangely, however, Devish males always send
some of the money that they earn back home to their wives and offspring. The
truth is, the females prefer the financial support to having the males present. So
when the male Devaronians developed stardrive capabilities in order to appease
their urge to travel the skies, the females soon took advantage of it by setting
up trade with other systems. Their world has therefore become very wealthy,
with the ever-dependable females running the economic and political systems.
Following this financial model, Devaron actually subsists mainly of its own
accord, thriving on local produce with little need to import from other worlds,
often not even generating enough goods to export. However, since the males
are quite generous and reliable with sending home the credits they earn in their
travels, the females have maintained enough capital to import items that they
desire from distant systems—making their homebound lives very comfortable.
Devaron is ruled by a representative democracy of popularly elected females,
who would not even consider allowing males participation, although it is
unlikely that any desire it. The males are accepted as a necessary hazard of life,
and are not really regarded as a functioning part of society.
Although Devaron was at one time a member planet of the Old Republic, it
was denied membership in the New Republic due to the Devaronians’
traditional means of capital punishment, which is considered overly severe,
certainly cruel and unusual by several systems’ standards. Criminals guilty of a
capital crime are thrown alive into a pit of ravenous quarra beasts, which rend
them to pieces in a public execution.
Seeing that joining the Galactic Alliance would be advantageous to building
further business and wealth, the female rulers of Devaron are discussing
whether to appeal the rejection of their former application for membership.
However, deliberations on changing their cultural traditions have yet to really
get off the ground, for, while most leaders can see the logic in forgoing the
public executions, there are those who wish to keep this brutal practice in
place, if merely for the entertainment of the masses.
Devaronians, as a people, have a noteworthy Jedi tradition and a propensity
for Force sensitivity. In fitting with their dedicated sensibilities, female
Devaronians tend to grow more quickly in stature and power as Jedi Knights.
During the Clone Wars, Sian Jeisel was a female Devaronian Jedi Master who
fought valiantly alongside Mace Windu. However, males, despite their thirst for
adventure, also have produced some great Jedi warriors, the most prominent of
which, Hivrekh’wao’cheklev, managed to survive capture by the Yuuzhan Vong,
and played an important part in their defeat.

NOTABLE APPEARANCE
NOTABLE APPEARANCE
Episode IV: A New Hope
Dewbacks are large, nonsentient reptiles that inhabit the arid wilderness of the
planet Tatooine. Their name was coined colloquially, derived from the dew that
gathers on their bodies during their rest in the cool nighttime air of the desert
wastelands. Usually employed as beasts of burden, dewbacks were
domesticated long before the Empire took its place on the water-barren world.
Unlike some reptiles, dewbacks are omnivores, thriving on the sparse grasses
and thorny plants of the desert landscape as well as on small animals such as
baby womp rats or scurriers. For hydration, they chew the roots of local cacti
that store water in their heat-resistant parts. Other than this, dewbacks require
very little water to survive, and can frequently go for days without dehydration
setting in.
These reptiles range between 1.3 and 2 meters in height, and 2 to 3 meters
in length. Their scales are generally gray and brown, or a dull red and blue,
although they have been known to change color with their environment.
Dewbacks possess large, tough, flat teeth, and sharp claws for digging through
sand dunes in search of brush or plants that provide moisture.
There are several varieties of dewbacks on Tatooine, the most common
being the lesser dewback, which is typically the type trained as a mount and
pack animal. The most vicious and untrainable kind is the cannibal dewback, so
called because these animals will even eat newly hatched members of their own
species, particularly if they encounter them in the wild. The cannibal dewbacks
are larger than their lesser cousins, and extremely aggressive. Sadly, they are
often mistaken for lesser dewbacks because their coloring is similar—an error
that kills several settlers a year.
Grizzled dewbacks, meanwhile,
DESIGNATION haunt the Jundland Wastes, and
Nonsentient are named thus for their patchy
HOMEWORLD exterior. They are considered
dangerous because they are usually
Tatooine
hungry, and are actually even more
immense than either the cannibal
or lesser dewback. The final
variety, mountain dewbacks,
generally have calmer dispositions
akin to their domesticated cousins,
and can be found in the more
mountainous regions of Tatooine.
These dewbacks can also be
AVERAGE HEIGHT trained as pack animals and
1.8 meters mounts.
PRONUNCIATION In the wild, Sand People
Dēw’-băk commonly hunt dewbacks for their
meat and their hides, using the
beasts’ leathery skin for boots,
pouches, belts, tents, and other gear. Krayt dragons also hunt dewbacks, as
they are relatively easy prey. Most dewbacks will only fight if threatened, and
even then, they will typically run from any threat larger than themselves.
Dewbacks are regularly used by moisture farmers as beasts of burden, and by
desert military patrols as mounts. They are also employed by Podracing teams
to pull their racing vehicles to the starting line. Though sluggish during the cool
of the night, the cold-blooded dewbacks can be urged to display bursts of great
speed, and are faster and more agile than the bantha, the beast normally ridden
by Tusken Raiders. At a full sprint, dewbacks have been able to pace
landspeeders for a short distance, and local law enforcement officials have
come to find them more reliable than landspeeders because of their ability to
continue moving through sandstorms.
Undomesticated dewbacks are extremely solitary, exhibiting few or no
parenting or herding instincts. Each year, they return to the Jundland Wastes,
where they will engage in a mating ritual for several days. During the period, a
male will roll on his back to exhibit his belly to the female, the color of which
changes to a light sky blue when he wishes to mate. This shift in color is meant
to attract her attention, which, after several attempts, it usually does. Following
the mating ritual, all of the dewbacks wander back into the desert alone. A
short time later, the female dewback will dig several large holes in the warm
sand and deposit thousands of sand-colored eggs, each the size of a human fist.
She will then bury the eggs to hide them from predators. Roughly half a
standard year after being laid, the eggs hatch, and the young, without any
guidance from adults, venture out into the wastelands of the Tatooine desert in
the hope of survival.
Interestingly enough, dewbacks’ mating season begins just as krayt dragons’
mating season ends, thus timing the egg laying in such a way as to protect the
dewbacks’ offspring from destruction. The two lizard species have chosen a
neighboring location for their mating grounds due to the fact that the sand in
that area remains at an ideal temperature for incubating the species’ eggs.
It is interesting to note that dewbacks will not breed in captivity. Owners of
domesticated dewbacks must release them during mating season, allowing them
to journey to the Jundland Wastes if they wish the beasts to reproduce. In
most cases, domesticated dewbacks will return to their rightful owners. They
are, therefore, very intelligent and loyal, remembering those who have fed them
or shown them kindness. Because they cannot breed in captivity, they do not
thrive anywhere but in their home environment, and are rarely seen outside
Tatooine, unless they’ve been taken offworld as a solitary pet or riding mount
with no expectation of having them bred.

NOTABLE APPEARANCE
Episode IV: A New Hope
The scavenger creature known as the dianoga is an amphibious cephalopod that
makes its home in areas throughout the galaxy where refuse collects in moist
environments. Found mostly in pools of stagnant water, dianoga have also been
known to turn up in the refuse collection systems of starships, which are
typically warm and full of bacterium-filled water. Dianoga prosper on
industrialized worlds, commonly living in the sewer systems and river canals of
urbanized areas.
Dianoga possess a single eyestalk that extends upward from their body like a
periscope to observe their surroundings. Their one red eye is extremely
sensitive to light, but able to see clearly in dark environments. It is encased in a
single, transparent shell that protects the eye from puncturing and other
potential injuries that may be encountered in the creatures’ trash-filled aquatic
habitats.
Seven tentacles are used by the dianoga for moving and gathering food.
These tentacles have suction cups that stick to their prey and hold it tight, and
can also grab on to smoother surfaces to help propel the dianoga forward.
Moreover, a dianoga’s tentacles quickly regenerate if damaged, making the
creatures difficult to injure and kill. Once a dianoga has grasped its quarry in its
tentacles, the dianoga will attempt to squeeze the life from it or suffocate it
within minutes. Exremely large dianoga pose a substantial threat to humans and
other species of similar size.
Beyond the eyestalk and
DESIGNATION tentacles, a dianoga’s body consists
Nonsentient of one sizable stomach sac and
HOMEWORLD digestive system, along with a
huge, toothy mouth that can
Vodran
swallow items far larger than the
dianoga itself by stretching around
them, similar to a snake. The
stomach contains powerful acids
for digesting items that most
beings would find inedible.
It is believed that the creatures
originated on the planet Vodran,
crawling into the waste
AVERAGE HEIGHT containment tanks of spacefaring
3–10 meters vessels, where they then bred. At
PRONUNCIATION spaceports, they migrated to other
ships and dispersed themselves
Dī-ä-nō’-gä
throughout the galaxy. Now
dianoga can be found in warm,
watery collections of waste in nearly every known spaceport and many large
ships. Since these creatures actually feed on and digest waste products, vessel
commanders will frequently allow a dianoga to remain in their ship’s refuse
system once it is discovered. They rarely damage the inner workings of the
system, preferring to rest along the bottom of a tank and feed, and if they grow
large enough to threaten the ship’s crew, maintenance teams will kill the
dianoga by shooting them.
These creatures, while not necessarily possessing a significant-sized brain,
have displayed their cleverness in choosing their food and in managing to
migrate from one home to another. They are able to tell the difference
between live creatures and those that are dead, and while they can certainly
consume living beings, they will generally forgo an animate meal for one that is
deceased. This, scientists believe, is actually a preference of taste. Dianoga are
also intelligent enough to determine the sleep patterns of individuals who are
resting, regularly attempting to migrate when there is little to no movement,
and thus no one awake to notice their quiet slithering from one position to
another. However, there are many reports of space crews working the late
shift who have encountered a wayfaring dianoga trying to crawl its way into a
new area of a ship or spaceport.
Dianogas are self-fertilizing hermaphrodites, not requiring interaction with
other members of their species to reproduce. When they do produce offspring,
their microscopic larvae create small colonies, and once the population number
becomes too great for a certain environment, some of the dianoga will leave
that colony and journey to a new, uninhabited locale. Even on the largest of
vessels, dianoga can really only be tolerated in colonies of three or fewer. Once
their numbers grow too great, the dianoga will either have to find a new habitat
or be killed by a ship’s maintenance workers.
These creatures are fairly shy and peaceful, usually only aggressive if starved
or panicked—and undeniably, there are some tales of dianoga attacking humans
who have inadvertently stumbled into their territories. Despite this, they are
not known as man-eaters, although they are curious and tend to check each
new object they encounter, testing for edibility. Some cultures have developed
ways to eat dianoga, though—most popular is a dish known simply as dianoga
pie.

NOTABLE APPEARANCE
Episode IV: A New Hope
Dressellians are fiercely independent people who inhabit the Mid Rim world of
Dressel. They are humanoid, although they do have a wrinkled appearance that
scientists believe evolved from their hunter-gatherer ancestors, who spent
most of their time in Dressel’s grasslands, out under the hot sun. Some in the
galaxy refer to them as “prune faces” because of their wrinkled visage, a
nickname that Dressellians disdain. Their elongated heads contain very large
brains, making them quick-witted, intelligent, artistic, and resourceful. They
typically possess extremely swift reflexes, which, combined with their brilliance,
makes them fierce, efficient, and effective fighters.
Dressel first became known to the galactic community when it was
discovered by Bothan explorers of the Askar clan. The clan decided it was best
to leave the Dressellians to develop on their own without interference, and
instead they colonized the asteroid belt in the system for a mining operation.
Years later, Imperials conquered the system to capture its natural resources,
and tried to bring the primitive Dressellians under their control. They were
met with hostile resistance as the Dressellians displayed their innate tenacity.
This stiff-necked species values individual freedom over all else, and its
members are very individualistic. They can have difficulty working in groups, and
rarely form associations containing large numbers. Despite this, when the
threat of Imperial domination loomed, the Dressellians came together to form
a fierce freedom-fighting force. Their motivation was the autonomy to live as
they chose, on their own terms. In a like manner, they banded together to
battle the Yuuzhan Vong invaders decades later, showing that when Dressellian
freedom is threatened, they are unwavering in combat.
Their initial contact with humans was limited before they were attacked by
the Empire, and thus the Dressellians are suspicious of outsiders on the whole,
though they are highly trusting of Bothans. However, they can be very loyal to
any being who assists them without desire for repayment.
The Dressellian language is
DESIGNATION simple, and until their contact with
Sentient Bothan explorers it was actually
HOMEWORLD written in a pictorial form. After
establishing close diplomatic ties
Dressel
with the Bothans, they have
adopted the Bothan alphabet to
communicate their language in
writing. Much of their literature,
therefore, is gradually being
translated and shared in the galaxy
at large. Vastly inspirational and
often deeply profound, their body
of work has been hailed by critics
as one of the galaxy’s long-
undiscovered treasures. Even so,
the writers and poets of Dressel
prefer to avoid the limelight, as
their seclusion and privacy give
them what they believe to be a
more appropriate work
environment.
AVERAGE HEIGHT
It is believed that Dressellian
1.8 meters society developed into significant
PRONUNCIATION communal city-states from their
Drĕ-sĕl’-lē-ăn more tribal, hunter-gatherer
origins. These city-states are run
via direct democracy, with elected leaders who moderate group discussions.
Individuals in these communities are allowed to come and go as they please; in
the case of key decisions, those of dissenting opinions sometimes depart to
form their own establishments.
Law enforcement in these informal groupings is accomplished through a sort
of mob justice—the guilty are hunted and punished by concerned citizens. To
them, a formal judiciary or court system is inefficient and ineffective. Their
justice, they feel, is swift and successful in deterring antisocial behavior, and is
not viewed as uncontrolled vigilantism, in contrast with how it may appear to
outsiders. While their judicial techniques can be brutal, they do keep crime at a
minimum.
This system of government survived underground despite the Empire’s best
efforts to squash it, and the state leaders became, in fact, the leadership of the
Dressellian dissident movement. Although they are now part of the Galactic
Federation of Free Alliances, Dressellians largely prefer to keep to themselves
except when dealing in business matters. Throughout the days of the New
Republic, the Dressellian Senatorial representative often failed to attend
sessions except at the urging of the species’ war-colleagues, the Bothans.
Economically, the Dressellians have only recently begun to grasp the concept
of money, through their increased contact with other species during the war
against the Empire. Theirs has long been a barter system handled on a local
rather than governmental scale. With the formation of the New Republic,
however, singular Dressellians began to show interest in capitalistic ventures,
seeing such undertakings as an extension of their individual quest for personal
freedom. Their tenacity also encourages their entrepreneurial compunction,
and following the defeat of the Empire, the Dressellians took over control of
the mining in their local system, and are now making great strides in that
industry. They have also created notable trade in textiles woven from the
essence of their natively grown grass, as well as from their farm produce.
Despite the influx of more modern technology to Dressel, the planet still
functions at a largely outdated level, with a focus on steam-driven machinery
and animal transportation. However, the development of businesses such as
those described above is causing technology on Dressel to evolve quickly to
meet the demand for native goods.
While the Dressellians aren’t industrially advanced, since the end of the
Galactic Civil War, more and more offworlders have filtered new technology to
them. During the war, Dressellians fought with simple black-powdered, slug-
firing weapons. The Bothan underground movement supplied the Dressellians
with some energy weapons, though transporting such items was dangerous, and
very few actually made it to their intended recipients. Today, while they are
familiar with other forms of weaponry, Dressellians still prefer to use
slugthrowers, mostly as a form of cultural pride. Because of the limited
numbers of shots the weapons can fire, marksmanship is highly valued.
As Dressellian society evolves, neighbors anticipate that the species will
become important to the future of the GFFA. Inspirationally, they have already
set an impressive example for their peers during their fight against the Empire
for personal liberty.

NOTABLE APPEARANCE
Episode VI: Return of the Jedi
Dugs are a vicious, bullying species that hail from the planet Malastare—one of
the mainstay planets of the Old Republic. They inhabit the lush western
continent of their homeworld, while another species known as the Gran
dominate the eastern continent. In the early age of the Old Republic, Republic
scouts set up an outpost on the eastern continent, as Malastare was directly
along the Hydian Way trade route in the Mid Rim. The Gran arrived on the
planet soon after, establishing their settlements and beginning trade in native
natural resources and produce. The Dugs did not take this well, and began a
long and brutal war against the Gran. A peace was finally negotiated by the
Republic, which sided with the Gran, demilitarizing the Dugs. As a result of
their greater numbers, the Gran represented Malastare on the Republic Senate
instead of the world’s native species, leading to a long-standing antagonism
between the two groups. To this day, the Gran largely consider Dugs to be
nothing more than subservient laborers.
Dugs’ physiology puts them at the extreme fringes of humanoid. Their skin
hangs loose over their skeleton, while their ears jut backward like fins, and
decorative beads usually dangle from an extra flap of skin near the ears. The
center of gravity for their skeletal structure is thrust so high on their short
torsos that they literally walk on their upper limbs, with their lower limbs
functioning for finer manipulation. This unusual physique may have developed
because of their homeworld’s high level of gravity. Outwardly, there are few
differences between male and female Dugs, who can be differentiated by a large
skin flap on the males’ throats, which plays a role in their mating rituals.
The Dug method of choosing a mate is noteworthy, hinting that there may
be a reptilian ancestry to this humanoid race. During the mating season, the
extra folds of skin around the male’s neck inflate, displaying an underlying
vibrant color. The unpaired females of the clans gather together and inspect the
males, searching for one they like. A female will poke, insult, and tease the male
she prefers until he responds with a loud, screeching call that deflates his
ballooned neck. The pair is then considered mated, and from that moment on
they will remain together. While a couple will bully and badger each other
throughout their lifetime, Dugs are extremely loyal to their chosen mates and
will protect them and their children with passionate violence if they are insulted
or attacked.
Despite their physical structure, Dugs can travel very quickly across land, and
they can also move swiftly through trees by leaping and swinging. Their reflexes
are exceptionally quick, and many members of their species are experts at
Podracing, a dangerous sport that has been illegal in most parts of the galaxy for
years. The majority of the buildings on their home planet are towers, with the
interiors constructed to feature open platforms. Most other species find their
architecture impassable. Although the Dugs are a technologically advanced
species, erecting these buildings and other complex structures, many still prefer
to live in “tree thorps”—primitive villages set deep in the unsettled wilderness
of Malastare.
Dugs are perhaps best known
DESIGNATION for their foul temperaments, as
Sentient they are insulting and insolent, and
HOMEWORLD can become violent when crossed.
They have been to war with many
Malastare
other species, among them the
Gran and the ZeHethbra, a species
with colonies in the Malastare
system. As previously noted, the
Republic called for the Dugs to
disarm as a result of their war with
the Gran, leaving them extremely
bitter. They consider themselves
warriors, and being without
AVERAGE HEIGHT armaments may have made them
1 meter even more vicious and brutal. As a
PRONUNCIATION species, they are known to harbor
grudges for years and even
Dŭg
decades. Often, grudges will be
upheld by later generations of the
same family. We can hypothesize that the perceived slight in being ordered to
disarm is considered by the Dug as worthy of a grudge not against an individual,
but against the government as a whole. As they are resourceful, they still
constructed and carried their own weapons for personal protection—the most
notable of which is the b’hedda, a scooped, bladed weapon meant for use while
hanging in trees. In the hands of a Dug, the b’hedda is particularly deadly.
Sociologists have theorized that the Dugs’ insolent attitude is based in self-
pity and insecurity, and that they mask this by trying to improve their status
among their peers. Each Dug claims either a real or imagined hero or patriot in
his or her ancestry, and the beads they wear in their ear fins are
announcements of such heritage. Dugs also increase their own egos by insulting
or degrading others.
Dug society is tribal, with various clans claiming territory as their own. These
clans, however, are ruled by one Dug, a single king or queen who achieves his
or her role through arranged combat. When the ruler dies, the heads of the
various clans meet and fight for the empty ruling seat in a no-holds-barred
(cheating allowed) battle; elimination occurs through incapacitation or death.
Dug leaders who are past the age of fifty may not participate, but they can
appoint someone to fight in their stead. This regulation hopefully allows the
new leader to rule for a long time.
Once selected, the new ruler is treated with great respect and honor, and is
usually the only member of the species who will not receive insults from other
Dugs. Assassination and coups are surprisingly rare, most likely because while
they are belligerent and grandstanding amid other species, among their own the
Dugs recognize their betters.
Dugs are not remarkable galactic explorers, with many actually preferring to
remain on Malastare among their own kind. Because of their experience with
the Gran, they are xenophobic—or, rather, simply bigoted against other beings.
If they are seen in galactic society at all, they are usually in groups of their own,
and other species avoid their presence. Frequently these Dugs are criminals or
risk-takers, simply out to increase their status among their own by degrading
other races through thievery or swindling.
Unfortunately, Malastare has never regained the level of galactic prominence
it enjoyed as a center of Podracing during the years of the Old Republic.
Although the planet was conquered by the Yuuzhan Vong, it suffered little
damage other than the destruction of its industrial base. Some small-scale
rebuilding has taken place, such as the reestablishment of methane farms in the
Malastare Wastes, which provide a small but steady income for the planet’s
citizens. This has allowed the Dugs to begin their recovery largely unaided by
the Galactic Federation of Free Alliances while official attention has been
directed toward worlds where more was lost or rendered uninhabitable.
Malastare has sent representatives to the GFFA, but both the native Dugs and
the resident Gran remain slightly resentful at their planet’s perceived lack of
attention by the Galactic Alliance.

NOTABLE APPEARANCE
Episode I: The Phantom Menace
Along with the Corellians, the Duros are among the oldest known spacefaring
peoples. Their entire society evolved around spaceflight, and they helped blaze
the hyperspace routes for trade throughout the galaxy.
Duros are tall, thin humanoids with gray-green or bluish purple skin, large
red eyes, slit mouths, and no noses. Their sense of smell is conducted through
glands beneath their eyes. Other than this, there is only one physical peculiarity
that differentiates them from standard humanoids—how they reproduce. Since
they are descended from ancient reptiles, Duros lay eggs in a specially prepared
nesting room from which their young are born. In this comfortable nursery, the
young are nurtured and educated by their parents and other extended-family
members.
Since Duros culture centers on
DESIGNATION space travel, a significant majority
Sentient of the Duros population lives in six
HOMEWORLD space-station cities that orbit their
planet, a Core world on the
Duro
Corellian Trade Spine. On Duro,
droids run farms to feed the
population, but the rest of the
surface is either polluted wasteland
or overgrown jungle. Thousands of
years ago, the world was lush and
fertile, but after the Duros
discovered space travel and left to
dwell in orbit above Duro, they
AVERAGE HEIGHT neglected the planet, leaving it to
1.7 meters fall to ruin. The Empire finished
PRONUNCIATION the job, destroying the
environment with contamination
Dŏŏ’-rōs
from its mining operations. During
the later years of the New
Republic era, however, the Yuuzhan Vong terraformed Duro, creating a rich
and verdant ecosystem from which they could strike at Coruscant.
The Duros are incredibly technologically advanced, and build a great deal of
the galaxy’s spacefaring vessels in their shipyards. In fact, the shipbuilding
industry dominates their economy and serves as the world’s government.
Those who wish to participate in politics are forced to purchase shares of stock
in the corporation.
Culturally, Duros’ longing for the skies drives many of their young people to
become pilots or join starship crews. They constantly gravitate to different
spaceports, from which they begin new journeys. To a Duros, the joy is not in
where one goes, but in getting there, and they spend a lot of their time just
“getting there.”
Although one would characterize the Duros species as quiet, they are also
very friendly, even-tempered, and love to tell stories. While they have generally
pleasant dispositions, there is one way to upset them: to mistake them for
Neimoidians. Although the Neimoidians are actually the same genetic species as
Duros, having descended from ancient Duro colonists, the Duros are now
loath to claim them as their own.

Since Neimoidians are the descendants of early Duros who settled the planet
of Neimoidia in the Colonies region, they exhibit many physical attributes of
their ancestors. Twenty-four thousand standard years of development in a
distinct environment, however, have given them slight facial and body
differences. Jawlines are lower; in addition, bodies are thinner and longer. While
Duros have blue-purple skin with bright red eyes, Neimoidians have green-gray
skin and dark red or pink eyes. These color differences have been attributed to
specific chemicals in Neimoidia’s atmosphere.
Like Duros, Neimoidians hatch from eggs and grow from a “grub” stage. But
Neimoidian young are raised in communal hives from birth, and have access to
limited amounts of food. Many die as a result, and those who survive learn to
hoard their rations. By the time they leave the hives at age seven, they are
extremely fearful of death and extraordinarily greedy.
It is for this reason that they are
DESIGNATION primarily a race of merchants, not
Sentient warriors. Rather than fight in a
HOMEWORLD battle where there exists a
possibility of dying, Neimoidians
Neimoidia
will typically surrender, turning and
running or sending others to battle
for them. This was exemplified by
the Trade Federation during the
Clone Wars: Neimoidian leaders
amassed an army of droids to
serve as soldiers, pilots, and
fighters.
Neimoidians are commonly seen
AVERAGE HEIGHT wearing flowing robes and
1.8 meters impressive headgear, every
PRONUNCIATION element of which has some special
significance, indicating an
Nē-ĭ-moi’-dē-ăn
individual’s place in society. They
are obsessed with status and
influence. Extortion, bribery, and other forms of manipulation are not beyond
Neimoidians in their quests for wealth, power, and prestige. They will always
try to hide nefarious activities behind an altruistic façade, in order to protect
themselves from embarrassment should their schemes fail. Their ability and
need to handle funds contributed heavily to their rise to the top of the Trade
Federation ranks, a commercial regulatory body that was particularly influential
in the years leading up to the Clone Wars.
After centuries of running the Trade Federation, the Neimoidians’ control of
the organization subsided when the Republic began taxing the trade routes they
had established. This set them back a great deal, and their delicate financial
control over the Federation began to crumble. After a particularly humiliating
defeat at a trade blockade over the planet of Naboo, the Neimoidians lost
whatever reputation they still possessed.
During the Imperial period, bereft of power and position, the Neimoidians
turned to a desperate means for regaining their status. Seeing how respected
their Duros cousins were in the galaxy, they made overtures to reunite with
them as a culture—a proposition that was initially rebuffed. But with the rise of
the New Republic, some Duros eventually allowed Neimoidians to work with
them in corporate ventures, as they do handle money well. This contact
seemed to have a reciprocal effect, influencing Neimoidian culture for the
better.

NOTABLE APPEARANCE
DUROS: Episode IV: A New Hope NEIMOIDIAN: Episode I:
The Phantom Menace
Eloms are short, furry bipeds who reside in the cool desert caves of Elom, a
planet located in the Outer Rim. They share the world with the Elomin, a
humanoid species that lives aboveground.
With tough skin beneath thick, oily fur, and layers of fat that trap moisture in
their bodies, Eloms are especially equipped for life in a harsh desert
environment. Their hands and feet end in hard-tipped, hooked claws, optimal
for digging; two prehensile toes on each foot can also be used to grip tools.
Because they dwell in caves lit only by phosphorescent crystals, Eloms have
excellent night vision, although their small, dark eyes cannot tolerate bright
light.
Two sharp, rigid tusks protrude from Eloms’ mouths, and they possess thick
jowls for storing extra food. They are herbivores, primarily feeding on hard-
shelled rockmelons and crystalweeds.
Their Elomin neighbors discovered the Eloms during a mining accident. The
Elomin had been mining for lommite, an element used for shipbuilding, when
the miners dug into an Elom nest, collapsing the cavern. The Elom immediately
came to the rescue of the injured miners, earning the wary trust of their
befuddled neighbors. After this inadvertent first meeting, the Old Republic soon
recognized the Eloms as a sentient species, granting them the rights to the
lands that they already inhabited.
This amused the Eloms. A peaceful, unsophisticated people with a strong
sense of community, they simply continued living as they had for centuries, in
townships known as cseria. Members of cseria would meet annually to resolve
problems and disputes, as well as to trade goods. Although the Eloms accepted
the Elomin as part of this community, their surface-dwelling neighbors felt that
the Eloms did not fit within their “ordered” view of the galaxy, and so the two
species remained distant until the Empire took over the mining operations on
their planet, enslaving the Elomin and forcing them to mine lommite for the
Imperial war machine.
During this time, the Eloms remained hidden from the Empire, but they saw
the suffering of the Elomin. Horrified, groups of young Eloms decided to fight
for the freedom of their world, liberating many Elomin slaves and bringing them
to their safe cities hidden in the labyrinthine underground.
Since the world was liberated at
DESIGNATION the conclusion of the Galactic Civil
Sentient War, the two species have become
HOMEWORLD more integrated, and adolescent
Eloms have frequently left to seek
Elom
their fortunes among the stars.
Unfortunately, many have also
become criminals. Those Eloms
who depart their homeworld do
so because they are ambitious and
intelligent, but they can often
become lonely. Ignorant of the
ways of the galaxy, they then fall in
with the wrong crowd.
However, criminal behavior on
the part of Eloms may also have
other, more scientifically valid
AVERAGE HEIGHT
explanations. It is thought that
Elom: 1.4 meters Eloms who leave their home planet
Elomin: 1.6 meters develop sociopathic tendencies as
PRONUNCIATION a result of physiological changes
Ē’-lŏm brought on by being away from
Ē-lō-mĭn’ fellow Eloms, and from their cave
habitats. An alternative hypothesis
is that Elom take on these
tendencies psychologically through prolonged absence from their communities.
This point of view has some evidence in the preferences of Eloms serving
during the Galactic Civil War and in the New Republic military, who often
sought to work directly with other members of their own species.
Meanwhile, the Eloms’ neighbors, the Elomin, are tall, thin humanoids with
pointed ears and four small horns topping their heads. They are believed by
many anthropologists to be somehow related to the Zabrak, a spacefaring
species that colonized numerous worlds in its extremely long and varied
history.
When Old Republic scouts arrived on Elom about one hundred standard
years before the dawn of Imperial rule, the Elomin were a relatively primitive
people who employed slugthrowing weapons and combustion engines. Their
lack of technology has prompted certain anthropologists to believe their
inhabitation of Elom was the result of an accident—for if they are indeed
descended from the Zabrak, the Elomin had long since forgotten how to build
or create more modern technology. But contact with the Old Republic
immediately influenced their industrial development, and they were soon
constructing starships, repulsorlift vehicles, and high-end mining equipment. The
Elomin allowed a shipbuilding corporation to establish itself on their world to
mine lommite, an element used in making transparisteel for starships.
Culturally, the Elomin aspire to find or create order in all things. Originally,
they had no notion that another, completely different species might share their
world. Even when an expedition uncovered cave formations in a distant desert
region that showed evidence of being inhabited, the Elomin refused to accept
the implications and omitted these findings from their reports. Only when a
group of them came face-to-face with Eloms during the mining accident did
they finally recognize the existence of their neighbors.
Elomin art reflects order, in that it is repetitive and mathematically
structured. Their architecture is predictable and well thought out, as are the
layouts of their cities; nothing they construct or create is left to chance.
As such, like the Eloms, Elomin have some difficulty dealing with other
peoples, whom they often view as perpetrators of chaos or unpredictable
variables. Old Republic representatives discovered that the Elomin had difficulty
working in integrated space crews but excelled at navigation and piloting duties,
perceiving the universe as a logical, organized puzzle and endeavoring to bring
the pieces to their proper places.
After the fall of the Empire, the Elomin rewarded their neighbors with a level
of unprecedented acceptance into their communities, as the Eloms had helped
many of them escape Imperial slavery. Yielding some of their sense of order to
accept the kindly Eloms as helpers and fellow residents was a significant but
necessary step for their growth as a people. Eloms now work within the Elomin
cities, helping run businesses and lommite-mining corporations. Some Eloms
have actually moved from their caves completely to take up residences
aboveground. As different as these two species are, they have become quite
fond and protective of each other overall—an encouraging sign for the rest of
the civilized galaxy as they move forward together into the future.

NOTABLE APPEARANCE
ELOM: Episode VI: Return of the Jedi
ELOMIN: Heir to the Empire (novel)
Eopies are quadruped pack mammals native to Tatooine. They are
proboscidians, with hinged skulls supporting flexible, elongated snouts and
sharp incisors in their jaws. While not as frequently employed as the faster-
moving ronto, bantha, or dewback (all animals capable of carrying heavier
loads), the eopie’s sure-footedness and untiring steadfastness have made it a
popular beast of burden on Tatooine, particularly in the Mos Espa region. It can
be argued that overall it is Tatooine’s most useful indigenous animal.
Eopies have several physical
DESIGNATION features that contribute to their
Nonsentient HOMEWORLD excellence as work beasts in the
Tatooine arid wastes of Tatooine. First, their
three-toed feet make them
extremely sturdy, and their foot
pads expand upon impact for
shock absorption. Eopies rarely
stumble in the sandy or rocky
terrain, and are so well balanced
that they are nearly impossible to
topple, even when carrying heavy
loads. Their knees are greatly
AVERAGE LENGTH
calloused to protect their joints
2–3 meters PRONUNCIATION against the desert sand. Eopies also
Ē-ō’-pē require little water, going for
weeks without it if necessary.
Herbivores, their snouts are ideal for rooting for sand lichens, their primary
source of nourishment, and for eliminating potential weeds from moisture-
farming lands, as such weeds will drain much-needed moisture and cut down on
profits.
Eopie hides are very tough, resilient to sun and heat. Covered with thin
sparse hair, the leather tanned from their hides is highly durable, and locals like
to use it for making saddles or clothing to resist the twin suns’ rays, as it
reflects light rather than retaining it.
Although they are frequently grumpy, these creatures are fairly even-
tempered. Unlike rontos, eopies rarely, if ever, startle, and will study unusual
situations with a sense of interest or curiosity. They will only flee if they are
personally threatened; otherwise they tend to remain calm and still, even during
noisy or disruptive events. However, on the rare occasion that an eopie is
surprised, it will spit its undigested stomach contents at people nearby.
Fortunately, this does not happen often, and thus the creatures’ reliability and
stability is highly prized—for while they may be slow, one can always be sure of
eopies’ fortitude in fearful situations. They are completely unfazed by
sandstorms, for example, keeping a steady gait in the most fierce and biting of
desert winds.
Eopies are very social animals, congregating in large herds of twenty or more.
They gather in herds as a means of protecting their young, which are especially
vulnerable to the harsh desert environment. Although able to walk within
minutes of birth, young eopies are not able to bear the heavy loads that their
parents can and are therefore less valuable to their owners. In addition, eopie
babies require food more often than adults, and are more at risk from
predators, so they require much attention and some measure of protection. If
well cared for, eopies mature to adulthood in approximately six standard years,
and can live for as many as ninety. Eopie mares have one baby a season, and are
capable of bearing young for decades, although they will not conceive in
consecutive seasons. The purchase of one or two quality breeding mares is
sufficient for most farms to start establishing their own herds. Toward the end
of their lives when they are no longer able to carry heavy loads, eopies
continue to serve Tatooine farmers by eating the desert weeds that leach
moisture from their crop, and are also popular as pets. Many settlers will give
their children an eopie from the family’s herd in order to teach them
responsibility, and to prepare them for their own future lives as farmers.
Even with the requirement that an owner must have more than one eopie in
order for the creatures to thrive, eopies are the least expensive of Tatooine’s
beasts of burden to keep. The adults eat little and require only a modest
amount of attention to stay healthy, and they provide more benefits than just
what they can carry. For instance, in addition to their service as pack animals,
eopies are sometimes bred for their meat. Their flesh is extremely tender and
tasty, and therefore is a staple for residents of Tatooine. Eopie females also
provide a nourishing milk that is renowned for its nutritional benefits to
humanoid infants and toddlers. The milk does spoil quickly if not kept cold, and
farmers who own eopies must invest in adequate refrigeration machines.
The usefulness of eopies has led some entrepreneurs to attempt to export
them to other planets. Unfortunately, these efforts have met with mixed
success. Eopies are able to thrive on other desert planets and also on some
overly warm worlds, but it has become apparent that they have evolved such
that they biologically need heat. Temperate planets necessitate slightly more
care for eopies; they must be housed in enclosed, heated holding pens at night
and when temperatures fall seasonally, for instance. Eopies are not able to
survive outdoors on colder planets at all, even if provided with adequate
sustenance and attention. These eopies appear to starve to death, suggesting
that their bodies cannot properly metabolize food in lower temperatures,
although officially this has not yet been scientifically tested.

NOTABLE APPEARANCE
Episode I: The Phantom Menace
Ewoks are small, fur-covered, ursine beings who inhabit the forest moon of
Endor, an Outer Rim world circling a gas giant system near the area of the
galaxy known as the Unknown Regions. While Imperial propaganda depicted
them as having been wiped out after the Battle of Endor, the intelligent,
primitive Ewoks still live in sizable communities in their wooded home, a lush
environment alive with thick vegetation and myriad forms of wildlife. The
world’s low axial tilt and its regular orbit around the gas giant create a
temperate climate for most of the moon, and three-hundred-meter-tall trees
cover many regions and are central to the landscape. For this reason, they are
significant to Ewok culture and religion.
Though Ewoks suffer from limited eyesight, these small creatures have an
excellent sense of smell that more than compensates. They are accomplished
hunters, and, being omnivores, they also gather food from the plants that
surround them. In some cases they have been known to mistakenly eat sentient
beings, assuming they were simply large game to be captured. However, they
can usually be convinced to put away their cooking implements after some
conversation and a little bit of luck.
While they forage and hunt, Ewoks are extremely alert and easily startled.
Many carnivorous creatures inhabit the forest moon, and thus Ewoks are
always prepared for an attack. Some researchers have noted that they seem to
possess a “sixth sense”—the ability to perceive threats to their community far
in advance. It has been likened to some Jedi Force talents, although only a few
Ewoks have shown the ability to truly manipulate this mysterious power.
Ewoks are curious, good-
DESIGNATION natured creatures who value
Sentient community, family, and friendship.
HOMEWORLD Their culture is gender-based, with
the males serving as hunters,
Moon of Endor
warriors, chieftains, and shamans,
and the females acting as gatherers
and domestics, rearing and
educating their young. Music and
dancing are part of everyday life; in
fact, Ewoks use music to
communicate with other villages
via rhythmic drumbeats. As news
echoes through the ancient trees,
AVERAGE HEIGHT it imbues their environment with
1.2 meters an aura of extra life.
PRONUNCIATION Though their culture is rich in
historic lore, art, and music, Ewoks
Ē’-wŏk
are primitive, wearing only hoods
adorned with bones and feathers for decoration and to indicate status in the
community. They learn quickly, however, and when exposed to technology,
they will figure it out easily—sometimes after an initial bout of jitters and
mistakes. Few have yet ventured into space, and when they do it is typically by
tagging along with star pilots or crews that visit their planet. Among these few
are a select number who have learned modern technology enough to be useful
on space crews.
Ewoks have developed no technology of their own beyond standard
woodworking tools and rudimentary weapons. But they possess a flair for
invention with their primitive resources—creating traps and snares that can be
highly effective even against great technological threats. Their ingenuity was key
to the Rebel Alliance’s defeat of the Empire at the Battle of Endor, and if given
leave to explore and learn the ways of technology, they will frequently become
adept.
The language of this species is expressive yet simple, and can be learned and
spoken by humans. Because the verbal nuances are similar, Ewoks can also learn
to speak several human languages. And through their exposure to more and
more offworlders since the Battle of Endor, many homebound Ewoks have
taken to speaking to visitors in a pidgin form of Ewok-Basic.
Ewoks live in tribal clusters in villages built of mud, thatch, and wood,
normally suspended several levels above the forest floor. Located at the center
of the villages are the largest structures, including the home of the tribal chief,
with the dwellings of tribe members arranged in clusters at the outskirts.
Intricate walkways serve to join together residences and village squares, and
stairs, rope ladders, and swinging vines help the Ewoks to get quickly from the
forest floor to their homes in the trees. Some Ewoks also reside on Endor’s
lakes, in floating villages constructed on stilts. Ewoks are frequently attacked by
angry Phlogs, the giant Gorax, and the fearsome Duloks because of their small
size, so they are often very hesitant about venturing into new territory or
leaving their villages unguarded.
The Ewok people are suspicious and cautious, yet fierce fighters, brave and
loyal to their tribe. This is also evidenced in their religion, which emphasizes the
importance of home, family, and the trees surrounding them. A new tree is
planted for each Ewok at birth, and is considered that being’s “life tree.” Ewoks
believe that their spirits pass into these trees when they die. Moreover, Ewoks
regard these trees as their guardians, and in times of crisis, the tribal leaders
will commune with the oldest and wisest trees, seeking guidance. The trees,
they believe, are intelligent, long-lived beings who watch over them, and in a
reciprocal manner they must safeguard the trees. This belief was one of the
main reasons that they aided the Rebels in their fight against the Empire, as
they felt that the Empire posed a threat to every aspect of their environment.
War is not common among the Ewoks, however. Although they exist in
tribes and remain fiercely loyal to them, Ewoks will greet other tribes with
warmth and goodwill, as long as they act with honor and respect. They will
even accept outsiders into their tribe if the visitors demonstrate a familial
loyalty to them (if the strangers haven’t already been mistaken for dinner).
Although as skilled at building weaponry as they are at constructing their
elaborate villages, arms are mainly kept handy to defend against outside threats,
rather than against one another.
Because religion is so important to Ewok society, the village shaman governs
a tribe side by side with the ruling chieftain. The shaman interprets signs to
guide the chieftain in his decisions, and their belief system includes references
to a living energy similar to the Force that feeds the trees and likewise
strengthens and guides the Ewoks.

NOTABLE APPEARANCE
Episode VI: Return of the Jedi
The Falleen are a reptilian humanoid species that occupy the Falleen star
system in the Mid Rim of the galaxy. They are a handsome species, exotic in
appearance, with scaled, blue-green skin and a spiny sharp ridge down the
center of their backs. This ridge is indicative of their reptilian nature, as is their
ability to change skin color and lung capacity, enabling them to remain
underwater for long periods of time. Female Falleen look slightly different from
their male counterparts in that the spinal ridge is smaller, their skin is often
lighter, and the ability to change color is somewhat less active than in their
male counterparts.
Unlike most reptilian species, Falleen can and will grow hair on their heads.
The females like to wear their tresses long and adorned with combs and beads,
while the males display their hair tied up in a single braid or topknot. In recent
years, some females have taken to wearing topknots, in an effort to attain the
same elevated status as the males.
Falleen are considered aesthetically pleasing to most humanoids. Although
their physique is well defined and attractive, this admiration is not solely due to
their appearance. Like Zeltrons, Falleen can exude pheromones at will and use
them to control and manipulate the perceptions of others. Falleen pheromones
are actually so powerful that they can produce an almost hypnotic effect in
other humanoid species, and these manipulations have been known to take on
lustful overtones. Pheromones may also be exercised between Falleen as
communications tools, although they will always suspect duplicity and remain
disciplined to resist the suggestions of others. A Falleen’s skin color shifts with
the release of these pheromones. Falleen utilize their ability to change skin
color as a covert weapon, reverting from their normal shades of gray-green to
red or orange, for example, in order to exude an essence of confidence or
mastery. In addition to their pheromones, Falleen can exude allelochemical
transmitters to produce specific emotional reactions in other species with
similar body chemistry, such as fear, desire, anger, doubt, and confusion.
What also makes the Falleen
DESIGNATION species attractive is the aura of
Sentient mystery in which they have
HOMEWORLD wrapped themselves. They are not
a talkative people, and tend to be
Falleen
distant, maintaining a great deal of
control over their physiology.
Culturally, they remain stoic, and
shun outward signs of passion and
anger. The Falleen are not an
unemotional people; quite the
contrary. They are known for
intense feelings, beliefs, and
emotions. Falleen simply find public
displays of feelings, particulary to
non-Falleen, as extremely primitive
and unsophisticated. As a result,
the Falleen regard beings who do
express their emotions, such as
humans, to be inferior.
While the Falleen have
AVERAGE HEIGHT employed space travel technology
1.6 meters for generations, they rarely
PRONUNCIATION venture to the stars. Because they
Fäl-lēn’ consider the Falleen system to be a
bastion of culture and
sophistication, they prefer to manage their own affairs on their homeworld,
rather than deal with offworlders. Their music, sculpture, art, and architecture
are all a source of pride for them, although such things are very rarely shared
with outsiders.
Falleen society is feudal, with noble houses ruling lower classes of artisans,
technical workers, general workers, and slaves. Monarch rulers govern their
kingdoms, caring more for internal political intrigues and displays of wealth than
wasting resources by waging war against one another. These kings maintain
commerce with each other and occasionally argue over boundaries, although
such disputes are never taken to extremes. Thus, for the most part, the Falleen
remain a peaceful people.
The Falleen are a long-lived species, living 250 standard years on the average,
although some healthy Falleen have been known to survive for up to 400 years.
Young Falleen nobles will sometimes spend part of their adolescent years on
what is called a pilgrimage, which is basically a journey to tour the galaxy and
experience all it has to offer. Most of them return to utilize what they have
learned in order to govern their kingdoms when the time comes for them to
ascend to the throne.
One such Falleen was Xizor, who arrived back from his pilgrimage to find his
entire family dead. The Sith Lord Darth Vader had ordered a biological
weapons laboratory to be built in Xizor’s home city, and a lab accident
contaminated the area, allowing the release of a flesh-rotting bacterium for
which there was no cure. Subsequently, in order to protect the planet’s other
inhabitants and to ease his own embarrassment, Vader ordered that the city
and its two hundred thousand beings be burned to ashes.
From that point on, Xizor had a deep desire for revenge against the Dark
Lord. Xizor hid his family history, departing his world to seek this retribution.
He joined the Black Sun crime syndicate and quickly rose to power, seizing the
opportunity created when most of Black Sun’s upper-level personnel were
killed by Darth Maul. Eventually, Xizor became what was arguably the third
most powerful being in the galaxy, after the Emperor and Darth Vader—an
unlikely accomplishment for a nonhuman during the Empire’s rule. Xizor
plotted to kill Vader, take his place, and then that of the Emperor. His
ambitions, however, led to his death at the hands of the man he hated most,
when he proved threatening to Vader’s son, Luke Skywalker.
One more environmental disaster after the one that killed Xizor’s family
finally convinced the Falleen to remove themselves from galactic involvement.
An orbital turbolaser strike laid waste to a small city and the surrounding
countryside, and the Imperial Navy cut off system contact. For this reason,
during the rule of the New Republic, the Falleen were rarely seen traveling
outside their system, and displayed no desire to join the fledgling government.
Following the invasion of their planet by the Yuuzhan Vong, there has been
even less contact with this exotic species.

NOTABLE APPEARANCE
Shadows of the Empire (novel)
The Fosh are a mysterious avian species that most scientists believe hail from
the Corporate Sector of the galaxy. They are an extremely rare species and are
believed to be nearly, if not in fact, extinct, as in recent years only one Fosh has
actually been observed in person. It is possible that the species was among
those exterminated during the reign of Emperor Palpatine. Much of what can
be reported is reconstructed from the historical records of various other
cultures and societies, and from experiences with the infamous Fosh Jedi,
Vergere.
These bird-like people have thin torsos and delicate arms with four-fingered
hands that appear to have evolved from wings. Considering the degree of
development in the bones of their arms, it is unlikely that Fosh have possessed
the ability to fly for tens of thousands of years. Fosh’s delicate frames make
them extremely vulnerable to physical blows, so they tend to remain clear of
such confrontations, though they can apparently defend themselves quite well.
The weakest part of their body is the neck, which they will reflexively guard
during combat.
Two corkscrew antennae adorn
DESIGNATION the top of their heads, the use of
Sentient which remains a mystery. Their
HOMEWORLD skulls are further crowned with a
feather-lined ridge that changes
Unknown
color depending on their mood.
Green indicates inquisitiveness,
thoughtfulness, or amusement;
orange displays happiness; and gray
is anger, disgust, irritation, or
gravity. Their faces are concave,
and are highlighted with slanted
eyes and soft whiskers. Like many
birds, their leg joints bend
AVERAGE HEIGHT backward, and their flay-toed feet
1.3 meters give them remarkable jumping
PRONUNCIATION abilities.
It is believed that one of the
Fŏsh
most unusual traits of the Fosh is
the chemical makeup of their tears.
Female Fosh, in particular, have lachrymal glands that enable them to alter their
tears and produce several kinds of pheromonal substances that affect the males
of their species during mating. And yet, through the Force, the Jedi Vergere had
such control over her tear production that she could create a wide variety of
chemical liquids, be it a substance that healed disease or a highly effective
poison. As a curative, Vergere’s tears were more powerful than bacta,
alleviating diseases that the latter could not.
The Fosh are a very private people who prefer to remain unnoticed as they
make their way in the galaxy. They speak little, preferring to focus on listening,
but when they do talk it is on issues of great importance. They also choose to
frequently conceal themselves, remaining hidden in large crowds or in secreted
spots, and some sociologists believe part of the reason that people assume
there are so few Fosh is because they are rarely seen. Instead of being limited in
population, they may simply seem rare because they would rather stay clear of
the public eye.
One characteristic that is evident from the writings of other species
regarding the Fosh is their preoccupation with political intrigue. Similar to
Bothans in this regard, Fosh are fascinated with creating plots within plots in
order to attain complex or even very simple goals. They tend to be indirect in
their requests toward others, speaking in a way that can purposely confuse or
send an individual down the wrong path of thinking. They seem to find some
great amusement in watching others chase after phantom threats, or in causing
utter confusion in various species.
Theirs is a very self-serving and self-occupied people who act with only their
own best interests at heart. While they may interact with others in a way that
seems generous or friendly, there is nearly always an ulterior motive to their
behavior. Unlike Bothans, however, Fosh are not paranoid of other species, and
in fact they do not believe the victims of their double-talk capable of figuring
out their plans or foiling their plots. The Fosh are, in effect, bigoted—believing
themselves intellectually superior to others, and manipulating them as objects
of amusement. They are wise enough, though, to respect most species for the
dangers that they can present, and are vigilant in their dealings with them.
One example of Fosh manipulation is the way Vergere skillfully maneuvered
her way through the brutal Yuuzhan Vong hierarchy, managing to survive for
decades within their presence, until they reached the Core Worlds of the
galaxy. Though some of her behavior may have called her motivations into
question, much of it is believed to be cultural—or perhaps her cultural
upbringing resulted in her acceptance of Yuuzhan Vong doctrine much more
easily. Either way, she utilized her wiles and conversational subterfuge to
simultaneously train and manipulate Jedi Knight Jacen Solo, causing him to seek
out alternate Force traditions and even question the existence of the dark side
of the Force, arguing that there is no dark or light, only one’s intentions. Some
speculate that this may have been her goal from the moment she first
encountered him, and while many initially believed her death toward the end of
the Yuuzhan Vong invasion to be a self-sacrifice, in light of the revelation of her
influence, her sacrificial act could very well have been a self-serving one—a
penultimate deed of manipulation that would further maneuver a growing
uncertainty in the young Jacen Solo.

NOTABLE APPEARANCE
Traitor (novel)
Gamorreans are large, green-skinned, porcine creatures from the preindustrial
Outer Rim planet Gamorr, known for their brutal strength and warrior-like
nature. They are bulky beings with pig-like snouts, jowls, and tusks, and the
males have horns on their heads. Members of this species communicate with
one another through a series of grunts, oinks, and squeals—a complex language
that suits their war-like sensibility. Although they can understand offworld
languages, the formation of their voice boxes makes it impossible for them to
pronounce words in any language other than their own. The exception to this
is the Gamorrean Voort “Piggy” saBinring. After being genetically enhanced to
have exceptionally high intelligence, saBinring joined the New Republic as a
pilot and was fitted with a high-tech voice box that enabled him to speak to
other pilots in his squadron.
The Gamorrean clan-based matriarchal culture centers on war and the
preparation for war. In their society, males are taught the arts of combat and
weaponry from early childhood, and as adolescents, they will go immediately
into battle. Females, on the other hand, take care of all the other necessities of
life—they hunt, fish, weave, make weapons, and run businesses. They also form
the clan’s governing body as the Council of Matrons. These women make the
decisions of when to go to war, and against whom. Generally, Gamorrean
women consider Gamorrean males, and males in general, to be of lower
intelligence and not to be trusted with decision making of any kind.
The campaigning season, or “war season” as it is sometimes called, begins in
early spring and runs through late autumn on Gamorr. During these months,
the males of the clans will wage war upon one another at the behest of their
matrons—attacking tribal homes and bringing back the spoils to please their
females. The males who are the most successful and valiant win the right to
choose any females they desire for mates. Those males who do not succeed are
often killed in battle, and this becomes the culture’s own form of natural
selection. Ordinarily, this practice might make for an imbalance in the ratio of
males to females in a society, but reliable population estimates conclude that
twenty males are born for every female Gamorrean.
Gamorreans take great pleasure
DESIGNATION in slaughter and brutality. It is for
Sentient this reason, as well as for their
HOMEWORLD brute strength, that they make
ideal mercenaries and bounty
Gamorr
hunters. They are so enthusiastic
about violence that they are even
willing to serve as slaves if it gives
them more opportunities to fight.
Although many Gamorreans
work as hired muscle for offworld
employers, there are two
stipulations that must be met
before they will agree to labor for
someone. First, the employer, or
the employer’s representative,
must fight them or one of their
peers; second, the contract must
then be signed in blood. Evidence
AVERAGE HEIGHT
of a typical Gamorrean’s service to
1.8 meters an employer was the presence of
PRONUNCIATION Gamorreans among the guard at
Gă-mōr’-rē-ăn Jabba the Hutt’s palace on
Tatooine during the Imperial era.
Having been sent by Jabba to secure Gamorreans to work for him, Han Solo
and Chewbacca found themselves faced with the possibility of personally
battling the Gamorreans. Fortunately, Solo and Chewbacca were traveling with
a group of Nikto already in Jabba’s employ, who were all too glad to serve as
Jabba’s champions. After some difficult and somewhat bloody negotiations, the
contract was signed.
Once these two conditions are met, the Gamorreans serve their employer
with unwavering loyalty, though they will retreat from foes who prove to be
more powerful than themselves. Showing fear or running as an act of self-
preservation is not considered cowardice against an indomitable foe—the
species considers such reactions natural. True cowardice, to a Gamorrean, is
shirking from a fight against an equal or subordinate. Gamorreans will usually
kill any fellow warrior who shows such a weakness.
When Gamorreans engage in combat, they prefer traditional weapons such
as swords, battle-axes, and heavy maces. The arg’garok, a traditional
Gamorrean war ax, is especially prized. This weapon is engineered for wielders
of extraordinary strength and low centers of gravity, and non-Gamorreans can
handle one only with great difficulty. Gamorreans have learned to use blasters
over the years, but high-tech ranged weapons are not implemented in the
battles on Gamorr, and are considered cowardly. Still, Gamorreans employed
as mercenaries often carry imported weapons and are well versed in their use,
frequently spending the credits that they earn to buy more technologically
advanced weaponry. However, the most advanced arms they might possess
would typically amount to a high-tech vibroblade or specialty heads for their
axes, such as ones containing ultrasonic generators. They do take up space
travel, though, and have even colonized another world known as Pzob. They
keep their ships simple, providing only the basic amenities for their crew, as
well as protective shields and heavy blasters and torpedoes that serve as a
means of self-defense.
While the Gamorrean people are not known for having a soft, sensitive side,
they do exhibit an unusual affection when it comes to their morrts. Morrts are
furry parasites that feed on blood and other biological materials. They attach
themselves to a Gamorrean’s body, and remain there for years at a time.
Gamorreans look upon morrts lovingly as pets, and prestigious Gamorreans are
often seen with twenty or more attached to their bodies at one time. They are
also loving with their children and mates, and signs of affection can vacillate
between a warm, tackling hug to a punch in the snout. In fact, knocking one’s
spouse unconscious is considered a prelude to mating, although if this is the
intention, the initiator makes sure to have smelling salts on his or her person.
With Gamorrean society organized into clans, loyalty to such groups and
their matrons is paramount. Even if they are contracted to a specific employer,
Gamorreans will maintain their family pride and loyalty to the point of picking
fights with those of other clans who serve the same employer. A wise boss will
hire only from one clan to prevent such infighting in the ranks. On Gamorr, the
clans have never united under a common banner of government, though they
do have regular meetings to discuss trade or threaten war. Because they lack a
unified political voice, their homeworld of Gamorr does not have
representation in the Galactic Federation of Free Alliances.

NOTABLE APPEARANCE
Episode VI: Return of the Jedi
Gands are beings believed to be of an insect genus that inhabit a world also
known as Gand, located in the Outer Rim near the Centrality. They are short
humanoids identified in part by their three-fingered hands and durable
exoskeleton. Because Gands refuse to be studied, their common physiological
traits largely remain a mystery to xenobiologists. Nearly a dozen different
physical varieties of the species have been recorded, however, through
encounters with them throughout the galaxy.
The planet Gand’s ecology is extremely inhospitable for other humanoid
species because of giant ammonia clouds that fill the atmosphere. To account
for this, all Gands have a very unique respiratory system, and most Gands do
not breathe at all. They exchange gases in their body by ingesting food and
passing waste gases through their powerful exoskeletons. There are some
Gands who breathe, but they only inhale ammonia, and when offplanet they
must wear a special suit with a breathing apparatus that supplies them with this
ammonia in specifically regulated amounts. Nonbreathing Gands do not require
such suits, but sometimes wear them anyway while traveling offworld to
maintain anonymity. Scientists do not know if the ammonia-breathing Gand
species is older than the nonbreathing variety and represents an evolutionary
adaptation, or if it is simply another coexisting species.
For most members of the Gand species, only a minimal amount of sleep is
required to function normally. As this is common throughout the Gand
varieties, scientists believe this may be a result of culture rather than breeding.
Some sociologists suppose that the trait is really due to the culture’s values, as
remaining awake and aware is a valuable skill to hunters and findsmen—one
that must be honed and learned throughout a lifetime.
The planet Gand’s most notable
DESIGNATION export is the skills of its findsmen.
Sentient Findsmen are religious hunters
HOMEWORLD who locate their prey by
interpreting omens sent to them in
Gand
the course of divine rituals. While
many offworlders disavow the
power of findsmen’s rituals, their
accuracy can be unsettling to the
casual observer. Some findsman
sects require that their pupils go
through chemical baths or genetic
tampering that cause knob-like
growths to appear on their
AVERAGE HEIGHT chitinous exoskeletons. Findsmen
1.6 meters use these four-to five-centimeter
PRONUNCIATION
PRONUNCIATION growths as weapons during hand-
Gănd to-hand combat.
Throughout the galaxy, findsmen
are hired as security advisers, bodyguards, bounty hunters, investigators, and,
on occasion, assassins. They can be identified by their use of the shockprod
staff, which appears as a normal staff ending in a V-shaped pair of electrically
charged prods. Findsmen who have achieved some level of accomplishment can
sometimes earn the right to carry rare Gand dischargers, which are staffs
capable of stunning or killing an opponent.
The Gand culture is complex. They are considered by most offworlders to
be the humblest of people because they are usually soft-spoken and polite. This
characteristic is a result of societal demands that an individual’s identity be
earned. They primarily refer to themselves in the third person; then, depending
on what status they’ve gained, Gands may or may not refer to themselves by
name. A Gand who has only reached the first level of status would refer to
him-or herself as simply Gand. Once a Gand has made a major accomplishment
in life, either at home or abroad, that individual may use the family name; only
when Gands have become masters of some skill or achieved high praise or
recognition may they finally use their first as well as their last name.
Even then, Gands very rarely refer to themselves in the first person. Only
those who have become janwuine—in other words, those who have been
judged to have accomplished the greatest feats of heroism or who have
completed extremely difficult tasks—may use self-identifying pronouns such as I
or me. Doing so presumes that they are so prominent, everyone knows their
name. Such an honor must be bestowed by the ruetsavii, a group of Gands who
travel the galaxy verifying the deeds of findsmen. Dispatched by the Elders of
Gand, the ruetsavii have achieved renown through their own actions and are
considered able to judge the deeds of others.
If Gands believe they have acted wrongly, they feel that such an action
reduces any accomplishments that they have made in their life. When this
happens, they use “name reduction” to show penitence. For example, Gands
who have previously earned the right to the family name might revert to the
use of Gand in order to gain the forgiveness of someone they have offended.
There have been very few Gands who have committed such unspeakable acts
that they leave the society entirely. When this happens, they must discard their
culture, and their culture discards them. After this, they may refer to
themselves in any way they wish. For some Gands, failing to achieve the status
of a findsman can cause them to abandon their culture.
While many Gands do leave their world, as findsmen or in disgrace, non-
Gands are seldom, if ever, welcomed on the planet Gand itself. Outsiders
usually get no closer than one of the orbiting space stations. If they are allowed
on the surface, they must remain in a specified area called the Alien Quarters,
centered in the spaceports. The very few who have been allowed into the
culture itself have done so under the sponsorship of janwuine or the ruetsavii.
A sponsored non-Gand would be accepted into society as hinwuine—a being of
standing. When the New Republic Gand pilot Ooryl Qrygg was granted
janwuine status, his fellow pilots were afforded a rare honor and invited to
Gand to mark the occasion, although it is unclear whether they were also made
hinwuine. Scientists made limited attempts to interview some of the hinwuine,
but so far, no requests for such dialogues have been granted. It may be that to
speak of their time on Gand would be considered a serious insult to their
hosts.

NOTABLE APPEARANCE
Episode V: The Empire Strikes Back
Geonosians are the only advanced life-form native to the barren, rock-laden
world of Geonosis, located only a parsec away from the famed desert world of
Tatooine in the Outer Rim. Geonosians are a winged, flying insectoid race
sporting elongated faces, multijointed limbs, and a hard, brown chitinous
exoskeleton that protects them from the radiation bombardment of a nearby
star that has rendered their world a red-tinted desert wasteland. One
subspecies of this group is wingless, and its members serve the flying species as
drone workers.
Like most insects, Geonosians begin life as eggs laid by a queen. Once a pupa
hatches, it is trained and acculturated to serve in its assigned role in society.
Within the warrior hives, for instance, soldier pupae grow to adult size quickly,
and are ready to fight by the age of six. Adult Geonosian warriors have vestigial
wings that enable them to hover for short intervals, while younger, lighter
warriors can fly greater distances and are used for scouting missions.
A ring of small metal-rich asteroids encircles their planet. These asteroids are
an enormous resource for raw materials used in the weapons manufacturing
process, an activity that has made the Geonosians infamous. The asteroid ring is
a mixed blessing, however, as it can also serve as an excellent cover for
corporate spies entering the world’s atmosphere, who are hidden by frequently
falling asteroids and meteor showers. In addition, a dense, high-altitude fog
enshrouds a large majority of the planet, creating almost night-like conditions
that can last for weeks. As a result of this, and of the barrage of radiation, many
of the creatures on the world are bioluminescent, and most—even the
Geonosians—remain underground despite their resistance to the
environmental conditions.
The Geonosian people were well known in the pre-Imperial era for their
construction of battle droids, ships, and weapons technology, the use of which
peaked during the Clone Wars. They first created battle droids for the Trade
Federation, then expanded their enterprise to supply a growing Separatist
movement led by Count Dooku. As such, except for those visiting on business,
Geonosis is not a popular world for tourists.
Geonosian society is divided into a class system that evolved over thousands
of years from the hive mentality of the species’ insect ancestors. It is separated
into two levels: the aristocrats and the warriors. Those who are flightless have
no caste at all, and are considered without any value save for their use in menial
labor. The workers run the manufacturing operations, and the warriors fight
and defend the interests of the aristocrats. Although the warriors are fighters,
they are not members of a standing army.
A subcaste of warrior pilots are
DESIGNATION trained to require no sleep. From
Sentient infancy, they are paired with a
HOMEWORLD specific flight computer with whom
they build a unique, integrated
Geonosis
rapport. And yet, while all of these
Planet TK warriors are well taught and
intelligent, they lack the ingenuity
found in many other sentient
species, and can be easily defeated
in battle by another group
possessing superior creativity and
AVERAGE HEIGHT
wits.
1.75 meters The aristocrats rule and
PRONUNCIATION command all the operations on
Gē-ō-nō’-sē-ăn Geonosis. These nobles feel it is
their right to govern while
thousands of workers labor to serve their every whim. It was the noble class
that envisioned and sparked the construction of the complex, organic
architectural realm in which they all live. Based on structures built by their
insect forebears in the wild, the Geonosians created refined, spire-like buildings
that are highly impressive to most outsiders. Geonosians reside within these
organic-looking structures in hive communities.
The worker drones, meanwhile, have almost no rights, and serve their
masters without question. Workers are genetically altered to serve in three
distinct subcastes in order to fill the many roles within the hive, namely those
of servants, laborers, and farmers.
The Geonosian civilization is a bloodthirsty one, enthusiastically encouraging
execution in gladiatorial arenas. Sociologists believe the harshness of
Geonosians’ environment, coupled with the rigid structure of their caste
system, led to this form of barbaric cultural development. They seem to find
brutality amusing, as thousands of Geonosians congregate in execution arenas
to watch condemned individuals die gruesome deaths in the teeth of fearsome
beasts or at the hands of other doomed prisoners.
The aristocracy thinks nothing of executing worker drones in the arena,
particularly if they prove problematic to the system. For most drones, doing
their work and living in their communal environment is all they can hope for.
Worker drones have no personal living space or possessions of their own, and
to conserve resources, the ruling class may order drones into suspended
animation or sleep stasis when their services are not required. Geonosian
workers of higher intelligence use gladiatorial combat as their one means to
move up in status and possibly escape their plight in the service of their
masters. Considered aberrations, warrior Geonosians enter the arena willingly.
There, they are often pitted in fatal games against additional Geonosians, other
sentient species, or savage creatures. If the worker wins a battle, or lives to see
another day, he or she is often granted life and exiled, but may find refuge at
the Galard Stables. Sometime a victorious Geonosian may even move up in
status, receiving acclaim and financial rewards.
Another role that workers can earn, even those who are flightless, is to
serve as a picador in the gladiatorial arena, using energy pikes to control and
goad vicious creatures into attacking combatants. They are also responsible for
removing any bodies that are not devoured. Either way, if they earn enough
prestige and wealth, they may be able to escape Geonosis entirely.
Even so, those Geonosians who can leave their world rarely do, because the
hive mentality is so strong. Those who depart often show a certain amount of
contempt for other species, and they cannot disconnect themselves from the
hive mentality. It is a culturewide sense of xenophobia that often leads them
into conflict with outsiders. Those Geonosians seen around the galaxy usually
work together in groups, and send home the fruits of their labors to their hives
on Geonosis.
While the Geonosians have accomplished masterful feats of engineering and
managed massive construction efforts, they appear to most observers to be
rather simple-minded. Many Geonosians were, in fact, easily absorbed into the
Killik hive mind during the Colony’s recent expansion across the galaxy.
Sociologists theorize, however, that this outcome, too, was a result of their
insect ancestry: much of the Geonosians’ collective intelligence is considered to
be held by the leadership of the hive, a mentality that is ingrained from infancy.

NOTABLE APPEARANCE
Episode II: Attack of the Clones
Givin are a humanoid species who have the appearance of animated skeletons
—and their frames are indeed located on the outsides of their bodies. Their
appendages are long, thin, and tubular, and they possess large, triangular eye
sockets and frowning mouths that often give the impression that they are in
pain. Their frames do not operate like those of standard humanoids, in that
they carry their arms out from their bodies in a manner that is reminiscent of a
marionette. They walk forward supporting themselves on strange, turned-out
feet.
This bizarre exoskeleton setup allows Givin to survive in a vacuum. The
impermeable outer bone plates of their skeleton form a type of organic vacuum
suit connected by flexible membranes that seal off all orifices and openings. In
order to use this evolutionary peculiarity, Givin must enter a state of
hibernation, requiring them to gorge on large quantities of nutritious foods in
advance. While sealed in their exoskeletons, Givin do not respire, instead
producing energy from stored fats. In addition, Givin have developed a means of
physiologically sensing barometric pressure, enabling them to accurately
anticipate certain tidal changes that necessitate their hibernation.
All of these natural defensive traits are tailored to the unpredictable nature
of the environment in which they were spawned. Sitting at the intersection of
the Rimma Trade Route and the Corellian Trade Spine, the planet Yag’Dhul has
three moons that orbit Yag’Dhul in fewer hours than the planet rotates, making
its months well over one hundred standard hours shorter than its days.
Moreover, the planet literally spins in the opposite direction of its moons, and
as a result the oceans and atmosphere shift from one end of the world to the
other, leaving parts of Yag’Dhul without atmosphere at seemingly unpredictable
periods.
Scientists marvel that a sentient species was even able to develop on such a
planet, but the Givin somehow managed to conquer these ecological challenges.
Their evolutionary ancestors’ first method of survival in such a habitat was to
remain mobile, so that when the tides and air rushed to the other end of the
world, they were carried with them. However, because the tides are so
unpredictable, it was difficult to create a conventional cycle of life for
reproduction, feeding, and the like. Also, temperature variations caused
difficulties, as an individual may be at the frigid pole one day, the equator the
next. Thus, the next step in evolution for their progenitors was a gradual
sealing of their bodies in a skeletal vacuum. Through these changes, and through
eventually learning to predict the alterations of their volatile world with a
complex system of mathematics, the Givin grew and thrived despite the odds.
All of Givin language, culture,
DESIGNATION and religion centers upon
Sentient mathematics, which is credited
HOMEWORLD
HOMEWORLD with their ultimate salvation. As
Yag’Dhul befitting a mathematical theocracy,
arithmetic is the main course of
study for young people, who
compete for entrance into
monasteries, hoping to numerically
solve the meaning and plan of life.
The Givin planetary governor is
selected through contests involving
the calculation of multidimensional
differentials. All political decisions
AVERAGE HEIGHT
are also made according to the
1.8 meters guidelines of null-modal probability,
PRONUNCIATION by ruling bodies known as the
Gĭ’-vĭn Body Calculus and the coalition of
Factors—although the respective
responsibilities of these bodies have not been disclosed to outsiders. Givin
religious practices are headed by extraordinarily gifted mathematicians who
serve as priests and lorekeepers. The advanced study of equations is a highly
devout pursuit, an attempt to reveal answers to the questions of life. With this
centrality of purpose, the Givin written languages are made up of thousands of
specially defined mathematical symbols. Arithmetic even extends to Givin
decorative arts, and is featured in wall treatments and body adornments.
The Givin are also adept shipbuilders, and their ability to survive in a vacuum
is very useful to such a business. They regard “soft” species who are not able to
stay alive in a vacuum as inferior, and are only comfortable associating with
Duros and Verpines—two other shipbuilding species. They cannot abide Mon
Calamari, even though they are some of the finest ship makers in the galaxy, as
the Mon Cal design technique is too organic and illogical to a Givin’s sense of
mathematical rigidity.
The ships that Givin construct are some of the most efficient and speedy in
the galaxy. In their vessels, made specifically for their own physiology, only the
sleeping quarters are pressurized, and the computers are used only for data
storage. They do not install navigational computation software in their
computers because the Givin calculate navigational vectors in their heads.
Givin reside in hermetically sealed cities that can withstand the violent and
capricious weather trends of their world. Givin priests, deep in the study of the
mathematical mysteries of their planet’s rotation, can now predict these
patterns with such accuracy so as to make their homes stable and peaceful. This
enables them to also mine the world’s natural resources, making them a
generally wealthy species with a stable economy. Givin run one of the galaxy’s
largest and most efficient shipping and transport businesses with their fast and
voluminous cargo vessels.
Givin traditionally greet one another with a simple quadratic equation.
However, they will often greet outsiders with different problems to test their
mathematical prowess. They do this because they generally do not trust
strangers, but those who can meet the challenge of their greeting are elevated
to the status of a peers with whom intelligent discourse can be shared. Givin
are uncomfortable around beings who show a lot of exposed flesh—primarily
because they cannot help but wonder why such individuals don’t seal
themselves from possible environmental hazards, such as a tidal deluge or the
vacuum of space.
Despite their xenophobic tendencies, the Givin are members of the Galactic
Alliance, seeing such membership as a statistical advantage to their people’s
economy and political well-being. The desire to maximize advantages has led
the Givin to switch alliances as variables changed, such as when they allied
themselves to the Separatists during the Clone War era, and to the New
Republic after. The planet of Yag’Dhul was also the site of at least one major
battle during the Yuuzhan Vong War. Presently, any ambassadors who work
with the Givin must undergo extensive education in mathematics in order to
negotiate with them, lest they find themselves at a considerable disadvantage.

NOTABLE APPEARANCE
Episode IV: A New Hope
Gotals are a tall humanoid species native to Antar 4, one of six moons that
orbit the gas giant known as Antar in the Prindaar system, located in the Inner
Rim. Gray-brown, coarse skin protects their faces from extreme temperatures,
and red-tinted eyes allow them to see shapes in pitch darkness. Flat noses
protrude only a centimeter or so from their faces, and they possess sharp
incisors for chewing meat. Shaggy gray fur also covers their bodies, but their
most notable trait is the two cone-shaped horns that crown their oblong heads.
The Gotals have long been a spacefaring race. Taking advantage of Antar 4’s
proximity to the surrounding worlds in its system, they had already colonized
four of the adjacent moons and mined a fifth before the Old Republic first
encountered them. They were one of the earliest species to join the Republic
around the formation of the Senate, even though they had no official
government. Politically, they were and are peaceful anarchists. Since they have a
special sensitivity to one another’s feelings and needs, they did not require
government or law, though some formal legal courts have been formed to
handle antisocial or criminal behavior from offworld visitors and the occasional
abnormal actions of one of their own.
Antar 4 is rich with minerals such as nickel, silicon, and iron, although the
majority of the moon is comprised of magnetite. Xenobiologists believe much
of Gotals’ unique sensory abilities are directly related to the magnetite, which,
when combined with the electromagnetic radiation from the stars Prindaar and
Antar, greatly influences most of the life on Antar 4.
More than 60 percent of Antar 4 is covered by water, with extreme tidal
variations caused by the moon’s unusual rotation. These tides prevent ice caps
from forming at the poles. Antar 4’s rotational access is nearly parallel to its
orbital plane, making variations in climate more severe. The night-and-day cycle
of the world is also erratic because of the reflective nature of the system’s star,
which further complicates temperatures around the moon. At times, the
entirety of the moon’s surface is bathed in light; at others, it is plunged into
complete darkness. For this reason, native species rely on senses other than
sight to survive.
While Gotals do have noses,
DESIGNATION eyes, and ears, their sight and
Sentient hearing are lacking in development,
HOMEWORLD and their sense of smell is
nonexistent. Because of this,
Antar 4
Gotals have evolved an
electromagnetic detection sense
emitted from their cones. These
cones provide the sensory
perception that individuals require
to locate food and perform other
tasks necessary for survival. Packed
with unique nerve endings and
receptor cells, the cones can
detect changes in magnetic fields,
as well as infrared emanations,
radio waves, neutrino
bombardment, and practically
every other form of energy
AVERAGE HEIGHT
emission. In addition, Gotals can
1.8 meters detect the Force, though to them
PRONUNCIATION it appears as an indistinct buzzing.
Gō’-tăl Electromagnetic emissions from
most offworld technology can
overwhelm their cone reception, however, so they will usually go out of their
way to avoid standard machinery such as droids. All Gotal ship and land
technology is based on chemical reactions that do not produce such emissions.
With their cones, Gotals can also sense another creature up to roughly ten
meters away. Perceiving the being’s electromagnetic aura, they can even
determine mood, awareness, health, and level of strength.
Due to this extrasensory perception, Gotals make excellent hunters. They
can sense their primary native prey, the equine species known as quivry, from
great distances, counting their numbers and determining their relative health or
weaknesses; at closer range Gotals can discern their mood, figuring out
whether the quivry are aware that they are being hunted.
Gotals also utilize their cones to interact with one another—by sensing
moods, thoughts, and desires, they avoid conflict and easily communicate their
own needs. Because they read others so well, they are known to be extremely
polite and sensitive, and will only speak aloud to convey abstract ideas—never
to express emotion. In fact, their spoken language has no words for emotion.
With the cones emanating their disposition, they do not require such linguistic
forms. They also possess no vocal inflection, so other species will mistakenly
perceive Gotals as nonemotional. These characteristics also cause some to
mistrust them, particularly since a Gotal’s involuntary communication cues
remain unreadable to most beings.
Gotals’ cone sensitivity enables them to function well as mates and parents.
They do not require mating rituals or courtship, and love at first sight is
extremely common for Gotals. When they mate it is usually for life, having
children almost immediately and taking great delight in the raising of progeny.
Controlling their extrasensory abilities is a skill learned through maturity.
Gotal children sense through their cones at birth, often causing them a great
deal of pain and confusion. Until around the age of twelve standard years, Gotal
children have difficulty filtering out nonessential information; the overwhelming
amount of “noise” often leaves them irritable and irrational. Unfortunately, they
are constantly distressed until they manage to learn to filter out unwanted
transmissions.
Gotals can be found throughout the galaxy in regions where there is a strong
nonhuman population. They often work as mercenaries, bounty hunters,
counselors, diplomats, negotiators, and social workers. They are also successful
in business and sales environments, though they have to work past their lack of
vocal inflection to impress clients. As gamblers they are formidable, and most
high-stakes games will not allow them at the table, although some professional
gamblers take it as a challenge to try to fool a Gotal. The Empire, however,
refused to employ their services because they too often sympathized with the
enemy.
As mentioned, Gotal sensitivity comes with a price. Being receptive to
electromagnetic emissions complicates their offworld existence. Droids, non-
Gotal ships, or even a simple machine can cause them pain or disorientation.
However, one inventive Gotal businessman named Alyn Rae recently developed
a chemical-based “cone sock” garment that covers a Gotal’s cones and filters
out EM emissions, allowing other transmissions to pass through. He developed
these garments with the assistance of several offworld scientists who could
better use the equipment necessary to design and construct them. These
preliminary cone socks are expensive, and usually only the most affluent Gotals
wear them. Even so, more and more Gotals have been seen sporting them in
galactic society—seeing the cost as a necessary sacrifice to make their lives
abroad a little more peaceful.

NOTABLE APPEARANCE
Episode IV: A New Hope
Hailing from the Kinyen system in the Expansion Region, the Gran are a tan-
skinned humanoid species with three eyestalks that hold large black eyes, and
small horns that rest at the back of their skulls. They have prominent jawbones
that jut out from beneath their eyestalks, giving them a particularly bovine
appearance. With their three eyes, Gran can discern more colors than most
humanoid species, including infrared wavelengths. As a result of their special
eyesight, they take pleasure in being visually stimulated and particularly enjoy
the visual arts, often decorating their architecture in bright, vibrant colors.
They also observe the emotions of their own species through subtle changes in
body heat and skin color. Some Gran suffer from a recessive genetic mutation
that affects their hands and feet. This mutation causes a Gran’s hands and feet
to be misshapen, with thicker fingers and toes than normal. Unfortunately, this
mutation, while not affecting the being’s manual dexterity, is often the cause of
social isolation for those who suffer from it. As a result, Gran with this
deformity will go to great lengths to disguise their hands in public, often
wearing bandages or gloves. Scientists on Gran are developing genetic therapies
to treat the mutation in the womb.
The Gran originally evolved from ungulate herbivores. They have two
stomachs, and they chew their food slowly to savor the flavor. For Gran, a meal
can take most of the day, and they may not need to eat for two or three days
afterward.
Gran eating habits are actually reflective of their patient and unassuming
nature, as they are generally serene, known for being peaceful and soft-spoken.
They rarely complain about situations, but usually adjust and maintain a positive
attitude. While nonviolent, they will fight to protect themselves and others, and
are effective in doing so.
As their overall demeanor would suggest, the Gran have been involved in
very few wars. The only battles they have ever truly fought have been against
the Dug natives on Malastare, after encountering that species during an attempt
at colonization. On their homeworld of Kinyen, there has not been such a
conflict in more than ten thousand standard years, and those minor clashes that
have been recorded were fought over matters of survival rather than emotional
disputes.
This peaceful sensibility and
DESIGNATION levelheaded agreeability is believed
Sentient by Gran scholars to be biological
HOMEWORLD as well as cultural. The Gran
people originated in the
Kinyen/Malastare
mountainous region of Kinyen,
where they were hunted by
dangerous highland predators.
Their natural means of survival was
to band together in herds. There
was safety in numbers, and for this
reason they would never leave one
another alone for any period of
time. The Gran learned to value
their companions and rely on one
another for security.
This trait has carried on through
AVERAGE HEIGHT
their development. Today, it is
1.6 meters rare to see a Gran without
PRONUNCIATION companionship, and if left alone, a
Grăn Gran will frequently go insane or
die of loneliness. When two Gran
mate, it is for life. If one member of a couple dies, the other generally follows
within a few days. Thus, when Gran leave Kinyen for trade, they will usually
travel in groups. A solitary Gran is most likely a criminal, for in their society,
the most severe punishment is exile. An educated space traveler will know to
stay away from a Gran who is alone, or dressed in black, as he or she is most
likely criminally insane. This insanity is normally caused by loneliness, and such
individuals will avoid bright colors as too reminiscent of home.
An agreeable and characteristically happy species, Gran love to chat and to
meet new people. Once embroiled in conversation, it is somewhat difficult to
get certain Gran to stop talking. They love to learn about other peoples, and
will ask many questions, almost to the point of creating annoyance. Gran are
also accused by many nonpacifistic beings as being “preachy” on the topic of
pacifism.
Gran society is socialist in structure, with the needs of the individual put
aside in favor of the populace as a whole. To keep Gran society on an even
keel, every Gran is trained for a specific job that best suits his or her talents
within the guidelines of a rigid career quota system. While many species,
including humans, would be uncomfortable in such a system, the Gran see this
as a fully logical way for natural-born herders to survive and thrive. There is no
question as to each individual’s role, with everyone from the machine worker
to the farmer contributing to the greater good while politicians efficiently
distribute the wealth and technology throughout their world using quotas and
rationing. Political debate is rare, and when it occurs is painstakingly slow, with
each point pondered with intense care, so that any decision made harms as few
people as possible.
When the Gran first encountered the Old Republic, contact with the outside
galaxy threw their society into upheaval. As many Gran left Kinyen to colonize
other worlds, including Hok and Malastare, great gaps opened in the delicately
balanced society. For this reason, Gran politicians then refused to allow anyone
to depart the planet without permission, and forbade offworlders from visiting
Kinyen’s civilized centers. The Gran soon constructed quarters for outsiders in
their cities, and made moving offplanet illegal, although records indicate that
there were a few rare Gran Jedi during this period, and that the Gran did
represent themselves in the Galactic Senate. The Old Republic accommodated
this isolationist stance to enable Gran society to adapt to the extreme changes
it was facing. As they adjusted, the Gran reopened contact with the Republic,
just in time for it to fall under the control of the Emperor, at which time—for
their own protection—they retreated to their homeworld once again. But they
didn’t remain safe from the Empire for long. After Imperial bombers leveled a
Gran city, the population caved to their will, and around this time many Gran
also began to leave Kinyen by choice.
After the Empire fell, the New Republic reinitiated contact with the Gran,
and their society has opened up once more. The Gran now trade the fruits of
their fertile world throughout the galaxy, primarily those of produce and
livestock. As a people they have had few technological achievements that they
can call their own—they import all their technology from offworld sources.
Gran are commonly seen about the galaxy traveling in tour groups and as
merchants, often running companies with more of their own kind for
companionship.

NOTABLE APPEARANCE
Episode VI: Return of the Jedi
Gundarks are large, bipedal furry primates with large ears and four arms. They
have opposable digits on their hands and are extremely strong—able to rip
healthy hundred-year-old trees out of the ground. All subspecies of gundarks
sport either brown or gray fur, though their young are usually black, gradually
changing color with age. Gundarks have keen eyesight and hearing, but their
sense of smell is especially powerful. Adult gundarks can detect an intruder up
to a hundred meters away, allowing them to get ready to attack while the
adversary moves into range.
These creatures can be found throughout the galaxy on worlds that are
generally temperate. They prefer warm climates, building their nests in
hollowed-out trees or caves. Scientists have only speculated as to how this
species managed to populate so many worlds, but, as with banthas, they believe
traders and other space travelers transported gundarks to different systems.
Unlike banthas, which were used
DESIGNATION for farming and pack labor,
Nonsentient/ semi-sentient gundarks were most likely
HOMEWORLD transferred from system to system
Vanqor for sport—game hunting or
gundark fighting, the latter having
been banned for years in many
systems. Others were taken as
slaves because they are easily
trained, and still others were
moved to be protected from these
slavers by Old Republic agents.
Even though hunting or capturing
gundarks was illegal during both
AVERAGE HEIGHT the Old Republic era and the
1.8 meters current rule of the Galactic
PRONUNCIATION Federation of Free Alliances,
Gŭn’-därk gundarks are frequently sold by
black-market operatives to
underworld gladiatorial game
promoters throughout the outer fringes of the galaxy. In such games, gundarks
are the favored champions, even against such famous adversaries as the rancor,
trompa, or krayt dragon, taking on their opponents with their bare hands.
Gundarks often ambush their challengers, hiding until they are in range, then
leaping out to grapple them and crush their windpipes. When battling larger
opponents, they can crush leg and arm bones with a single squeeze. The most
popular bouts are those in which gundarks are blindfolded and can take
advantage of their extremely powerful sense of smell. Gundarks are costly in
terms of upkeep, however, requiring special security measures, including force
pikes and guards, to keep them contained. For this reason, unless significantly
wealthy, a promoter will usually have only one gundark featured in his or her
cast of combatants.
Gundarks are known to have very short tempers and to attack without
provocation. They are omnivorous, and while it is unclear as to whether they
have achieved full sentience or not, they do display enough intelligence to use
items such as rocks as simple tools for cracking open nuts and hard fruits. In
their natural settings, they live in family groupings of ten or more, creating
homes in hollowed-out trees or caves. Several families may cluster together
into a tribal-like society, working mutually for their common interests. Their
lives center on the gathering of food for their community, and there are
definite hierarchical roles within a gundark society. Females fulfill the role of
hunter-gatherers, and take on the training of young gundarks not old enough to
venture away from the tribe, while the males are the home protectors—
attacking any creature coming within scent distance of the nest. This they do
with great ferocity. Female gundarks normally hunt in packs, and have been
known to mistake sentient beings for food.
Like most primates, Gundarks are born one at a time. At birth, they have
only two arms and small ears. Parents will roughhouse with their young to
teach them how to protect themselves even while they play. During puberty,
youthful gundarks sprout two additional arms, their ears grow to match the
width of their heads, and their strength reaches its maximum potential—thus
the phrase strong enough to pull the ears off a gundark. These adolescent
gundarks know instinctively that too many offspring can threaten a family’s food
supply, so sibling rivalry is often fierce. By the age of five, some young gundarks
are forced out of their homes and set off to find a new one, frequently battling
their way into another tribe. This tradition keeps tribe populations at a
manageable number and allows for genetic diversity.
Among the subspecies of gundarks are the aquatic gundarks of Yavin 4, which
possess four eyes, enabling them to see both above and below the water. This
medium-sized creature exists by feeding on smaller animals, such as runyips and
whisper birds. Otherwise, there is little difference between common and
aquatic gundarks.
However, there is the Burskan gundark, a rather strange specimen when
compared with the others. Docile creatures, Burskan gundarks have been
observed to simply lie around in a lazy torpor, which is more pronounced
during warmer weather. In fact, it is difficult to get Burskan gundarks to notice
anything, although when sufficiently provoked they are as fierce as their more
populous cousins. The odd behavior of Burskan gundarks has two other striking
examples. Burskan gundarks form unusual attachments to soft items, such as
cloth made of silk or fur. They will hoard such things and have been observed
to fight in order to keep them. Also, Burskan gundarks are particularly sensitive
to odors emitted by rotting plant matter. While this is not a problem on
Burska’s open tundra, it has provoked stampedes among certain gundarks in
captivity. Fortunately for these creatures, their peculiar behavior makes them
unprofitable for trade on the black market and useless for illegal service as
gladiatorial animals.
There is another species referred to as a gundark—the “long-necked
gundarks” of Kharzet III. These creatures are not true gundarks, however, as
they are quadrupeds with long, prehensile necks. This species gained its name
from a xenobiologist who compared the violent temperament of these
creatures to that of gundarks in his notes. Sadly, he died before his notes could
be adapted and a proper name given to them, and for this reason the name
stuck, falling into common usage.

NOTABLE MENTION
Episode V: The Empire Strikes Back
The Gungans of Naboo, a planet in the Mid Rim, are bipedal amphibians who
live primarily in cities beneath Naboo’s great bodies of water. They are tall and
thin, with long, expressive ears, a bill-like mouth, and webbed fingers and toes.
Their skeletal frame is made of cartilage, making them more flexible for
underwater movement. When swimming, their nostrils seal, nictitating
membranes cover their eyes, and their eyestalks partially retract into their
skulls, making underwater travel very easy for them. They also have tough skin
on and around their heads, enabling them to burrow through sand and gravel
with little difficulty. Compound lungs permit Gungans to breathe both air and
water, and powerful legs allow them to swim very quickly. A significant number
of Gungans have haillu—two long earlobes that reveal emotional states such as
friendship, aggression, and fear.
This species is omnivorous, although they have large teeth for cracking open
shellfish, a staple of their diet. They also consume creatures known as gumbols
from the trees surrounding their homes and mollusks from nearby marshes and
lakes.
In fact, Gungan culture centers on their environment and the other living
things that populate it. They are particularly linked to the creatures known as
kaadu, which are used as battle mounts for their Grand Army. Similar to
Tusken Raiders and their banthas, Gungans believe that the kaadu are joined
with them in a way that no other creatures are—they will treat them as family
and mourn them in a similar fashion when they are lost. The Gungan people
domesticated the kaadu thousands of years ago, and when Gungans migrated to
their underwater cities, they brought the kaadu with them. They are the
mainstay of the Gungan militias, or militiagung, and entire schools are devoted
to teaching Gungans to ride and live in harmony with these creatures, since it is
considered essential for growth.
In battle, the Gungans who ride kaadu wield the heaviest authority, and
records show that they are the most effective leaders. Kaadu are given to
Gungan officers with great ceremony, and officers never abandon their steeds
unless they die or they are retired due to age. In a like manner, kaadu will never
desert their owners, feeling a profound love and loyalty.
Gungan society and government
DESIGNATION have been built upon treaties made
Sentient by the many different settlements
HOMEWORLD and clans. Gungan life is governed
by the rules and decisions set
Naboo
down by the High Council, which
is led by an elected “Boss.” While
the members of the clans exhibit
different outward biological
features, they remain the same in
terms of their inner physiology.
The two primary tribal races
within Gungan society are the
Otolla, which are the most
numerous, and the Ankura, a race
that does not have long ears,
eyestalks, or bills. Scientists believe
that while these two different
AVERAGE HEIGHT
races share common ancestry, the
1.9 meters Ankura have lived on land longer
PRONUNCIATION than the Otolla, and have
Gŭn’-găn therefore evolved to look more
like a land-based form. The basic
Gungan family unit consists of two parents and children. Children hatch in
“water cradles” in tadpole forms, although they develop arms and legs within a
month of birth.
Nearly one hundred standard years before the Battle of Yavin, the Gungans
fought off unknown invaders on their world, assembling the first Grand Army
by uniting all Gungan cities and communities. After throwing off the invaders,
Gungans maintained the army as a means of defending against any foe, including
their world’s ever-present sea monsters. Made up of the combined might of the
militiagung, the Grand Army wears leather and metal headgear and marginal
body army with small circular shields; the main weapons used are plasmic
energy balls. Gungan generals and officers transmit their orders via horns, wild
gestures, and piercing whistles. Still, Naboo is normally a fairly peaceful world.
Thus the army is more a matter of tradition than need.
Gungans are not very tolerant of those who threaten the peace of their
home, and their sentencing for criminals is often severe. Minor crimes, such as
vandalism, are given a sentence of exile or caning, even stoning. Once Gungans
have been cast out, it may be difficult for them to return to society, and even if
they do, they may find that massive peer pressure will make life quite
uncomfortable until their past offenses have faded from memory.
Despite this harsh code of law, Gungans are generally a happy and gregarious
people who love company and the sharing of stories. Around one another they
speak their native language of Gunganese, but with outsiders they will combine
their language with Basic to form a pidgin language that is usually
understandable to speakers of Basic. They do welcome visitors with kindness,
but are typically suspicious and quiet until the outsider earns their respect.
The Gungans are a simple but proud people who bristle at any attempt to
conquer them. They are technologically advanced, although they prefer to live
simply, with as little interference from machinery as possible. They use
deflector shield technology to maintain bubble domes over their underwater
cities, and utilize biotechnology, growing rather than building their underwater
ships, force fields, and weapons. They take great care to preserve their
environment and use natural resources sparingly.
Other than advances in biotechnology, Gungans live pretty much as they did
thousands of years ago. They dwell in relative peace alongside the human
inhabitants of Naboo, although relations between the species have not always
been on the best of terms. Due to cultural differences, Gungans are suspicious
of their Naboo neighbors, probably because the average Gungan has never met
a human personally. However, historical records contain no references to
armed conflict between the Gungans and humans, so it is believed that the
estrangement stemmed from an inability to communicate rather than hostilities
between the two groups. Prior to the fall of the Old Republic, Gungans had
started designing space vessels, but they ceased all such development when the
Empire threatened their home. It is believed that the Gungans retreated deeper
into the swamps following the rise of the Empire, once again isolating
themselves from the human population of Naboo. During the Old Republic era,
they were represented in the Galactic Senate by Padmé Amidala, following her
successful peace negotiations between the Gungans and the human peoples
while Queen of Naboo. Since then, however, traffic to and from the Naboo
system has grown more rare, although the sector was represented in the New
Republic Senate by first a human and then a Gungan Senator.

NOTABLE APPEARANCE
Episode I: The Phantom Menace
The H’nemthe, from an Outer Rim planet of the same name, are a bipedal
reptilian species with skin varying in tone from pink to blue-gray, double rows
of cheekbones, gently curved noses, four small horns (or conelets) on their
skulls, and three fingers on each hand. They are omnivores, feeding primarily on
fruits and vegetables, with the occasional meal that includes wild game.
H’nemthe are highly efficient hunters. Their conelets can sense heat
differences in their environment, and emotional variances in other creatures.
For this reason, scientists have speculated that their conelets serve a similar
purpose to those of the Gotal. The two species are unrelated biologically, but
both come from worlds where lunar orbits cause extreme weather patterns.
The planet H’nemthe has three moons, generating a collective gravitational
force that creates tremendous weather fluctuations on the world’s surface. As
with the Gotal, these cones help H’nemthe locate food and analyze their
surrounding environment not only during such inclement weather, but also in
the darkness.
H’nemthe society is very structured, and is based on the fulfillment of
spiritual awareness through the creation of life and the act of searching for true
love. The population breakdown makes finding true love quite difficult,
however. Like the Gamorreans, there are about twenty H’nemthe males for
every female, although the reasons for this population anomaly among the
H’nemthe is currently unknown. Xenobiologists have suggested that this may
be due to a genetic defect, but because of the closed society on H’nemthe,
research on this subject has not yet been thoroughly conducted. Unlike the
emotionally unsophisticated and comparatively brutish Gamorreans, though, the
timid H’nemthe males spend most of their adult lives seeking out a devoted
mate. Although a majority do not locate their one true love, H’nemthe males
take some comfort in the belief that death is the culmination of life, and that
their deaths create a path for their offspring.
Along with the population disparity, the lack of love is an unfortunate result
of the traditional H’nemthe mating ritual. H’nemthe males are extremely
selective in choosing a mate, and after mating, the female disembowels the male
with her razor-sharp tongue. Because it is fatal for the male, mating is
infrequent, and is only done in cases of true love. While some may consider this
calamitous, a H’nemthe male considers the ritual the culmination of spiritual
fulfillment, as he goes on to the netherworld to guide his coming child. The
woman is fulfilled in that she brings a new life into the world.
Due to their low numbers,
DESIGNATION females are strongly protected by
Sentient H’nemthe law. Virgin females are
HOMEWORLD rarely, if ever, allowed to leave the
planet and do not venture out
H’nemthe
often unless given leave by their
mothers to seek a mate. It is only
after mating that female H’nemthe
will travel offworld. Females are
also not allowed to eat anything
but vegetables and fruits, to ensure
they do not taste flesh until they
savor that of their mate. Although
their limited exposure to the
AVERAGE HEIGHT
outside world leaves many
1.7 meters H’nemthe females naïve about the
PRONUNCIATION galaxy at large, they are well
Hĕ-nĕm’-thē educated in many subjects
important to their people. Thus,
most H’nemthe encountered offplanet are male, although they are almost
assuredly not seeking glory or adventure. Males who are unable to find a mate
or are repeatedly rejected by their chosen beloveds sometimes simply take to
the stars as wanderers.
One of the more well-known H’nemthe is M’iiyoom Onith, a female virgin
H’nemthe who was allowed to leave her homeworld as an experiment to see
how well the females of their species would fair in finding a mate outside their
native culture. Through most of her trip, M’iiyoom was accompanied by a
chaperone, but she and her chaperone were accidentally separated when
M’iiyoom entered the wrong ship during a layover at a transfer station.
Whether she did this purposely or accidentally is unknown, but her final
destination was Tatooine where she encountered a Gotal named Feltipern
Trevagg, with whom she fell madly in love. Authorities later found Trevagg
disemboweled from the H’nemthe mating ritual, but could find no trace of the
young female H’nemthe. She later returned to her homeworld, and as she is the
first of her kind to attempt mating with a non-H’nemthe, she attained some
notoriety. As her mating with Trevagg resulted in no progeny (they were, after
all, genetically incompatible) she is now free to travel offworld as often as she
likes, though she prefers to remain home doing speaking engagements.
Befitting a culture that places a premium on true love, the H’nemthe are an
extremely artistic and passionate people. Their poetry and literary writings are
some of the most profound in the galaxy, and are displayed in a written
language that is composed of one contiguous line of flowing letters to form
words. A cornerstone of H’nemthe literary tradition is the form of epic poem
written by lovers to each other before they have mated. Detailing a pair’s
courtship and the depths of their feelings for each other, these poems are often
read publicly in grand recitals after the mating ritual, as a tribute to the couple,
and particularly to the late male partner. The poems are collected and
reproduced in fine calligraphy.
Music is also highly valued in H’nemthe society, and skills in calligraphy and
music, along with storytelling, are prized abilities. Females are expected to be
personally accomplished in the arts. In addition, they study H’nemthe history
and political science to prepare themselves to be the leaders of their world.
The H’nemthe spoken language, however, consists of squeaks, squeals, and
other noises that—unlike their written language and music—are considered
displeasing by most other species.
The government of H’nemthe is also fervent and optimistic, being a direct
democracy. In this society, all voices are important and must be heard.
Although males are the majority of the H’nemthe population, they tend to elect
females as leaders of their local governments, particularly because if a male finds
a mate, he will not live long enough to fulfill his duties. All of the local
governments select representatives to a world Senate, where matters of global
importance are decided by a majority vote.
The H’nemthe are a self-sufficient people, rarely trading with outsiders for
offworld goods save technology and ships. On occasion, H’nemthe artists
accept commissions for their calligraphy and musical compositions, but these
requests are seldom agreed to, as works of art are considered highly personal.
Their world’s ecology makes it difficult for them to trade anything except
minerals, which the males take from mines beneath the planet’s surface.
H’nemthe gets few visitors, though the Galactic Alliance has made overtures to
the female leadership in attempts to begin trade negotiations with this
passionate and idealistic people.

NOTABLE APPEARANCE
Episode IV: A New Hope
Humans are the most populous species in the known galaxy. They are also one
of the most adaptable, resilient, and diverse in physical appearance. With two
legs ending in feet, and two arms featuring five-fingered hands, humans are
extremely dexterous and able to perform a great range of complex tasks. Most
humans have hair on their heads, which usually varies from dark brown to
white or silver, and males often have facial hair, although a majority of them
choose to remove it, or sculpt it through selective removal. Their pliable skin
ranges in color from pasty white to deep, dark brown, and humans’ eyes are
also known to appear in a multitude of colors, from the lightest of blues to the
darkest of browns. They inhabit all walks of life in galactic society, and have
colonized thousands of worlds. Most sociologists feel that their intelligence and
adaptability to new situations have allowed humans to become the most
successful, and politically powerful species in the galaxy.
Being mammals, humans bear their children live from the womb, and they
normally raise them in private home groupings. Multiple births are not unheard
of, though it is uncommon for a female to bear more than two at a time.
Among multiple births, some are genetically identical (from one ovum splitting)
or fraternal (from two separate fertilized ova). Humans can typically live up to a
hundred twenty standard years, though there have been isolated reports of
human Jedi living as many as two hundred.
Some humans are notable due to their unique cultures. One of the most
famous and numerous of human societies is that of Corellian, whose people
inhabit the Corellian star system. Twenty-five millennia before the Battle of
Yavin, the mysterious species known as the Rakata introduced Corellians to
hyperdrive technology, and they quickly created their own more efficient and
effective version of it. From that point on, they were traveling the space lanes,
trading with other species, and leading the way in starship development. They
are recognized for their skills as pilots and engineers—a point of pride to their
people—and their talents as military strategists are renowned. Culturally,
Corellians are born risk-takers and adventurers—their impulsive and
sometimes unpredictable actions often setting them apart from other human
civilizations in the galaxy.
Another unique group of humans are the Mandalorians, who adopted the
war-like culture of the ancient Taung species. The Taung were a ruthless, near-
human gray-skinned species that originated on Coruscant and ultimately
relocated to Mandalore, renaming both the planet and themselves for their
supreme ruler, Mandalore the First. Mandalorians obeyed the commands of
their militaristic superiors without question, and this cultural tradition of
combat was carried on when they united with other species, including humans,
to fight their legendary battles. Over time, the original species became extinct,
and although the term Mandalorian refers more to a culture and a mind-set than
to a specific species, the majority of remaining Mandalorians were in fact
humans. The genetic code of one such warrior was used to create the clone-
trooper-based Grand Army of the Republic that later evolved into the army of
the Empire. It is believed that, based on the reports of Captain Han Solo, the
famed bounty hunter Boba Fett recently reorganized the Mandalorian warrior
army in the shadow of the Yuuzhan Vong invasion, and that it was successful in
liberating more than one world from the brutal aggressors.
The Lorrdian culture is also
DESIGNATION worth noting, as it is a group
Sentient thought by some sociologists to be
HOMEWORLD near human, though the genetic
code has not been altered by
Unknown (believed to be Coruscant)
environmental concerns. The
Lorrdians were once slaves to a
people called the Argazdans, who
forbade all Lorrdians to
communicate with one another.
To counter this, Lorrdians devised
a type of sign language consisting
of subtle hand gestures, postures,
and facial tics and expressions.
AVERAGE HEIGHT They also taught themselves to
1.75 meters read the body language of others.
PRONUNCIATION This form of interaction, known as
kinetic communication, led to a
Hū’-măn
new way of life, helping the
Lorrdians overthrow their masters
through the formation and coordination of a guerrilla force. Lorrdians today are
so adept at reading body language that they can tell a person’s mood and
intentions within just a few seconds of observation. With more time to study a
subject, Lorrdians can identify cultural background, homeworld, occupation, and
class. They are also famous for being the best vocal and physical mimics, using
their perceptive powers to imitate almost any beings’ voice or mannerism,
within the restrictions of their physical ability.
As humans are the most numerous species galaxywide, they have, perhaps
unfairly, become the standard by which other species are defined. For instance,
if a species is known to be “humanoid,” this is not because its members are
human, but because they bear specific traits that are similar to humans—
namely, the number of appendages and the practice of walking upright. Also,
being a generally successful species, humans have spawned several related
subspecies referred to as near humans. Near humans are individuals who are
nearly genetically identical to humans, but whose inherent makeup has changed
in varying degrees due to environmental influences, evolution, or other factors.
Humans and near humans can interbreed with very few exceptions.
The Firrerreos, meanwhile, are one of the rarest near-human species in the
known galaxy; it is believed that only a few thousand of them still exist.
Firrerreos possess multicolored hair that they wear long, and their eyes have
nictitating membranes that protect them against intense bursts of light as well
as flying debris. This human subspecies is also able to heal quickly. Firrerreos
were nearly wiped out by Hethrir, one of their own who was a pupil to Darth
Vader. The surviving Firrerreo people were relocated on Belderone and
Kinooine, though the former planet was subsequently conquered by the
Yuuzhan Vong and the subspecies has fallen into near extinction.
Two other near-human species of import are the Mirialans of Mirial, and the
Kiffar, who are native to Kiffu and Kiffex in the Azurbani system. While having
notable differences, what makes these two species stand out are their tattoo
markings, which hold significance in both cultures. The complex culture of the
olive-skinned Mirialans includes religious beliefs based on an ancient
understanding of the Force. A Mirialan’s tattoos signify that individual’s
importance to the future of the universe. The Kiffar, meanwhile, have tattoos
that signify their family heritage, specifically that of their mothers. The Kiffar
believe it is the mother who gives life, and therefore the power of the Force
flows through her to her children.
Humans have been traveling and colonizing the galaxy for eons. Their
cultures and physical appearances are as varied and unique as all the planetary
systems they inhabit. Even with all the attempts of different peoples to invade
and conquer the galaxy and all the species in it, humans have managed to
survive, adapt, and defend their way of life. And it seems as if humans will be in
the center of galactic life for millennia to come.

NOTABLE APPEARANCE
Episode IV: A New Hope
Hutts are large amphibious gastropods that presently inhabit the world of Nal
Hutta in the Y’Toub system, the center of an area of the galaxy known as Hutt
space. They have thick bodies with a long muscular tails and small arms that
protrude from their upper torsos.
Physiologically, the Hutts are an anomaly, sharing traits from a variety of
species. Like sea mammals, their nostrils can close, with their large lungs
enabling them to stay underwater for hours at a time. Like worms, they are
hermaphrodites, possessing both male and female reproductive organs. Like
marsupial mammals, they bear their young one at a time, and nourish them in a
brood pouch during their earlier stages of development.
Despite all these varied qualities, scientists generally classify Hutts as
gastropods because of the way they move, slithering around like giant slugs.
They have no skeleton to speak of, merely an internal mantle that supports
their bodies and shapes their heads. Their mouths open so wide that they can
swallow just about any small creatures whole, allowing them to frequently
indulge their taste for live snacks. Hutts also possess extremely tough skin that
protects them against heat and chemical burns, with their mucus and sweat
making their skin surface very slippery while also keeping their bodies moist.
Though hermaphroditic, the average Hutt possesses a notably healthy sexual
appetite, even for members of other species. In fact, some Hutts have been
known to assume male or female gender roles and pursue bi-gender
relationships, a behavior that sociologists attribute to societal contamination
from contact with bi-gendered species. Medical specialists disagree, deeming
the alternate lifestyle a product of nature that certain Hutts simply cannot
deny, given their ability to select their own genders. Whatever the reason
might be, many “normal” Hutts consider this behavior a perversion, and scorn
those who choose gender roles, sometimes to the point of enacting violence
and murder upon them.
Hutts are among the longest-
DESIGNATION lived species in the galaxy, with a
Sentient maximum life span of roughly one
HOMEWORLD thousand standard years. During
such a lifetime, they can grow in
Nal Hutta (by way of Varl)
size to more than fifteen hundred
kilograms, and because they are so
long-lived, Hutts rarely reproduce.
When they do, many Hutts assume
female roles in order to bear
young. Infant Hutts are blind and
extremely small, and they will
move to a parent’s pouch, where
they remain for around fifty years.
When they finally leave the pouch,
they have matured to an
intellectual level comparable to
that of a typical ten-year-old
human. As they move toward
adulthood, they gain in corpulence,
a trait considered a sign of power
and prestige.
AVERAGE LENGTH
Hutt culture is essentially
3 meters egocentric. They consider
PRONUNCIATION themselves the center of the
Hŭt galaxy, and on the worlds they
control are likened unto gods. A
Hutt’s success in life is comparable only to its ego, and a Hutt’s ego can be
tremendous. They are experts at manipulating others and getting them to do
their bidding.
Before inhabiting Nal Hutta, the Hutts evolved on a planet known as Varl, a
temperate forest world with two suns that the species worshipped as gods. In
Hutt religious beliefs, one of the sun gods, Evona, was pulled into a black hole.
When this happened, the other planets in the system collided and crushed each
other into numerous asteroids that bombarded the planet Varl. The second sun
god, named Ardos, collapsed itself into a white dwarf out of grief over losing its
mate.
Hutts believe that they had actually become greater than the gods they once
worshipped as a result of their surviving the destruction of their original
system. There is no absolute scientific substantiation for the Hutts’ religious
tale, however, and most scientists tend to believe another version that is told
by spacers and traders throughout the galaxy. This story indicates that the
Hutts destroyed their own planet in a civil war, the likes of which had not been
witnessed anywhere in the known galaxy.
Nal Hutta is ruled by a council containing the eldest members of the so-
called Clans of the Ancients. These clans are families that can trace their
ancestry back to their days on Varl. The means by which the council makes
decisions is a mystery, in that the Hutts will not allow outsiders to observe the
governmental proceedings. Hutts all over the galaxy—even those on the
farthest outskirts—abide by the decisions of this council.
For Hutts, blood is always thicker than slime. A Hutt’s clan is paramount,
particularly one’s kajidic, or criminal family, and most decisions are based upon
how they will affect the prosperity and the position of one’s clan. Vast ancestral
fortunes, passed on from generation to generation, have resulted in Hutt clans
controlling some of the richest holdings in the galaxy. Rivalries among kajidics
are widespread and often dangerous to those involved. Assassination as a
means of achieving an end is commonplace, and although it is unforgivable (but
not unheard of) for a Hutt to kill another Hutt, they would think nothing of
executing an underling.
The Hutts, in general, are not builders, manufacturers, or inventors. They are
entrepreneurs, constantly connecting someone who needs something with
someone else who can fulfill that need. More often than not, Hutts head up
giant criminal empires that are secretive and vast, and a majority of the major
illegal transactions made in the galactic business world likely have a Hutt
connected to them in one way or another. Galaxywide, most illegal activities
have a Hutt at their source, whether it be the spice trade, smuggling, gambling,
or slavery.
The one area in which Hutts excel and seem to take particular pride is their
aptitude for slavery. Befitting their oversized egos and substantial appetites,
Hutts will trade beings as easily and with as little afterthought as they would
exchange nerf hides. During the Clone Wars era, Hutts controlled all the slave
trade on Tatooine and Ryloth. The Hutt penchant for subjugating other species
has its roots in Hutt history, starting with their enslavement of the
Klatooinians, Vodrans, and Nikto through unfair trade agreements.
At the end of the New Republic era, the Yuuzhan Vong destroyed Nal Hutta,
forcing the Hutts to seek a new homeworld. Because several Hutts such as
Jabba, Gardulla, and Decca had established bases on Tatooine over the years, it
was chosen as their new primary home planet.

NOTABLE APPEARANCE
Episode VI: Return of the Jedi
The Iktotchi are a humanoid species native to the Expansion Region world of
Iktotchon and its neighboring moon, Iktotch. Members of this tall species
possess large horns that curve downward from their hairless skulls, and rough,
tanned skin that protects them from the fierce winds of their homeworld. Male
Iktotchi have bigger horns than the females; these are believed to be a leftover
trait from their near-complete evolution from a species of mountain-dwelling
quadrupeds, as there is little other biological evidence to suggest such a genetic
heritage. An Iktotchi’s horns are particularly hard and durable, although it is
possible that they can be broken and subsequently regrown.
Beyond their horns, the most notable feature of the Iktotchi that is not
related to their appearance is their incredible gift of clairvoyance, typically
manifested through dreams and visions. When the Iktotchi first encountered
representatives from the Old Republic, the scouts were astounded to see, from
the planet’s atmosphere, the seal of the Republic carved quite clearly into a
mountain plateau. The Iktotchi were, apparently, prepared for the scouts’
arrival long in advance, having seen the event in dreams and precognitive
visions. In fact, the Iktotchi were doubly excited to meet the representatives
because, dating back generations, the horned species had legends of a time
when they would join a great galactic civilization that “spanned the stars.”
Although both male and female Iktotchi share the gift of clairvoyance, most
have no control over when they receive these visions, and the responsibility
assumed in becoming a trained Seer is great. It is only after deep consideration
and consultation with elder Seers that Iktotchi will elect to train as Seers
themselves, and it is not uncommon for them to withdraw from the training
once it has begun. Starting as young adults, Seers will spend years in meditative
practice perfecting their control, to the point that they can enter a trance and
summon insight into the future at will. Trained Seers do not do this lightly—
Iktotchi feel, just as the Jedi do, that the future is always in motion and can be
affected by current events and actions. Although Iktotchi will prepare for
events seen in a vision, any efforts to fix a particular future, ensure a certain
outcome, or, worse, personally profit from it are strongly prohibited in Iktotchi
culture.
Overall, the Iktotchi are a quiet,
DESIGNATION sensitive people who hide their
Sentient intense emotions behind a
HOMEWORLD detached or dispassionate
expression of stoicism. They are
Iktotchon
respectful of other beings and
cultures, but they have difficulty
forming close relationships with
them, although they have been
known to form deep, abiding ties
with some non-Iktotchi if they are
given the time. Iktotchi can
sometimes show a bit of irritation
with those who do not understand
or take into account their
precognitive powers, yet they are
normally very concerned about
frightening or upsetting others
AVERAGE HEIGHT
with their talents. Most Iktotchi
1.8 meters will keep silent on such things
PRONUNCIATION unless asked, or unless the subject
Ik-tŏt’-chē becomes important to the
situation at hand. Unfortunately
for many Iktotchi who travel about the galaxy, they can sometimes wind up
viewing their clairvoyance as a curse rather than a blessing, and will avoid the
topic entirely when in the company of other species.
It is no wonder, then, that the Jedi took immediate interest in this species,
and even established one of the first offworld settlements on Iktotchon.
Iktotchi trained as Jedi were often more powerful than other species in sensory
skills, with their clairvoyant talents especially enhanced through the Force.
Iktotchi Jedi were particularly adept at battlefield management and strategy, and
were also gifted at creating “Force-melds,” in which Jedi are linked to each
other through the force during combat.
Iktotchi precognitive skills led to another great talent for which they are
renowned—their piloting abilities. The Iktotchi rank among some of the best
pilots in the galaxy, equal only to humans, Duros, and Mon Calamari. Among
these, the Iktotchi precognition gives them the edge (especially Force-
sensitives), and yet for many years after their much-anticipated entrance into
galactic society, the Iktotchi were distrusted because of this power. For a time,
the prejudice against the Iktotchi reached the point that many members of the
species denied they had the skill in order to be accepted among others, who
thought they were mind readers or doom bringers. Ironically, these Iktotchi
were mostly telling the truth, in that their powers of clairvoyance seemed to
diminish the farther away they were from their homeworld. Eventually, this
suspicion against their species diminished, and they soon became some of the
most sought-after pilots in the galaxy, with shipowners willing to pay exorbitant
amounts for even the most inexperienced of Iktotchi pilots.
Iktotchi are also respected for their engineering prowess, with their skills in
fixing or maintaining vessels becoming just as well known as their abilities to
pilot them. They usually anticipate mechanical failures before they happen,
making an Iktotchi invaluable in any crew.
During the period leading up to the Clone Wars and the rise of the Empire,
many Iktotchi saw the coming bloodshed in their dreams and did their best to
avert it through diplomacy. When Palpatine took control, the diplomats quickly
withdrew to their world to wait out his rule, even as their Jedi brethren were
slaughtered—Iktotchi Jedi being among the first to die because they posed the
greatest threat to Palpatine’s plans. And yet, when the Iktotchi retreated,
Palpatine was content to leave them mostly alone, establishing a blockade over
their world in order to keep their power under his thumb. Isolation, the
Iktotchi realized, was their only way to survive as a species, and so they
endured for a generation until their new visions of a crumbling Empire came to
pass. Even so, some Iktotchi were reported to have slipped past the blockade
to join the Rebellion.
With the rise of the New Republic, they eagerly jumped at the chance to
help the fledgling government get off the ground. The Iktotchi were
uncharacteristically taken by surprise by the invasion of the Yuuzhan Vong,
however—the Yuuzhan Vong presence was as invisible to Iktotchi clairvoyance
as it was to the powers of the Jedi.

NOTABLE APPEARANCE
Episode I: The Phantom Menace
The Ishi Tib are green, amphibious beings from the Mid Rim planet Tibrin, a
world of moderate temperatures that is almost completely covered by wide
oceans and coral reefs. The planet’s axis is perpendicular to its orbital plane,
and since the orbit is almost perfectly circular, the surface of Tibrin does not
vary in temperature. The tides and currents of the planet’s massive oceans
circulate the warmth of the equatorial waters to the poles, creating a
temperate zone over most of the world.
The Ishi Tib evolved from large, bony fish in the shallow waters of the coral
reefs that form the only landmasses on their world. The ancestors of the Ishi
Tib often escaped from predators by leaping onto the air-exposed portions of
the coral reefs. As a result, modern Ishi Tib cities are built upon, or even grown
out of, this very same coral. These cities encompass food production; Ishi Tib
grow edible seaweed and breed fish and crustaceans for food in underwater
corrals. Their concern for their environment is reflected in their insistence that
every technological or scientific device they create be tested for its potential
ecological impact before use. In addition, the seas on Tibrin are quite safe, a
result of the Ishi Tib taming them through the domestication or killing off of all
dangerous predators. The Ishi Tib are passionate eco-preservationists who will
not sacrifice or compromise the ecological balance of their world.
The physical form of the Ishi Tib reflects their development from sea life.
Their skin is rough and leathery, resistant to water evaporation. Their yellow
eyes are located on two eyestalks that jut from their heads at an angle, and
these eyes enable them to see in the dim light under the ocean surface. Their
two pouch-like cheeks allow them to suck in and temporarily store algae and
microscopic seafood, and their nostrils grant them a strong sense of smell that
functions both in water and on land. They have two lungs that serve as internal
gills, enabling them to breathe underwater. Ishi Tib’s beaks are sharp and
powerful, giving them ability to crack open tough shellfish or bite through the
fingers or tails of unsuspecting attackers. Their bodies are thick and muscular,
with two-fingered stubby hands and flat, fin-like feet.
Being amphibians, the Ishi Tib
DESIGNATION are still dependent on water. Their
Sentient skin and gill-like lungs require
HOMEWORLD frequent replenishment of
moisture and sea salts, so
Tibrin
approximately every thirty
standard hours, Ishi Tib must
immerse themselves in a saltwater
solution comparable to that of
their native oceans. If they don’t,
their gills and skin will eventually
dry out and crack open, and if the
condition worsens, the Ishi Tib will
die of internal and external
bleeding. This need has given rise
to a lively trade in Tibrin sea salts
for offworld Ishi Tib.
As in the case of their fishy
progenitors, Ishi Tib society
centers on “schools” or
AVERAGE HEIGHT
communities of no more than ten
1.7 meters thousand people. Representatives
PRONUNCIATION elected to one-year terms govern
Ĭsh’-ē Tĭb these schools in accordance with
ecological law. There is no
marriage, and reproduction is decided based upon the needs of the school and
the resources available to support an addition to the population. Fertilized eggs
are laid in hatcheries in a sandbar area near the coral reef, and the school, as a
community, raises the children. Because of this, no Ishi Tib is aware of who
their relatives really are; inbreeding is not a concern. When the decision to
reproduce is made, partners are tested to verify that no problems will arise for
their offspring.
Ishi Tib communicate through a spoken language made up of honks, squeals,
and beak-clacks. The Tibrinese written language utilizes a hieroglyphic system
that has been in use for thousands of years, dating back to Tibrin’s
pretechnological era, when pictographs were still carved in soft stone-like
substances.
Ishi Tib are patient, quiet, and calculating. They are rarely rash or impulsive,
analyzing every choice or decision with great thought. These traits make them
excellent planners, capable of maintaining organizational control over large,
complex projects. Though they rarely leave home, they are highly desired
around the galaxy as tacticians, executives, planners, accountants, and project
managers—even more so because they are a tenacious people, never satisfied
with leaving a job unfinished. These qualities also made the Ishi Tib greatly
valued as tacticians during the Rebellion.
In the post–Yuuzhan Vong galaxy, Ishi Tib expertise at creating balanced
environments has been especially needed, and as a result, Ishi Tib have been
seen offworld in increasing numbers. More and more have been lured away
from their home planet with offers of exorbitant salaries. However, some
unprincipled corporations, after hiring Ishi Tib, find that their environmental
concerns come into conflict with certain business ventures. These unlucky souls
usually end up jobless, searching the galaxy and many times hiring themselves
out to anyone who can get them closer to home. While Ishi Tib are more
concerned about the needs of their fellow species members and families than
anyone else, when they are offworld and alone, they frequently focus this
attachment on others in their association. They have no inherent fear of other
beings, and will reach out to them for companionship and assistance, although
this can sadly put them into relationships with some rather shady characters.
Despite their subdued and pensive nature, the Ishi Tib are truly ruthless
fighters. When pressed or cornered, Ishi Tib will go berserk and even, if
possible, cannibalize opponents who incite them. Some unscrupulous members
of society have exploited this behavior, enslaving itinerant Ishi Tib and forcing
them to be unwitting executioners. While the Ishi Tib typically try to resist
their impulse to kill when compelled by cruel taskmasters, most succumb to
their baser natures if pushed past their emotional limits.

NOTABLE APPEARANCE
Episode VI: Return of the Jedi
Ithorians are a mammalian species who populated the planet Ithor in the
Ottega system of the Mid Rim until it was ravaged and made uninhabitable by
the Yuuzhan Vong. Ithorians are often referred to as Hammerheads because
their head curves forward like a common hand tool. The only other obvious
traits that differentiate them from standard mammals are their two mouths,
located on either side of their necks, and their four throats, similarly divided,
enabling them to speak in stereo. Their native tongue is based upon this ability,
and although other species find the Ithorian language beautiful, it is impossible
for non-Ithorians to reproduce. Ithorian language is a mixture of notes, tones,
and inflections resembling music in two-part harmony, and thus most Ithorians
speak Basic in order to interact with the rest of the galaxy.
Ithor was, before its devastation, a lush, tropical world where technology and
nature existed together in harmony, as designed by the environmentally
focused Ithorians. Ithor was renowned as a world of uncommon beauty,
drawing to it countless ecotourists and other beings seeking a place of serenity.
Ithorians worship a deity referred to as Mother Jungle, and to honor her, they
pledged to keep their world as unspoiled as possible. To preserve the planet’s
surface, they lived in floating cities called herds or herd ships, and all Ithorians
contributed to support the other members of their tribes. Herd cities traveled
over the planet, hovering above the semi-intelligent bafforr trees without
touching down in order to do as little damage to the environment as possible.
The bafforr trees grew in large groves on Ithor, and were another object of
Ithorian worship. On rare occasions, select Ithorians would hear the “call” of
Mother Jungle, and descend to the planet’s surface to live and serve her as
ecological priests, never to return to their herd cities.
These city-ships had many levels,
DESIGNATION and were the centers for
Sentient commerce, culture, and industry.
HOMEWORLD Every five years, the herds would
gather at an event known as the
Ithor
Meet, where Ithorians would tell
stories, celebrate, debate, and vote
on planetary issues. Smaller Meets
were held in space for those
traveling communities not able to
return to Ithor. Now these smaller
events are the core of Ithorian
civilization, as the species can no
longer reside on their homeworld.
AVERAGE HEIGHT More than ever, Meets allow
2 meters Ithorians to be with others of their
PRONUNCIATION
PRONUNCIATION kind, and prevent the extinction of
Ĭ-thō’-rē-ăn Ithorian culture.
Ithorians were one of the
earliest spacefaring species. The interstellar ships they built for space travel are
similar to their herd ships, but equipped with hyperdrives. Their vessels mimic
the environment of their planet, featuring indoor jungles, artificial storms,
humid atmosphere, vegetation, and wildlife. Ithorians commonly travel to other
worlds in caravans in order to trade merchandise, so many were offworld when
the Yuuzhan Vong attacked.
The Ithorian people are peaceful and respectful to other life-forms. They are
steadfast herbivores, and for every plant the Ithorians would consume on their
world, in keeping with the Ithorian Law of Life, they would plant two more to
keep the environment thriving. On their ships, they continue this tradition, and
when visiting another world, they are always sensitive about disturbing that
planet’s ecology.
Despite their peaceful nature, Ithorians did develop powerful deflector
shields to protect both their own world and their herd ships, and it was this
technology that gave Ithorian herds the ability to roam their planet without
armaments. Sadly, their lack of weaponry made them easy prey to the ruthless
Yuuzhan Vong, who ravaged Ithor and destroyed all the native herd cities.
As made apparent by their limited armaments, Ithorians are committed
pacifists. The desire to achieve peace at all times is an Ithorian goal. In one
known case, an Ithorian named Zorneth took this aspiration to the extreme by
trying to eliminate violence completely. With the assistance of a human named
Klorr Vilia, Zorneth developed an herb called savorium that immediately
transformed all those who consumed it, rendering them peaceful. While Vilia
managed to destroy the herb after witnessing firsthand how it drastically and
unnaturally altered a being’s nature, the Ithorians were hesitant to punish
Zorneth in a manner that would please the New Republic, because his
intentions were good. After an involved trial he was imprisoned, with the
Ithorian people declaring that peace achieved without freedom of will is a false
peace at best.
With Ithorians unable to dwell on their homeworld following the Yuuzhan
Vong invasion, groups of Ithorian scientists returned to seek ways to
bioengineer the planet and bring life back to the poisoned soil. However, with
the work showing little progress, their people began the difficult search for a
new homeworld. Through the aid of Leia Organa Solo, the planet Borao was
chosen as an appropriate place for the Ithorians to settle, in the hope of
starting life anew. However, a small number of Ithorians do remain exiled in
their starship herds, holding out optimism that the scientists on Ithor will be
successful in their efforts.
Ithorians tend to pursue professions that will not draw them into conflict
with others. Very seldom will Ithorians serve in military positions, and while
they managed to avoid the Galactic Civil War, some joined the Rebellion and
New Republic in limited numbers. In addition, Ithorian Jedi are not unheard of.
It is believed that membership in the Jedi order is consistent with the Ithorian
dedication to peace, as Jedi strive to serve the well-being of all. One field that
Ithorians are particularly drawn to, and excel in, is diplomacy. Their drive for
harmony, and their natural talents at negotiation, make them highly effective at
working out difficulties and drawing up treaties among beings. Throughout the
galaxy, they also often act as merchants, negotiators, ecologists, botanists,
healers, and scientists of varying fields. They enjoy travel, exploration, meeting
new people, and learning new things, and especially delight in finding unique
items to trade and sell as their herd ships roam the galaxy. Ithorians see the
sharing of information and cultures as a means to peace through understanding,
and it is a credit to their strength of character that they have maintained faith in
this ideal in the wake of their world’s devastation. In fact, despite this tragedy,
they seem even more driven to further the cause of peace throughout the
known systems, while settling into a new world that they hope to one day think
of as their home.

NOTABLE APPEARANCE
Episode IV: A New Hope
Jawas are small humanoids who live on Tatooine, the harsh Outer Rim desert
world that was the childhood home of both Anakin and Luke Skywalker. While
Jawas layer themselves under thick robes, xenobiologists, through studying
corpses and skeletal remains, have discovered that they have the appearance of
gaunt, rodent-like creatures, with shrunken faces and yellow eyes.
Each Jawa is about a meter tall, with tiny, flexible hands and feet. Their
evolutionary origins are a bit mysterious. Some theories contend that both
Jawas and their neighbors, the Tusken Raiders, descended from an ancient
species known only as the Kumumgah, while others insist that Jawas evolved
from rodents. If they did evolve from rodents, most scientists believe that they
gradually grew in size and learned to walk upright by reaching for lichens and
fungi growing on underground cave walls—caves that once housed the rare
underground springs around which their society initially developed.
These springs eventually dried up, and the Jawas adapted to their new
environment with sheer ingenuity. To protect themselves from the fierce
double suns of their world, they started wearing coarse, homespun cloaks with
large hoods under which only their yellow, glowing eyes seem to be visible.
Their eyes are magnified by polished orange gemstones embedded in their facial
coverings to protect their sensitive rat-like vision from the bright sunlight.
These gems, called durindfire, are found in the desert sands and are worthless
to other species—but the Jawas find them invaluable.
For their own nourishment, Jawas obtain water by inserting long, thin hoses
down the stems of the funnel flower, a flora native to Tatooine, and siphoning
off the liquid. Their diet is primarily made up of hubba gourd, a fruit difficult for
humans to digest, the name of which in the Jawas’ language translates to “the
staff of life.”
Most humans have noted that Jawas give off a strong, distinct, and usually
unpleasant odor. This is the combined result of a mysterious solution in which
they dip their clothes to retain body moisture, and the fact that they do not
bathe often in their water-bereft environment. It is also partly related to their
communication methods, half of which are pheromonal projections.
The meaning of the Jawas’
DESIGNATION language is tied to these
Sentient pheromonal emanations, which
HOMEWORLD communicate their emotions and
needs. It is, therefore,
Tatooine
incomprehensible and cannot be
learned by humans and other
species. While Jawas can
understand Basic, they have
intense difficulty speaking it or any
language other than their own, and
thus, to trade with non-Jawas, they
use a simplified form of their
language that residents of Tatooine
refer to as Jawa Trade Language.
To make their living, Jawas
salvage, repair, and resell junk that
they find in the desert. Sometimes
they even “find” items that haven’t
AVERAGE HEIGHT
been lost, especially those that
1 meter haven’t been locked down.
PRONUNCIATION Moisture farmers often discover
Jä’-wä their property disappearing, only
for it to turn up in the possession
of a Jawa who is selling it at a tidy profit. Because of this, they are reputed to
be swindlers and thieves, but Jawas are not offended by the accusation and are
instead proud of their ability to discover items that others “lose,” and also
proud of their proficiency at repairing equipment. For junk that is unsalvageable,
Jawas utilize high-powered solar smelters that melt things down into salable
ingots.
Jawa society is divided into clans or tribes. Once a year, all the clans will
meet at a giant gathering in the great basin of the Dune Sea, where they share
stories, trade items, and even barter sons and daughters as “marriage
merchandise.” The trading of family members in marriage is considered a good
business deal, as it continues the diversity of their bloodlines. In fact, Jawa
culture centers on family. They take immense pride in their clans and ancestry,
and their language includes forty-three different terms to describe relationship,
lineage, and bloodline. Clans keep track of these relations very closely,
recording family lines with extreme detail. Few Jawas leave the clan lifestyle,
and when they do, they can be found in disreputable Tatooine cities such as
Mos Eisley and Mos Espa. Members of the clans travel together in large vehicles
known as sandcrawlers—nuclear-fusion-powered ore-hauling vehicles
abandoned by contractors during the reign of the Old Republic. Jawas have
modified these sandcrawlers to the point that their original purpose is virtually
undetectable. Each crawler carries up to three hundred Jawas and acts as a fully
equipped repair shop, allowing them to perform skilled reconstructions as they
make their journey across the desert wastes.
While a portion of the Jawas are constantly on the move, searching for
salvage, the remainder stay behind in clan fortresses built from large chunks of
wrecked spacecraft. Master repair experts reside in these fortresses, where
they perform advanced salvage procedures that exceed the capacity of the
sandcrawler shops. These elaborate fortifications are often subjected to attacks
by Sand People, who will kill Jawas in order to pillage their scavenged treasures
and precious water. This is one of many harsh desert realities that contribute
greatly to Jawas’ cautious, almost paranoid, nature, and as such they have made
their defense into their best offense, through the stability of the fortresses they
build. Jawas are not intense fighters, and because of their size, they’ll often run
away when confronted. When cornered, however, Jawas have proven
themselves to be very resourceful and capable users of the weapons that they
scavenge from the desert sands.
The most prominent member of each clan is the shaman, a female Jawa
whom the population believes possesses the ability to predict the future. While
this has not been scientifically proven, recently discovered studies of the Jawas
performed before the ascension of Emperor Palpatine assert that these female
shamans exhibited something akin to Force abilities. Unlike any Jedi, however,
they perform elaborate spells, hexes, and blessings to protect the tribe and
provide wellness for its members. Each shaman takes on a student during her
tenure, training this apprentice to take her place when she dies.
The clan shaman, through her influence, controls most tribal decisions
relating to defenses, travel, and day-to-day life. She does not travel in the
sandcrawler, but remains behind at the permanent fortress, where she can be
better protected. In fact, Jawas will fight to defend the shaman even in the face
of certain defeat. In his notes, anthropologist Hoole referred to an incident
where he witnessed Jawas defending the shaman’s home against a force of
Tusken Raiders with the ferocity of beings twice their size. They did not retreat
or surrender, though nearly three-quarters of the Jawas lost their lives in the
process.

NOTABLE APPEARANCE
Episode IV: A New Hope
The Kaleesh are a reptilian humanoid species native to the Outer Rim world of
Kalee. They are an attractive group, similar in appearance to the Falleen in
some respects—though the Kaleesh’s scaled skin is reddish orange, and they
have two sharp tusks that protrude outward from their jawbones on each side
of their faces. Jet-black hair cascades from their heads, usually worn tied back in
braids. Yellow reptilian eyes with elliptical irises give them fairly average
eyesight, although Kaleesh possess a thermoreceptor gland directly next to
their eyes with which they can see into the infrared spectrum for a short range,
as can many hunter snakes. The Kaleesh are a polygamous people, with each
male having multiple wives and many offspring, but whether this is a cultural
tradition or a practice instituted to meet a societal or biological need—as in
the case of Cereans, with their low birthrate and imbalanced male-to-female
ratio—is unknown.
Despite their relative attractiveness, the faces and bodies of the Kaleesh are
rarely exposed. Most wear masks made of the skulls and teeth of their world’s
fiercest predators, the karabba and mumuus, to conceal their faces. Kaleesh
also cover their bodies completely for defense against the harsh sun of their
homeworld, and usually their four-fingered, claw-like hands are the only aspect
of the Kaleesh that can be seen. In addition, the families of elite Kaleesh
warriors wear hereditary battle masks that are passed down within a house’s
line, from one generation to the next. These masks are painted with karabba
and mumuu blood prior to a battle, in patterns that are unique to each family.
After being used in combat, they are cleaned and stored until they are needed
again.
The Kaleesh are a nomadic tribal
DESIGNATION people, and have become
Sentient spacefaring only recently. During
HOMEWORLD the waning years of the Old
Republic, Kaleesh tribes united
Kalee
under a common leader who
would later be known as Grievous,
to fight off an invading insectoid
race called the Huk. The Huk had
already conquered and subjugated
other worlds, plundering them of
their natural riches. With barren
Kalee, they sought to exploit the
only commodity available to make
AVERAGE HEIGHT a profit—people. The Huk
1.8 meters captured Kaleesh by the hundreds
PRONUNCIATION and sold them as slaves.
Käl-ēsh’ Under Grievous’s leadership,
the Kaleesh banded together and
drove the Huk from their planet. In the process, the Huk were completely
decimated, pushed back to their own world and even beyond as Grievous,
seeking revenge, co-opted Huk technology and ships for his own use,
conquering their entire system and preying upon their colonies as well as the
Huk homeworld.
The Huk, utterly overwhelmed by the vitriolic hatred and violence of the
Kaleesh, sought help from the Old Republic, which—through the back-door
manipulations of unknown forces—sympathized with the Huk and enacted
economic sanctions against Kalee, enforced by the Jedi. Grievous withdrew to
his homeworld angry and vengeful, to soon find it driven into the dust under
the weight of economic sanctions. Witnessing his people starving and watching
hundreds of thousands dying from famine, Grievous grew even more
contemptuous of the Republic and the Jedi who protected it.
As if in answer to his woes, the InterGalactic Banking Clan, headed by a
Muun named San Hill, offered Grievous a deal through which he could help his
people financially. With his masterful military commanding skills, he would act
as a collection agent against worlds that had defaulted on loans provided by the
Banking Clan. Though Grievous bristled at being a paid “heavy,” he took the
offer. After all, the clan promised to relieve some of the terrible debts and
financial stress levied upon his people, not to mention arranging to have the
economic sanctions lifted.
For the most part, the Banking Clan did live up to the bargain, as did
Grievous, delivering the debts of several planets to them. And yet the favorable
relationship was not to last. When the Trade Federation refused to punish
Grievous’s old enemies for desecrating Kaleesh burial grounds on the Huk’s
colony worlds, Grievous abandoned his job, starting another conflict. The
InterGalactic Banking Clan decided to repay him for his lack of commitment by
setting off an explosive device in his ship. However, this attack was actually
another ploy to keep Grievous under its sway, as the intent was never to kill
him, but to make Grievous dependent and controllable. Wounded in the
subsequent crash and suffering from additional injuries carefully inflicted
afterward, Grievous was given a new cyborg body by Count Dooku and San
Hill, who also secretly altered his mind, all with the help of the Geonosians.
Without Grievous’s knowledge and despite promises made to the contrary,
Grievous’s sense of honor as a warrior was removed, turning him into an
unscrupulous conqueror. After this, the great Kaleesh military commander
became little more than a lackey for the Separatists, until his eventual death at
the hands of Jedi Master Obi-Wan Kenobi.
Following the fall of the Republic, and during the expansion of the Empire,
the Kaleesh were generally overlooked until the New Republic rose to power.
They remain a war-like people, although they are only known to be combative
if provoked by outside forces. Extremely protective of what they consider
sacred, the Kaleesh follow a religion that centers on ancestor worship. Their
lands and burial grounds hold particular importance. Kaleesh believe that those
who die in self-sacrifice and with honor are added to their pantheon of gods,
and as a result, any burial ground is a holy place.
The primary area of worship for Kaleesh is an island called Abesmi, located in
the middle of the warm world’s single ocean, where it rises from the waves as a
rectangular black formation of rock. This place is said to be the spot where
Kaleesh ancestors descend from and rise to the heavens. It is customary to
undertake pilgrimages to Abesmi, though most Kaleesh can make their proper
worship commitments in local sculpted shrines that point in the direction of
the legendary island. One of these newer shrines was built in honor of General
Grievous, who is now a revered member of the religion’s heavenly pantheon.

NOTABLE APPEARANCE
Star Wars Visionaries (comic)
Kaminoans are thin, towering, pale-skinned humanoids who inhabit the little-
known water-covered world of Kamino on the edge of Wild Space. They have
long, graceful appendages, and their oblong heads sit atop slender, elongated
necks. Their large, dark eyes enable them to see into the ultraviolet spectrum,
and their tiny mouths are perfectly suited for the small amount of food they
consume. Female Kaminoans are completely bald, while their male counterparts
bear a unique headcrest.
When a severe shift in global temperatures caused the ending of a planetary
ice age, flooding their world, the Kaminoans chose extreme methods to
survive. They developed an exacting, detailed scientific method for cloning their
own species, and enacted selective breeding to adapt their race to the changing
environment through the elimination of weaknesses. As such, they are one of
the most genetically homogeneous species in the known galaxy, having
controlled variation from one Kaminoan to another. This is not to suggest that
there is perfect genetic replication, but rather that the Kaminoans utilize a
cloning process that produces children within a strict, predetermined set of
genetic parameters.
Scientists are therefore greatly regarded and given high places of honor in
society. Those who are most respected will literally wear a sign of their
hierarchical placement on their sleeves—black cuffs are an indication of those
who have earned esteem. The thicker the cuff, the higher the rank of the
individual.
Kaminoans initially evolved from a species of marsh-dwelling amphibians who
were focused on their communities at the suppression of individual expression.
The early Kaminoans trained their young for specific tasks to serve the greater
good of their people, and this communal focus has remained. While Kaminoans
control their genetic codes, they also allow their children to develop their own
interests and select careers of their choice within a community-approved set of
parameters. The cloning process is designed to ensure sufficient numbers for
each niche of society, as not all Kaminoans are employed in the cloning
industry.
Because of their past struggle to survive and the Kaminoan cultural mind-set
toward ending genetic weaknesses through selective breeding, the Kaminoans
have developed an unspoken intolerance for physical frailty or imperfection in
other species. While they are polite and gentle in their manner to outsiders,
they cannot understand the tendency for most non-Kaminoans to maintain a
lineage that includes any genetic imperfection. They feel all species that
continue down such a pathway are inferior and deserving of eventual
elimination. This attitude extends to all their cloning projects, wherein they will
monitor creations for any irregularities in biochemistry, subjecting deviant
clones to extensive conditioning to correct their aberrations. In keeping with
their commitment to flawlessness, they have also developed methods of
extreme sterilization so that clones are not spoiled with any defects. That they
can keep such a large operation immaculate is considered a remarkable feat.
The Kaminoans work and dwell
DESIGNATION in huge floating cities that appear
Sentient white and sparse to the naked
HOMEWORLD human eye, yet all of their
architectural constructions are
Kamino
actually decorated in the
ultraviolet spectrum. They use
cloned aiwhas for transportation
between these floating cities. Even
though Kaminoans have eliminated
most of their weaknesses, they
keep their living and working areas
at a perpetual temperate climate,
as they find the extreme
AVERAGE HEIGHT temperatures of the outside world
2.1 meters terribly uncomfortable, particularly
PRONUNCIATION high heat and bright sunlight. They
prefer Kamino’s autumn, when the
Kă-mē-nō’-ăn
skies never clear and a light rain is
constantly falling. Kaminoans also
have a deep respect for their origins, and the lessons learned from the
catastrophe that changed their planet are continually reinforced. The cities in
which Kaminoans originated now lie deep beneath Kamino’s oceans, and they
do not permit that environment to be disturbed, instead maintaining the ruins
as sacred sites for pilgrimages.
The Kaminoans are relatively unknown throughout the galaxy at large, as
they are not a species to travel beyond their home system. However, among
those who are familiar with them, they are regarded as the greatest and most
skilled producers of cloning technology. It was the Kaminoans who designed the
cloned human soldiers who would later become the Grand Army of the
Republic and eventually serve the Empire.
Despite their own prejudices, Kaminoans are forced to maintain some
contact with the outside galaxy in order to trade for the raw materials and
technologies that they require to sustain their highly advanced society. As a
result, Kaminoans speak Basic in addition to their native language. Unlike other
societies, they have not made any attempts to explore the possibility of
undersea mining to obtain the materials they need, likely feeling it would only
distract them from their primary focus on trade. Their products have always
chiefly depended on their cloning science, which has supported them for
generations, including times when they have quietly created armies of workers
and soldiers for other cultures. Because Kaminoans have little compassion or
feeling for beings other than themselves, they have no qualms about the
questionable ethics of their cloning work. Instead, they are proud of their
genetic accomplishments, never taking into account the possible consequences.
While the Kaminoans were creating clones for the Grand Army of the
Republic, they were also secretly designing a small clone force for their own
protection. Approximately ten years before the destruction of the first Death
Star, Kamino attempted to secede from the Empire. In a battle that saw clone
fighting clone, with the great bounty hunter Boba Fett taking part on the
Imperial side, the Kaminoans were defeated. Utilizing Boba Fett’s knowledge of
the facility, the Imperials destroyed the Kaminoan cloning equipment,
preventing the species from ever again creating its own army. Large numbers of
fleeing Kaminoans were shot down and killed as they attempted to leave the
planet. However, a small contingent of cloners were forcibly relocated to
Coruscant, and as a result their cloning technology survived through a good
deal of the Imperial era.
After the Kaminoan insurrection, the Emperor ordered that clones would
from then on be designed from multiple templates so that they would not be
so easily corrupted against his New Order. However, the 501st Legion, the
elite group of stormtroopers known as Vader’s Fist, continued as a
homogeneous entity based on the template provided by Jango Fett as they
were produced in the Coruscant facility staffed by kidnapped Kaminoans. It
wasn’t until later years that non-Jango members were accepted into the ranks
of the 501st. It is unclear whether the Kaminoans were able to reestablish their
own cloning facilities on their homeworld, though there have been various
reports that some Kaminoan cloning technology may have been smuggled
offworld to be sold to the highest bidders.

NOTABLE APPEARANCE
Episode II: Attack of the Clones
The Kel Dors are a kindly, soft-spoken people native to the planet Dorin, a
world found in the Expansion Region that contains an atmosphere largely made
up of helium and a second mysterious gas substance that is completely unique
to the Dorin system. Kel Dors are hairless mammals who are so completely
adapted to their native environment that they cannot breathe or see in other
atmospheres without using special equipment. Initially, the effects of alternative
atmospheres will result in eye and throat irritations, but eventually, if an
environment is high enough in gases problematic for them and they are unable
to hold their breath, Kel Dors will suffocate.
Members of the Kel Doran species possess greatly developed extrasensory
organs located at the base of their skulls, which researchers suggests may
actually be a subregion of their brains. Most Kel Dors have intense black eyes,
though some are born with silver eyes, a trait that they believe marks them as
strong in the Force. Their native Force-using shamans, known as the Baran Do
Sages, will seek out such Kel Dors to recruit them into their ranks. The skin of
a Kel Dor can range in color from peachy orange to deep red, and there are
few outwardly visible differences between males and females.
As noted above, when offplanet, Kel Dors will wear an antiox breath mask
and goggles. Fitted tightly against the detailed ridges of Kel Doran skulls and
connecting into two breath tubes that extend downward from their faces,
these masks are equipped with filters supplying Dorin atmospheric isotopes,
enabling them to respire in environments that consist of oxygen, nitrogen, or
carbon dioxide—substances normally deadly to Kel Dors. They will also outfit
their offworld dwellings with special air locks and similar atmospheric filters and
controls in order to maintain a proper habitat in which they can breathe. Kel
Dors who depart Dorin must also don special eyewear to protect their eyes
from burning in certain alien environments. Ironically, these goggles actually
improve their eyesight, giving them superior vision when they have them on—
although the masks can kill most members of other species if they tried to wear
them, and the goggles can blind a non–Kel Dor. The masks also amplify the Kel
Dors’ voices, but even so, most need to shout in order to be heard through
their filters.
Kel Doran life is structured around the family. Couples will begin having
children soon after marriage, with several generations of a family often living
together in a single dwelling. This is not the result of a housing shortage or
overcrowding as on other worlds, but from preference. With parents taking
the lead and making major decisions, the entire family is responsible for the
care of younglings, from providing for their daily care and early education to
their training for professions. It is not unheard of for the majority of a single
Kel Doran family to practice the same trade. However, should a Kel Doran
child wish to pursue a career different than that of her or his family, they are
not discouraged.
The society and economy of
DESIGNATION Dorin is technology driven. It is
Sentient not surprising that they excel in
HOMEWORLD the development and manufacture
of environmental control devices,
Dorin
and this technological advancement
is extended to the unique
atmospheric needs of other
species in addition to their own.
As a result, Kel Doran
environmental systems are used in
homes and ships on many worlds
and set the standard for the
industry. Dorin enjoys a well-
AVERAGE HEIGHT developed educational system in
1.7 meters support of its industrial and
PRONUNCIATION scientific needs, and a free
education is extended to all.
Kĕl’ Dōr
The Baran Do Sages are a long-
standing Kel Doran Force tradition
that predates even the Order of the Jedi Knights. For millennia, the Baran Do
served as advisers and seers for Kel Doran leaders before Dorin joined the Old
Republic. After they were introduced to the Old Republic, many Baran Do
children entered the ranks of the Jedi Knights, though those who were too old
to begin Jedi training or were passed over in the selection process carried on
the Baran Do tradition as it was in the years before the Jedi came to
prominence.
The Baran Do began their ascendance when adepts began exploring the
Force in an attempt to expand their already powerful sensory perceptions—
particularly with regard to predicting future events. Over time, their wisdom
helped avert wars, natural disasters, and famines, as well as solving crimes and
unraveling mysteries long left unrevealed. At the peak of their influence, they
were honored as an omniscient sect that could discern the truth even in the
most complex of issues. During their time in office, all Kel Doran rulers kept a
sage as an adviser, as did many prominent households. Companies and
government institutions used them to conduct day-to-day operations, as they
could alert managers to important problems before they occurred.
Much of Baran Do training focuses on sensory deprivation—shutting down
one sense to bring another to the forefront—or sensory overload—forcing
oneself to concentrate amid a cacophony of sound or visual stimulation. As a
result, Baran Do Jedi are usually very powerful with any skills involving their
sensory perceptions, such as mental influence and telepathic communication.
There have been cases recorded of Kel Dor Jedi communicating telepathically
across great distances, perhaps even half the galaxy. They are rarely caught off
guard, and unlike Jedi who view the future as always in motion, they can
frequently pinpoint and predict immediate or even distant future events with
incredible accuracy.
With the rise of the Jedi, the Baran Do fell into some obscurity, and in the
mainstream of Kel Doran life, they came to be considered little more than
wizards. However, the Baran Do continued to teach their ways even as the
Emperor undertook his devastating Jedi Purge. As the New Republic rose to
power, the Baran Do again began to make contact with the new Jedi order, in
the hope that the two groups could work together toward a common goal in
the galaxy.
As a species, Kel Dors are generally kindhearted and even-tempered. Besides
their preponderance of Force talent, Kel Dors find great good in swift justice,
and they will never refuse to help others in need. They have a strong tendency
to see moral issues in very black-and-white terms, and do not always consider
that there may be other issues at hand. As such, they are often encountered in
policing or security roles when away from their native planet. Their sense of
justice can be problematic, though, in that they have a propensity for taking the
law into their own hands instead of waiting for standard methods of judgment
to come into play.

NOTABLE APPEARANCE
Episode I: The Phantom Menace
Killiks are an insectoid species originally native to Alderaan, a planet that had
been located in the Core until it was destroyed by the Empire. While Killiks do
vary in size and function depending upon their native hive, they all essentially
have insect bodies covered in chitinous armor in nearly every color imaginable.
Mandibles project from their faces, and four arms ending in long three-toed
claws protrude from their torsos.
Killik society centers on a hive mind called the Will, with every Killik
mentally connected to all the others, although the strength of the connection
dissipates over distances. For this reason, a hive grouping will always act as one
individual. At their core, they are peaceful—and yet they recently posed a great
threat to the galaxy when their pheromonal telepathic connection to one
another extended to include many other races, even non-insectoids. These
“Joiners” function as one with the rest of the hive mind, losing independent will
and purpose. Such an influence is actually more than simple mind control, in
that it literally changes the chemical makeup of the Joiner’s brain. In addition,
left unchecked by environment or intervention, the Killiks will reproduce to
such a degree that they will consume all natural resources in their path.
Killiks are separated into several subspecies, with each group making up a
hive or “nest” of its own kind, though all of these nests are connected through
a telepathic link. All Killiks begin life as larvae after hatching from eggs, but from
that early point their size and function will vary, with each Killik taking on the
characteristics of its particular nest. For example, the Jooj nest consists of
Killiks only a few centimeters long, who create huge swarms to crawl under
enemy soldiers’ armor and kill them by draining their blood. The Taat are a hive
of healers and warriors. Saras, meanwhile, are artists. Another nest known as
the Kolosolaks consists of Killiks approximately fifty meters long and ten
meters tall. With their tough exoskeletons, Kolosolaks are extremely hard to
damage; they are used as armored ground vehicles.
These various Killik nests were
DESIGNATION at one time led and influenced by
Sentient two others, the Unu and the
HOMEWORLD Gorog. The Unu were the primary
nest of all the hives, publicly
Alderaan
directing the actions of the rest.
Guided by the former human Jedi
Raynar Thul (called UnuThul by
the Killiks), the Unu communicated
with the outside world and drew
other species in as Joiners, making
them part of the insect hive mind
through use of membrosia, a highly
addictive consumable produced by
the Killiks. As the lead nest, it was
the conscience of all the others,
but over time, the Unu became
tainted by one nest in the
collective that had taken on a Dark
Jedi as a leader: the Gorog, or
Dark Nest.
While the nests are not Force-
AVERAGE HEIGHT sensitive by nature, through the
Varies from 3 centimeters to more influence of their respective Force-
than 2 meters PRONUNCIATION sensitive Joiners, they took on
Kĭl’-lĭk Force-like abilities, and the Killik
hive mind was sadly susceptible to
corruption. During the war against the Yuuzhan Vong, the Jedi mounted an
unsuccessful mission to Myrkr that, while claiming the life of Anakin Solo and
resulting in the capture of Jacen Solo, was thought to have also culminated in
the death of Raynar Thul. The presence of the Dark Jedi Lomi Plo and Welk
complicated this tragic mission even further when Plo and Welk fled Myrkr in
the Jedi’s ship, not realizing that Thul was aboard. The vessel ultimately crashed
in the Unknown Regions, fatally injuring the passengers, who reached out
through the Force for help. They were found by the Killiks, who—despite their
lack of experience with humans—healed them as best they could. As a result of
these events, Thul was severely scarred from burns, and lost most of his facial
features. Plo became more Killik than human, taking on several insectoid body
parts, including a leg, arms, oversized eyes, and mandibles.
Prior to absorbing the minds of Thul, Plo, and Welk, the Killiks had been
simple creatures. They possessed no inherent drive or need to live, dying and
reproducing as a biological urge, not an emotional desire. It was only after these
humans became Joiners that Killiks learned to value life and the individual. This
new mind-set was crucial in influencing the events that followed.
The Unu under Thul’s influence was mostly benign, and the Killiks simply
wanted to survive. However, the hive known as the Gorog was soon corrupted
to become the Dark Nest, having absorbed Lomi Plo and Welk and twisted
into a secret hive bent on violence and conquest. The influence of this
subverted hive spread to the others as an individual would be provoked by his
or her unconscious, inducing the Killiks to dominate the galaxy by sucking in as
many Joiners as they could, colonizing one populated world after another. Due
to UnuThul’s innocence and worsening state of madness, the Gorog was able
to hide its presence and activities from him, to the extent that UnuThul denied
their existence.
The Killiks began a war of conquest, seeking more and more territories into
which they could expand. They started with incursions into Chiss space, and
even though this soon led to the eruption of a brutal war that threatened to
engulf the entire galaxy, the Killiks reached farther, eventually taking the
Alliance world of Thyferra, the home of the insectoid Vratix and a base of bacta
manufacturing. Ultimately, Lomi Plo was slain by Luke Skywalker, and Raynar
Thul was separated from the Killik hive mind and brought to Coruscant for
treatment.
The Killiks have existed for countless millennia, witnessing the creation of
the famous and mysterious Centerpoint Station and the nearby Maw. Thirty
millennia before the Battle of Yavin, the Celestials reportedly drove them from
both Alderaan and their colony on Alsakan into the Unknown Regions, after
the Killiks had consumed Alderaan’s resources and were planning a move to
take over a populated world. The lesson in this, and the one that was eventually
heeded by the Galactic Federation of Free Alliances, is that some form of
containment of the Killiks is necessary. They were finally defeated by the
Galactic Alliance, but only after a great loss of life on both sides—though the
Killiks did not seem emotionally affected at the individual loss of life, either
their own or those of their Joiners.

NOTABLE APPEARANCE
Dark Nest I: The Joiner King (novel)
Kitonaks are a resilient, steadfast species residing on Kirdo III in the Outer Rim,
a barren desert world even bleaker than the infamous Tatooine. Kitonaks are
built for their environment, with leathery, folded hides that cover them
completely—including all of their bodily orifices—and can withstand
extraordinarily harsh abrasion. Like most humanoids, they possess eyes, ears,
and a mouth, but all of these features are nearly invisible within the folds of
their skin. This rough outer layer protects Kitonaks from the four-hundred-
kilometer-per-hour winds that whip across the white sandy plains of their
homeworld. Kitonaks also have two strong, pudgy arms that end in equally
chunky fingers—which are surprisingly nimble—as well as two trunk-like legs.
Kitonaks’ unique physiology also enables them to actually move while prone,
and they can use this feature to slither across the sand and burrow through the
dunes. Standing, they will “walk” by contracting and stretching their feet rather
than moving their legs. Though it requires a great deal of time for them to get
anywhere, the Kitonak tend to feel they have absolutely no reason to hurry.
Additionally, their feet contain their olfactory organs, allowing them to smell
prey through the sands rather than having to deal with the rough winds that
swirl around their heads. Their legs and their almost pointed shape make it
possible for them to plant their bodies firmly in the sand while they ride out a
windstorm.
Waiting is not new to Kitonaks. They are one of the most patient species in
the galaxy—so patient, in fact, that they frequently irritate other species with
their plodding, methodical mannerisms. They rarely do anything quickly, and
this includes breathing and eating. Kitonaks possess an extra set of lungs that
enables them to store oxygen for three or four standard hours, and their
stored fat aids them in going without food for weeks, provided that they do not
overexert themselves.
Their culture is a simple,
DESIGNATION primitive one, with no technology.
Sentient Kitonaks live in small tribal groups
HOMEWORLD that migrate around the desert
following herds of chooba, their
Kirdo III
primary source of sustenance.
Their method of hunting is most
indicative of their slow-paced way
of life, in that it involves standing
motionless and mimicking a sulfaro
plant—the chooba’s favorite dish.
Kitonaks will wait as the chooba
climbs to the top of their head,
looking for the “plant’s” meaty
AVERAGE HEIGHT
AVERAGE HEIGHT
interior, at which point they
1.3 meters swallow the chooba whole. One of
PRONUNCIATION these creatures can provide a
Kĭt’-ō-năk Kitonak enough nourishment to
last for an entire standard month.
As the Kitonak have no natural foes, there are only two native things they
fear: quicksand and caves. Should one of them fall victim to quicksand, their
patient nature often permits them to simply float and breathe until help arrives.
The only problem is that help isn’t often very speedy.
Caves, meanwhile, are considered by Kitonaks to be gateways to the
underworld. On Kirdo III, there exist many tales of Kitonaks who have entered
caves and not returned, and local legends refer to such places as gateways to
the Realm of the Dead. For this reason, Kitonaks will avoid going into caves at
any cost, even facing the deadliest of windstorms before entering one.
Kitonaks get most of their education from tales and songs. Every evening a
“telling of the story” is held, which can last for several hours. Each tribe
member takes a turn adding new twists to the plot and singing lyrics to further
the tale along. This tradition is meant to instruct the young on the value of
patience, but it also succeeds in relaying a good deal of information about the
world in which they dwell. A full story may actually last several nights, but each
evening is carefully planned to end a certain episode in the tale. Many of these
stories focus on the most important event for the Kitonak circle of life: the
rainfall, which occurs only once a decade.
Kitonak mating centers on the rainfall on Kirdo III, a deluge that lasts several
days, creates vast lakes, and turns the dry riverbeds into flowing rivers. When
the rains finally stop, Kitonaks begin their “Great Celebration of Life,” in which
they dive into the temporary rivers and conduct a mating ritual known as the
Dance of Love. After this, they emerge downstream, and any females who
conceived during the previous rainfall will surface with newborn children. This
occurs because the Kitonak gestation period equals the duration of time
between rainfalls, and females fertilized during one Celebration give birth at the
next.
Members of the species also mature fully in nine years, just in time to take
part in the next Celebration. After each rainfall, if a Kitonak tribe has grown
too large, some of its younger members will depart to find another tribe that
has fewer. These solitary Kitonaks will often hollow out chidinka plants to
make a chidinkalu, a pipe instrument with which they play songs to attract
others. Unfortunately, there have been incidents of slave traders kidnapping
some of these wandering Kitonaks. As slaves, it is suspected that they did not
last long, since other species have no tolerance for their slow, tenacious
personalities. Sadly, there are often reports of Kitonaks being beaten or
abandoned by their owners in places where they could not survive without
assistance.
However, their musical traditions have become somewhat influential in the
galactic music world. Kitonaks who wander the galaxy either freely or as slaves
are usually engaged as musicians, as their compositions and style are original
and uplifting. The most widely known Kitonak musician was Droopy McCool,
who, following his release from slavery, played with Evar Orbus and his Galactic
Wailers. The Galactic Wailers later became the Max Rebo Band, during an
extended gig at the palace of Jabba the Hutt on Tatooine. After Jabba’s death,
Droopy walked off alone into the Tatooine desert, believing he heard the call of
other Kitonaks. He was never heard from or seen again. While it has not been
verified, there are rumors of a Kitonak colony on Tatooine, somewhere
between Mos Eisley and Anchorhead. One can hope that Droopy found what
he was longing for.

NOTABLE APPEARANCE
Episode VI: Return of the Jedi
Klatooinians, of the Outer Rim planet Klatooine, have been in the service of
the Hutts for nearly twenty-five thousand standard years. They are a canine-
based species that long ago evolved into sentience, with coarse brown or
greenish skin and dog-like faces featuring dark eyes and heavy brows. Although
the genders are rarely confused, there is little noticeable difference between
male and female Klatooinians, other than the fact that males are generally
slightly heavier in build. Klatooinian culture predates even the Old Republic,
making them one of the oldest sentient species in the galaxy, short of only a
handful of species including the Hutts and humans.
Klatooinians have proven extremely loyal foot soldiers, displaying tenacity,
fierceness, and unwavering devotion. The Hutts—always the opportunists—
exploited this characteristic loyalty by tricking the Klatooinians into co-signing a
contract called the Treaty of Vontor that placed them and the two other
species of the Si’klaata Cluster, the Nikto and the Vodrans, into Hutt servitude
for an indefinite period of time. The primary Klatooinian instigator of this treaty
was an individual named Barada M’Beg. M’Beg became a hero to his people
because the Klatooinians saw the Hutts as near-gods, potentially the “ancients”
of their legends. The treaty therefore bound them to their deities. Many
Klatooinian children are named Barada or M’Beg because of M’Beg’s popularity
and heroic and legendary status among his people.
Of course, the Klatooinian submission to Hutt rule has proven invaluable to
the Hutts, particularly since the Klatooinians were instrumental in helping the
Hutts overthrow the infamous warlord Xim the Despot. It is because the Hutts
still find the Klatooinians useful as foot soldiers that they remain in service
today. But to the Klatooinian mentality, all things pass away in time, even
treaties—a belief of which the Hutts remain wary.
This sense of impermanent servitude was evident even among the
Klatooinians in Jabba’s cadre, as reported by Lando Calrissian. A Klatooinian
named Barada indentured under protest to Jabba the Hutt was a mechanic who
maintained all of the Hutt’s repulsorlift vehicles and also served as a part-time
guard for the crimelord as well. Known for wearing an orange scarf to
symbolize a protest against unjust servitude to others of his own people (a
protest Jabba either didn’t care about or didn’t recognize), Barada was chafing,
as many of his people eventually did, under the Hutt’s control. Unfortunately,
he was unable to take advantage of the freedom Jabba’s death would have
offered him because he was cut down by Luke Skywalker during the skirmish
above the Great Pit of Carkoon. Calrissian reported one other Klatooinian
named Kithaba present at the confrontation, who held the unfortunate
distinction of being the first of Jabba’s skiff guards to fall toward the maw of the
Sarlacc. Despite his best efforts to claw his way free, Kithaba was eventually
grappled by one of the Sarlacc’s inflamed tentacles and devoured.
Time is pivotal to understanding
DESIGNATION
Klatooinian culture. At some time
Sentient before history was recorded on
HOMEWORLD Klatooine, in the middle of
Klatooine Klatooine’s Derelkoos Desert, a
natural fissure to the world’s crust
opened, allowing a liquid known as
wintrium to seep out and touch
the dry desert air. This contact
resulted in the formation of a large
glass “sculpture,” a creation that
resembled a giant water spout
frozen in time. The landmark is
much lauded throughout the galaxy
AVERAGE HEIGHT
as one of the most beautiful and
1.8 meters impressive natural formations in
PRONUNCIATION known space. Originally called the
Klă-tōō-ĭn’-ē-ăn Fountain of the Ancients, this
phenomenon is a religious symbol
of patience, fortitude, and “Strength with Age.” Klatooinians believe that time is
the eternal truth and the most powerful of forces, because all else will pass
away in its wake. Yet the fountain appears to grow stronger as it ages, and thus,
as “children of the fountain,” the Klatooinians feel that they, too, can
strengthen with age—until they are resilient enough to perhaps become
independent. Since it is such a potent symbol, they guard it protectively, and to
keep the fountain as it was in the era of the ancients, no technology is
permitted within a kilometer of it.
The worship of time is at the center of Klatooinian religious belief, so it is no
wonder that they were in awe of the Hutts, who revealed to the Klatooinians
that they can live to an age of more than one thousand standard years. In fact,
many Klatooinians have come to believe that the Hutts were the Ancients, and
so they feel it is right to serve them—for now.
Much of Klatooine life is a continuation of the species’ subjugation and aims
to ensure their servitude to the Hutts. As young children, Klatooinians spend
their first decade being indoctrinated into history, traditions, myths, and
legends in a schooling that typically drains them of all their individuality.
However, this instruction is done orally, as most Klatooinians are illiterate.
Furthermore, in deference to their Huttese overlords and to prepare
Klatooinian children for their future service, the instruction is conducted in the
language of the Hutts, not Klatooinian. Usually the only difference in the
children once schooling ends is their names, although even names in Klatooinian
culture are drawn from a limited pool inspired by prominent Klatooinian
historical figures. After ten standard years of schooling, Klatooinian children are
sold into servitude in the cities or towns under Hutt rule, at which time they
learn the specific trade that they will pursue for the rest of their lives.
Disrespectful and rebellious youths are sold into harsher conditions of slavery,
working mines, shipyards, mills, and quarries on and around Klatooine.
The collapse of the Old Republic and later descent of the Emperor’s New
Order into civil war inspired many young Klatooinians to escape and join the
Rebellion, while others hid in the Klatooinian wilderness or even the far
reaches of the galaxy. This emerging group of Klatooinian revolutionaries also
began reclamation of their native language, relying on ancient and fragile texts
that had somehow managed to survive undiscovered by the Hutts.
Currently, the Klatooinian government still lives in fear of their Hutt lords,
although the patience of this people is becoming frayed under the weight of the
contract they signed millennia ago. Klatooine is ruled by a Council of Elders
that resides in a palace built around the fountain, which is now referred to as
the Fountain of the Hutt Ancients. This new title has been another cause for
members of the younger generations to attempt further rebellions, with
uprisings becoming more and more frequent. Among the youth, it is believed
that if the Old Republic and the Emperor could fall, then it might also be
possible for them to free themselves from Huttese bondage, and that the
members of the Council of Elders are mere cowards for their continued
subservience to the Hutts. The Hutts, seeing these signs of discontent, have
tried strongly pressing their will upon their servants, becoming more ruthless
and cold in their treatment of the Klatooinians. But as they do, they are being
met with more vigorous resistance. Societal watchers theorize that this is the
beginning of the end of the master–servant relationship between the Hutts and
Klatooinians, but only time will tell.

NOTABLE APPEARANCE
Episode VI: Return of the Jedi
Koorivar are tall humanoids who inhabit a tropical world of vast oceans and
lush rain forests known as Kooriva, located in the Inner Rim. Koorivar vary in
skin color from magenta to mauve and from dark green to black. Banding ridges
crown their brows, tapering down onto their noses past sickly looking yellow
or green eyes. A colorful spiraling horn rises from the tops of their heads, and
this feature can be found on both males and females. Females who have borne
children and preside over families wear matron’s hoods, indicating a level of
influence.
A Koorivar’s horn grows during puberty but ceases developing upon reaching
adulthood. It is a trait of great cultural and societal importance among their
people, and the length or beauty of one’s horn increases one’s status in society.
Koorivar who are genetically disposed to have larger horns tend to garner
more prestige, leading to an unofficial upper class of genetically “superior”
Koorivar. In general, Koorivar will decorate their horns to make them more
attractive to their fellows. Loss or damage of a horn usually leads to a marked
loss of status and prestige—sometimes even isolation from society.
Koorivar are a shrewd people, wary of danger and uncomfortable situations.
They prefer to remain out of harm’s way and will use their wits to escape a bad
scene, bargaining with or fooling opponents rather than directly fighting with
them. In fact, bargaining is also the way Koorivar form their families. A marriage
on Kooriva is arranged by two houses who wish to join resources for a
mutually beneficial financial outcome. After presenting the qualities of their
offspring to their potential mate, the parents will exhibit a prospectus on the
financial stability of their family and the lucrative potential of merging their
business efforts with those of the other clan. Days and sometimes weeks of
negotiations take place before the two families agree to business terms, and
sometimes even then these “mergers” will fall through. The children who are to
be married are as large a part of the process as their parents, and are
traditionally involved in the bidding process. When presented with the idea of
marrying for love, Koorivar often openly scoff at such an unprofitable concept,
seeing the institution of marriage as a means for society to build its ultimate
strength and dominance through wealth.
This cooperation and focus on mutual benefits extends to the Koorivar’s
business enterprises and dealings with one another as well, and many Koorivar
will band together on any number of financial undertakings, pooling resources
and efforts to maximize profits. Undercutting others in business, like the idea of
love, is viewed as counterproductive.
Koorivarn children are groomed for this cooperative business mind-set from
early childhood, as all schools on Kooriva center on the business arts. Extensive
classes are reserved for developing and marketing new products, incorporating
selling techniques, and practicing public speaking for the goal of negotiations.
Before they reach the age of ten standard years, most Koorivarn children have
begun their first credit-earning job, with some being so ambitious as to start
their own fledgling businesses.
Koorivar speak their own
DESIGNATION language, a combination of
Sentient whispers, soft sibilants, and hand
HOMEWORLD gestures. Although Koorivar also
use Basic, they have a slight
Kooriva (by way of an unknown
advantage over many other species
homeworld)
as they are in tune with body
language and the sensing of other
beings’ motives based on how they
move. This skill is particularly
useful because Koorivar frequently
work with other species so that
they may benefit from their
various unique talents and
contributions. Koorivarn nobles in
AVERAGE HEIGHT particular will crew their ships with
1.9 meters members of many species.
PRONUNCIATION While Koorivar have adopted
the name of their planet, Kooriva
Kōr’-ē-vär
is not their original home. When
the star of their unknown
homeworld became unstable, they migrated to Kooriva, leasing the planet from
the Old Republic for several centuries. After this amount of time, they adopted
their new name and formally requested that the Galactic Senate allow them to
finally take possession of their world of residence. When the Senate rejected
their request, Koorivar set out to gain enough influence to reverse the
decision. They wandered the galaxy as merchants, striking up business deals
that gained them more and more sway over member worlds of the Galactic
Senate. After a time, the decision was overturned.
With their remarkable talent for business, other merchants remain
somewhat leery of Koorivar. They will wander from world to world, buying
shares of stock or merchandise at low prices and selling them elsewhere for a
considerable profit. Driven to gain power and influence, they brazenly set out
to the farthest corners of the galaxy in search of profitable business deals. One
of the species’ more controversial ploys was to sell weaponry and war matériel
such as their weather production machines to battling peoples—trading with
both sides. Of course they tried to keep this tactic secret, but when it did
come to light it ruined their reputation as reliable merchants. The Republic
began to investigate the charges, and when the Koorivarn government tried to
protect some of the more corrupt offenders, the Galactic Senate set up
economic sanctions against Koorivar and blockaded their world—forcing
Koorivar to pay heavy tariffs on any product shipments coming in or out of
their system.
To save their economy from utter ruin, Koorivar complied with the Senate’s
requirements for free trade. They then learned to go to even greater lengths to
keep illegal practices under wraps, or to make sure their business dealings are
completely legitimate.
With the rise of the New Republic, Koorivar maintained their powerful
presence in the business world, sitting on the boards of most major
corporations in the known galaxy. Although Koorivar sided with the Separatists
during the Clone Wars, and their business interests suffered greatly from the
Empire’s nonhuman biases, they have, as a species, made impressive strides in
regaining their wealth and influence through cunning and tenacity. However, the
Galactic Alliance Committee on Corporate Oversight keeps a close eye on the
commercial activities of Koorivar to ensure compliance with the law.
While Koorivar are generally business focused, they have a strong streak of
militarism when it comes to guarding their interests. For this purpose they
established a renowned fighting force known as the Koorivar Fusiliers during
the Clone Wars. Employed by the Corporate Alliance, they performed a key
roll in the Confederacy of Independent Systems’ military strategy. Garbed in
red head-armor (which displayed their horns), rib-armor, black metal boots,
and metal gloves, they were an impressive group of fighters who employed the
use of Koorivar-fabricated blasters. These soldiers were utilized by Passel
Argente, leader of the Corporate Alliance, as personal guards, and General
Grievous commanded divisions of Koorivar Fusiliers in his Outer Rim Sieges.
They were also directed at the battles of Moorja and Bomis Koori IV by
General Oro Dassyne, a Koorivar of unique status among his people.
Appointed a general of the Fusiliers by Passel Argente, Dassyne was greatly
enamored of glory and often requested frontline action. As a result, he was
wounded and suffered skull trauma that damaged his horn. To compensate for
his physical loss, he wore a miter that was even larger than his horn had been.
Even though loss of a horn usually incurs a loss of status, Dassyne maintained
his status through sheer force of will. But this overcompensation ultimately led
to his downfall. His clever leadership of troops in the past was replaced with a
reliance on greater firepower for defense. Sent to protect Bomis Koori IV, a
stronghold of the Corporate Alliance defenses, he fortified the world with
highly powerful artillery and shields anticipating an attack from a Jedi army.
Instead, he was outwitted by only two Jedi, Obi Wan Kenobi and Anakin
Skywalker and soundly defeated. Had he survived this battle, his loss of status
would have left him in utter ruin, exiled from his people.

NOTABLE APPEARANCE
Episode II: Attack of the Clones
Kowakian monkey-lizards are a playful reptilian species hailing from the Outer
Rim world of Kowak. These small, quick, and agile creatures have long floppy
ears, beak-like noses, tufts of brown or black hair on their heads and backs, and
wild, yellow eyes. Monkey-lizards have twiggy extremities, but their bellies are
distended from overeating—particularly when they are domesticated—and
some subspecies have prehensile tails. While these reptiles may give the
appearance of easy prey to any larger predator, their nimble bodies, acute
hearing, and sharp eyesight make them extremely difficult to catch. Their
brown skin will actually shift its tint in different environments, often making
them virtually invisible to pursuing predators.
Monkey-lizards live primarily in tree nests, and enjoy swinging through the
verdant rain forests of their homeworld. They feed on insects, worms, and
small rodents, eating frequently, as their tiny, energetic bodies require a great
deal of nourishment. Monkey-lizards are traditionally scavengers, preferring
carrion to fresh meat or vegetation. As carrion is not particularly healthy to eat
in most circumstances, some have speculated why monkey-lizards have this odd
preference. They may prefer to have others do their work for them in acquiring
food, or it may be the result of an innate avoidance of predatory dangers.
While they do display a fair amount of intelligence, monkey-lizards still
appear to be on the brink of further evolution. They have no structured society
to speak of, although they do exhibit hierarchical boundaries within a group of
nests. Leadership appears to fall to the oldest female, and each monkey-lizard in
a nesting group is assigned a specific role: one will be a food gatherer, another
will maintain the nest, while yet another will scout for predators. Little is
known about their reproductive habits in the wild, and the monkey-lizards
managed to drive off the last group that attempted to study them. In captivity,
they are usually not kept with others of their species, as the noise they make is
simply too great. However, it is believed that monkey-lizards lay eggs once a
year, with a few of the eggs surviving to hatch.
Being curious and prone to exploration, these creatures can be quite
destructive. Monkey-lizards acquired as pets often end up sold off when private
owners are unable to control them. Primary complaints from owners concern
their disruptiveness, their tendency to break valuables and deface artwork and
furniture, as well as their habit of rummaging through garbage compactors.
In the wild, these creatures are
DESIGNATION rarely alone, preferring to move in
Semi-sentient (or sentient) packs for protection. One of the
HOMEWORLD most notable features of monkey-
lizards—their incessant, annoying
Kowak
laughter—is a noise they will often
make to frighten away predators.
Moving in groups, they can create
a great clamor so as to intimidate
would-be opponents. Once they
discover a source of food, they will
scuffle with one another over the
meal rather than sharing it, a trait
that betrays a certain
temperament. Monkey-lizards have
AVERAGE HEIGHT
the capacity to be mean-spirited
70 centimeters and cruel (to use a term typically
PRONUNCIATION applied to known sentients) to
Kō-wä’-kē-ăn Mŏn-kē-Lĭ’-zărd other beings, whether they are
members of their own species or
not. They will take easy opportunities to mock others with direct laughter or
through minor attacks such as throwing things at them, simply because it
amuses them. In addition, as mentioned above, University of Coruscant
researchers reported that while camped on Kowak to observe the monkey-
lizards, the creatures put snakes in their sleeping gear, and even placed buckets
of water in trees, only to drop them on the researchers when they passed by
unawares.
There has been a great debate in the scientific community as to whether
monkey-lizards are sentient or not, and the issue has not been officially
decided, though some declare that they must be sentient, for no simple-minded
beast could be so clever. While monkey-lizards do not have any art or culture
to speak of, they clearly possess a distinct, if questionable, sense of mischief and
humor. They can learn to mimic most languages, and according to some
observers, actually communicate in those languages if they feel like it. They will
even laugh, strangely enough, at appropriate—or sometimes inappropriate—
moments during conversations. It is common knowledge in certain circles that
monkey-lizards can repeat back what they hear with some accuracy, and for
this reason many underworld kingpins keep them as pets who double as
excellent spies. However, it is widely believed that, sentient or not, monkey-
lizards are obnoxious creatures, and to call someone a “Kowakian monkey-
lizard” is an insult.
One piece of evidence that supports their sentience is that some have been
found to be Force-sensitive. Records from the Empire refer to Picaroon C.
Boodle, a monkey-lizard captured by the Imperials as a research subject
because of his latent Force abilities. He was mutated, pressed into service to
the Dark Jedi Jerec, and sent to the fabled Valley of the Jedi, where he died in
battle with the Jedi Kyle Katarn. It is possible that additional monkey-lizards are
Force-sensitive, but none have been identified to date due to their capricious
and troublesome natures.
Meanwhile, a large number of monkey-lizards have been encountered in the
galactic underworld, tied to criminal organizations. One of the best-known
monkey-lizards to serve a criminal figure was Salacious Crumb. While it is not
known how this monkey-lizard came by his name, Crumb was employed by
Jabba primarily as a court jester, but vague and perhaps unreliable reports
assert that Crumb was also tasked with eavesdropping on Jabba’s visiting
competitors and members of his court, listening for any signs of intrigue that
could harm Jabba’s business dealings or, worse, his health. First captured by
Jabba when he was trying to steal food from him—and almost becoming a meal
himself in the process—Crumb parlayed his value as a spy and a source of
amusement into the comfortable position he held until perishing on Jabba’s sail
barge in the Dune Sea.
At one time, these creatures were rarely seen off their native world.
However, they have consistently managed to sneak onto visiting ships, and
often wind up in the strangest of places. They have also become a fad among
some of the wealthy upper class, who, like their underworld counterparts, keep
them as pets for entertainment. However, they are clearly not always well
looked upon as household creatures in proper or polite society because they
are quite untrainable, no matter how much time or effort is devoted to it or
what method is used.

NOTABLE APPEARANCE
Episode VI: Return of the Jedi
The Kubaz, of the Outer Rim planet of Kubindi, are a humanoid species, tall and
gaunt, with long trunks for noses. They have green-black skin, and must wear
goggles to protect their sensitive eyes when visiting worlds in systems with a
yellow or red sun. Kubaz have broad stubby fingers on their hands and two
large toes on each foot; bristly black hair grows from the tops of their pointed
heads. Their snout-like, flexible trunks evolved as a perfect means of sucking
insects out of hives. In addition, inside their trunks they possess two rows of
teeth and well developed glands that enable them to detect even the subtlest of
odors. The Kubaz have a highly developed form of nonverbal communication
that they use to achieve a more advanced level of understanding among their
people. These nonverbal signals are made up of trunk and hand movements.
The slightest vibration of their trunk can have any of several different meanings,
most of which are known to Kubaz alone. Tied with these trunk movements
are their often inscrutable means of expression. Kubaz’s trunks can be
indicators of how they feel, as Kubaz smile by curling them.
A Kubaz’s hand gestures, meanwhile, are usually recognizable by offworlders
who have a limited familiarity with them. One hand up with palm down, for
instance, is a sign of agreement. Those Kubaz who assisted on either side of the
Galactic Civil War in a military capacity shared their hand signals with
commanders, who used them to direct troops in a silent manner. By touching
their noses, head, or shoulders or making other subtle gestures, the Kubaz
indicated direction, number, and intention.
Kubindi orbits a powerful blue giant star known for its solar flares. As a
result, it is an arid world with very erratic weather patterns, and is often
victimized by large bursts of radiation from the star. At one time thousands of
years ago, the solar flares were so powerful that they burned away most of the
plant life, and the remaining vegetation was appetizing only to the native insect
population. Because of this, the herbivorous ancestors of the Kubaz resorted to
eating the insects, the only edible food source for them left on the planet.
Luckily for the Kubaz, the plant life eventually grew back and adapted to the
solar flare activity that is still common on Kubindi, and new variations of insects
began appearing after each incident of solar flaring—most likely the product of
the mutative radiation, as some of these insects grow as large as Tatooine
banthas. Over time, Kubaz’s physiology adjusted to their new diet.
Eventually, Kubaz stopped
DESIGNATION hunting for insect hives and instead
Sentient began farming them in greater
HOMEWORLD numbers, although individual hives
could be stolen and difficult to
Kubindi
claim if recovered. Thus, Kubaz
developed designer strains of
insects, declaring distinctive results
for specific clans on Kubindi. Then,
to increase variety in their meals,
the clans began trading individual
hives, and capitalistic commerce on
Kubindi was soon under way.
Kubaz society became dominated
by certain clans, which each
control millions of insect hives.
AVERAGE HEIGHT
Today, Kubaz culture, business,
1.8 meters finance, and space and computer
PRONUNCIATION technology have developed entirely
Kōō’-băz out of the production and sale of
insects, along with a very special
high-class insect cuisine. Kubaz insect banquets are a highlight of their culture,
and the food is considered a delicacy. While Kubaz will not be insulted if a
guest does not wish to partake in an insect meal, they would probably conclude
that the visitor simply lacks both refinement and good taste.
This singular diet has caused them difficulties interacting in galactic society, as
they do not recognize sentient insectoid species as anything other than food.
The Old Republic discouraged the Kubaz from developing starship or
hyperdrive technology until they acknowledged the rights of intelligent
insectoids. The Empire later maintained this policy for no other reason than its
overarching attempt to keep other species separated from humans. Kubaz were
still eager to explore the galaxy, though, and threw all their scientific efforts
into developing hyperdrive technology, but through subterfuge and sabotage,
the Empire disrupted their plans. Furthermore, the Empire blamed the
destruction of their earlier hyperdrive designs and other scientific
developments on the defunct Republic, which encouraged the Kubaz to aid the
Empire in various ways—most frequently as spies.
Kubaz are particularly skilled at establishing networks of business associates
and information suppliers, often knowing someone who knows someone and
using this to their advantage. They are also extremely talented reading
intentions through observation, another natural trait that made them very
valuable to the Empire. However, not long into the Galactic Civil War, Kubaz
discovered the Empire’s treachery through their observational prowess, and
many left Kubindi to join the Rebellion.
Outside of the spy business, Kubaz are a highly educated people who enjoy
the arts, music, literature, and other sophisticated entertainments included with
the gentrified ways of society. Espionage cannot be taken as the defining
characteristic of Kubaz life or sense of morality. Highly social beings, they are
extremely focused on manners and refinement, as well as traditions and history.
Decorum and tact are also highly valued.
Kubaz love to dote on their families—raising their children at home until the
age of five standard years, then sending them off to the clan crèche, where they
are raised by single females. After transferring their offspring to the crèche, the
parents maintain a strong presence in the children’s lives through daily
visitations and shared mealtimes. Academies are maintained on Kubindi for the
advanced study of science and the arts, and entry is competitive and highly
prestigious. Graduates of these academies either undertake apprenticeships to
further their skills or assume positions of societal influence upon completion of
their training.
Kubaz are extremely interested in all that occurs around them. They have a
love of learning and will ask many questions, almost to the point of creating
annoyance. With outsiders they are extremely honorable, forthright, and
morally rigid, although they do not view maltreatment of insectoids or the act
of spying as morally questionable.
Following the fall of the Empire and rise of the New Republic, the Kubaz had
no choice but to join the inestimable ranks of refugees forced to flee their
homeworlds when their planet was taken over by the Yuuzhan Vong. Following
the Yuuzhan Vong’s defeat, the remaining Kubaz, greatly diminished in number,
have begun the process of returning to their world to pick up the pieces of
their fractured society.

NOTABLE APPEARANCE
Episode IV: A New Hope
The Mon Calamari are an idealistic, noble people from the Outer Rim planet
that commonly bears their name in Basic, although in the Mon Calamari and
Quarren languages, the planet and its home star system are properly known as
Dac. The Mon Calamari were once considered the soul of the Rebel Alliance,
as well as a cornerstone of the New Republic. A positive, forward-thinking
species with cultural goals of justice and fairness, they have established
themselves as leaders and instigators of galactic harmony.
The Mon Calamari, often called Mon Cals, are an amphibious species with
salmon-colored skin, webbed hands, high, domed heads, and huge, fish-like eyes.
Similar to other amphibians, they are born in a “tadpole” stage, complete with
gills; as they grow into adulthood, they develop lungs. These lungs are quite
powerful, and enable them to remain underwater for long periods of time.
Within their water-based society, Mon Cal science grew out of simple fish
farming and kelp cultivation on their ocean-covered world. Initially, their
scientific and technological advancement progressed at a slow pace because it
was difficult to get necessary materials from the planet’s core. This problem
was later solved with the assistance of their neighbor species, the Quarren,
who live at the greatest depths of Mon Calamari’s oceans. Thus began their
symbiotic relationship with the Quarren, who had the ability to mine minerals
found only at those depths.
Soft-spoken and gentle, the Mon
DESIGNATION Calamari are a peaceful people.
Sentient They are even-tempered, slow to
HOMEWORLD anger, and possess a remarkable
capacity for intense concentration.
Mon Calamari
Mon Cals are also legendary for
their determination and for a
dedication that can sometimes
border on obstinacy. They are
naturally heroic and idealistic,
taking on causes that would seem
hopeless to others simply because
they feel it is right to do so, and
once they have made a decision,
AVERAGE HEIGHT they are not easily swayed from it.
1.7 meters One such resolution was their
PRONUNCIATION quest to reach “the islands in the
galactic ocean”—the stars, a goal
Mŏn Căl-ä-mär’-ē
they ultimately achieved due to
their tenacity.
The Mon Calamari and Quarren live in multileveled cities that float upon the
surface of their vast oceans. The Mon Cals dwell on the upper levels of the
immense structures, as they prefer more sunlight, while the Quarren reside in
the lower levels where there is more comforting darkness. These cities are the
centers for civilized culture on their world, and their repertoire of art, music,
and literature is impressive.
Mon Calamari technological talents are renowned throughout the galaxy.
They can engineer starships or structures for almost any environment. The
Mon Cals believe technological or architectural design must be organic, growing
and changing with the users.
Mon Cal spaceships are highly complex, and are frequently the vessels of
choice for the Gallactic Alliance. Each of these ships is unique in design, and
they are constructed specifically for Mon Calamari physiology unless they are
built under contract for an offworld client.
When the Mon Cals made their first foray into space, they established
contact with peoples from other worlds with great enthusiasm and excitement.
Along with the Quarren, they eventually gained representation in the Galactic
Senate. But in the days before creation of the Empire, Mon Calamari Senator
Meena Tils joined a growing number of Senators who spoke against Palpatine’s
increasing powers. By the time Palpatine declared himself Emperor, the Mon
Cals began to realize their fatal mistake. The Emperor viewed the Mon Cals as
easy slave labor, and the Empire conquered their world with the assistance of
some disgruntled Quarren, who deactivated the planet’s protective shield. Both
the Quarren and the Mon Cals were put to work as slaves, although the Mon
Cals began a movement of passive resistance. In order to squash this
opposition, the Empire destroyed three of their floating cities.
It was then that this peaceful species put aside their pacifistic ways and
fought back against their taskmasters. Using simple kitchen implements, hand
tools, and any other weapons they could find, they and their Quarren
counterparts—with the aid of the Rebellion—drove the Empire from their
world. Mon Calamari then became the first world to officially throw its full
support behind the Alliance.
To this day, there is friction between the Quarren and the Mon Calamari,
stemming from both the incident involving the deactivation of the shield, as well
as previous tensions over many Quarren siding with the Separatists during the
Clone Wars.
Despite this friction, Mon Calamari society continues to function. They have
a highly efficient government, organized much like the Republic Senate. Quarren
and Mon Cals are equally represented in this body, and because of the Mon
Cals’ peace-loving nature, they continue to work toward consistent harmony
with their Quarren fellows.
The Mon Cals were also largely responsible for freeing the galaxy from the
oppression of the Empire. Nowhere was this better represented than by the
great Mon Calamari naval commander Admiral Ackbar. A brilliant tactician,
Ackbar quickly rose through the ranks to become admiral of the combined
Rebel fleet. In addition, through his steady guidance, Ackbar brought Mon
Calamari into the Alliance, which aided tremendously in turning the tide of the
war. He served as long as he was able, eventually retiring to a quiet life on Mon
Calamari. Ackbar passed away from old age toward the conclusion of the war
against the Yuuzhan Vong, after briefly coming out of retirement to contribute
to the military strategies that defeated the invaders.

NOTABLE APPEARANCE
Episode VI: Return of the Jedi
The title Mustafarian applies to two subspecies of the same genus native to the
planet Mustafar in the Outer Rim, a world of molten lava rivers, active
volcanoes, and jagged, rocky landmasses. Both subspecies are hard-shelled
arthropods with large, insectoid eyes and long snouts, and evolved in the
cooled underground tunnels of their world. Their chitinous exoskeletons lie in
plates over their leathery skin, protecting them from the intense heat that they
encounter day by day on Mustafar. Unlike most life-forms, Mustafarians have
little water in their bodies.
Mustafar’s volcanic environment is caused by the gravitational pull of two
nearby gas giants, Jestefad and Lefrani. While Mustafar could serve as a moon
for either star, it stays in its own orbit, traveling closer to Jestefad while at the
same time being pulled on by Lefrani—with all three planetary bodies navigating
the star system at a similar rate.
Flourishing in this tumultuous environment, the taller northern Mustafarians
are the physically weaker of the two subspecies. Because their bodies are more
prone to frailty, the northern Mustafarians who serve as sentries or security
forces often have their limbs enhanced with mechanical prosthetics to increase
their strength, speed, and endurance. Northern Mustafarians ride insects called
Mustafar lava fleas, which they domesticated as mounts in order to move
quickly from one cooled lava landmass to another. The lava fleas are large, six-
legged insects capable of walking across the cooler surfaces of hardened lava,
and they can leap over the flowing lava rivers with ease.
The smaller southern Mustafarians, meanwhile, are more sturdy and hardy.
Working in cooperation with their genetic cousins, they handle most of the
“heavy lifting,” or physically demanding jobs, in Mustafar’s expansive lava-mining
operations. This shorter subspecies can withstand higher temperatures than the
northern Mustafarians, and since they spend more time on the surface than
their compatriots do, they wear armor and breath masks to protect themselves
from the intense heat. The southerners handle the harvesting platforms,
skimming the surface of the lava rivers for metals with large pole-mounted
cauldrons.
Mustafarians are a self-involved,
DESIGNATION egocentric people always bent on
Sentient improving the limited life on their
HOMEWORLD world. They are technologically
savvy, and somewhat creative in
Mustafar
that they have managed to find
many unique ways to market the
products they mine from Mustafar.
Even so, their only reason for
interacting with outsiders is to
trade for new life-improving
materials. They care little for any
other people besides their own.
While Mustafarians are not
naturally aggressive, like most
species they have developed
weaponry to protect themselves.
Since their skin and exoskeletons
defend them from heat-producing
weapons such as blasters, the
AVERAGE HEIGHT
weapons that they use fire bolts of
2 meters (northern) 1.5 meters kinetic energy. Both vessels and
(southern) people who are armored to guard
PRONUNCIATION themselves against blasterfire
Mōōs-tä-fä’-rē-ăn would find themselves vulnerable
to such unique armaments.
Mustafarians live and work in saucer-shaped buildings near their mine
entrances. The structures are constructed to extend several levels
belowground, often utilizing empty mines that no longer produce ore. They
also dwell in the cooler hollows of dormant volcanic mountains. The
atmosphere on Mustafar is not very hospitable to living beings, and it is a
testament to the creatures and animals native to the planet that they have
managed to survive. Filled with smoke, ash, and bits of volcanic rock and glass,
the air on Mustafar makes drawing every breath a chore for most humanoids.
As mentioned, the Mustafarians had no initial interest in life off their world.
But when the Techno Union became fixated on the idea of mining their lava for
precious metals, the Mustafarians agreed to help build and manage the
operations on Mustafar. This gave them membership in the Confederation of
Independent Systems, though their planet was relatively untouched by the
Clone Wars.
Techno Union technology offered the Mustafarians extra protection from
the heat, and improved their standard of living drastically. One such item used
by workers is a Kubazian skirt equipped with a cooling backpack turbine. And
yet, despite some of these helpful devices created by other species, the
Mustafarians remain fairly uninterested in larger galactic affairs and are perfectly
happy to work on their own world in peace.
The Separatist movement under Count Dooku used Mustafar as one of its
main headquarters for operations. As the Clone Wars raged, the Separatist
Council enlisted the Mustafarians to build a stronghold on their planet to be
used as a protective retreat in the event that the Republic prevailed. The
fortress was near impenetrable, bearing the combined protection of Mustafar’s
dangerous environment with a powerful tractor beam and ray shielding.
The Mustafarians were indifferent to the Separatists’ politicking, and helped
construct the climate-controlled fortress in the hope that it would someday fall
under their control. Their work paid off when Darth Vader slaughtered the
Separatists along with the Techno Union leaders on Mustafar, leaving the planet
and its people to manage their own affairs.
As the Empire rose to power, however, the Mustafarians had to deal with a
new problem. The renegade Geonosian Separatist Gizor Dellso holed himself
up in the fortress, refusing to surrender to the Empire. Dellso managed to get a
hidden droid factory on Mustafar up and running again, and began generating a
series of fresh battle droids that he intended to use as his own army. The 501st
Legion of stormtroopers was dispatched to Mustafar, and both Dellso and his
battle droids were eradicated. It is believed that both fortress and factory were
decimated by Star Destroyers in a subsequent orbital strike.

NOTABLE APPEARANCE
Episode III: Revenge of the Sith
Silicon-based life-forms, mynocks are large, manta-like creatures that are the
bane of starship captains across the galaxy. They live on energy, particularly
stellar energy or electromagnetic force.
While many have speculated that these creatures originated in the system of
Ord Mynock, the beasts’ true planet of origin is unknown. It is even possible
that they evolved in the vacuum of space, as most planetary environments are
fatal to them—their skin reacts to helium, which is present in most planetary
atmospheres. This gas causes them to become bloated, often to the point of
exploding. Scientists say this is a type of allergic reaction—one that happily
keeps most populated worlds free of mynocks.
Mynocks are not intelligent creatures, resembling microscopic oxygen-based
organisms in their biological makeup. They have very few organs, and, as with
most single-celled organisms, they reproduce by splitting in a manner mimicking
fission.
Mynocks ride the stellar winds to capture particles emitted by stars. Their
black, leathery skin absorbs electromagnetic radiation very efficiently. Once
they have consumed enough energy, mynocks will land on asteroids and attach
themselves to surfaces via their suction-cup-like mouths, feeding on silicon and
other materials. Mynocks do this in order to produce the extra mass required
for replication. When a mynock has absorbed enough to accumulate sufficient
mass, it splits into two, and the two mynocks then launch themselves into
space.
These creatures are extremely protective of their territory, however
temporary their locales may be. Although they generally migrate in small packs
of fewer than ten, they are known to attack in larger numbers when cornered,
when their territory is violated, or when they are physically threatened. This
suggests that mynocks have some means of communication, although
interaction solely through sound is unlikely for space-based life-forms capable of
surviving in a vacuum. It may be that mynocks communicate using a pheromonal
release, telepathy, or even through some primitive form of hive mind. In
atmosphere, mynocks are capable of emitting a loud, piercing screech.
AVERAGE LENGTH
DESIGNATION 1.6 meters
Nonsentient PRONUNCIATION
HOMEWORLD Mī’-nŏk
Unknown (popularly attributed to Ord This parasite is the main food
staple for the giant space slugs that
often inhabit asteroid fields. In
turn, before being completely
digested, mynocks will feed for a
time on the space slug’s veins and
Mynock) intestinal linings. Due to their
sheer size, giant space slugs have
been known to be found with large numbers of living mynocks within their
bodies. For this reason, some orbital spaceports will try to keep at least one
space slug in the vicinity to cut down on the local mynock population.
Constantly thirsting for energy, mynocks often attach themselves to passing
starships, chewing on power cables or sucking on ion ports. Mynocks can also
absorb matter from a vessel’s hull, causing it to slowly dissolve. This is a
particular problem that could result in a significant amounts of damage if not
discovered and repaired in time, and through the years, there are tales of many
ships and lives that have been lost due to hull breaches in open space. The
space lanes abound with reports, both anecdotal and verified, of ships launching,
only to later discover that a mynock or two had damaged the ship’s exterior
or, worse, had stowed away and were causing harm while the ship was already
in flight. Often, vessels’ sensors will detect breaches and the loss of hull
integrity, but if sensors are faulty, catastrophic events have sometimes
occurred. In addition, if a pack of mynocks infests an orbital shipyard, the
economic consequences can be severe and drive a company to near
bankruptcy.
In recent years, a new version of sport hunting has emerged called Mynock
Puffing, wherein hunters will spacewalk to shoot and kill mynocks with helium-
based grenades that attach to the creatures’ hides, causing their bodies to
balloon into round balls. The creatures quickly die and immediately float away.
Bets are placed on which sharpshooter can “puff out” the most mynocks.
Legislation to monitor this activity is being met with resistance from the
gambling establishment and the Free Spacers Guild lobby.
Several reports have documented subspecies variants of the mynock.
Vynocks, an air-breathing, planetbound subspecies, have been found in the
Kalarba system in the Mid Rim and on Corellia in the Core Worlds; apparently,
this subspecies does not suffer from the theorized helium allergy. These
creatures pose a particular problem for inhabited systems, as not just ships but
also buildings, structures, livestock, and even humanoids sleeping outdoors are
at risk. Additionally, the pirate Chorssk bred a domesticated version of the
mynock, noted for its blue-mottled skin and reproduction methods. Unlike
common mynocks, the Chorsskian, or blue, mynock gives birth to live offspring,
with the mother sacrificing herself for her child. Chorssk learned to breed
mynocks so that he could use them as a weapon; he sought to develop a group
of creatures that could attack a ship on command, making his strikes on vessels
in the space lanes that much easier. Another variant known as a salt mynock
has also been spotted on Lok, but little is presently known about this
subspecies due to a lack of corroborating evidence.
In sum, regardless of the variety, mynocks can pose a hazard regardless of
their environment. It is a common experience to walk through even the most
lightly populated of spaceports and hear cries of “Mynocks on a power cable!”

NOTABLE APPEARANCE
Episode V: The Empire Strikes Back
Nautolans are amphibious humanoids native to the Sabilon area of Glee
Anselm, a world of wetlands, lakes, tidal pools, and seas located in the Mid Rim.
Some sources have used the term Nautiloid in reference to this species.
However, this is an incorrect application of a genus name indicating a
phenotype. Like many aquatic species, they are able to breathe underwater, and
possess thick, rubbery flesh that is commonly green and spotted, acting as
camouflage in an undersea environment. Unlike other water-based species,
however, Nautolans do not experience difficulties out of water. They are able
to exist on desert planets without trouble, although it is unclear if there is an
upper limit to their tolerance for arid conditions. Nautolan skeletons are
reinforced with extra cartilage, making them extraordinarily resilient, and their
large, black, fish-like eyes enable them to see clearly in the murkiest of marine
locales. They have webbed fingers and toes, which aids their swimming abilities.
A crown of long green tendrils that resemble smaller versions of Twi’lek
lekku adorn Nautolans’ heads in place of hair. These appendages are sensory
organs that allow Nautolans to read the emotional state of those in their
vicinity, though they do not function as effectively out of the water. This is
because a Nautolan’s head-tails do not read minds, but rather read pheromones
carried by water currents. The tendrils are olfactory sensors that greatly
enhance the sense of smell, picking up through a porous outer layer of skin
subconsciously released biochemicals that often indicate various feelings and
moods. Even when on land, the average Nautolan can frequently discern the
dispositions of other individuals based on changes in their pheromonal
signature.
Nautolans reproduce like other amphibious species, laying eggs that hatch to
become tadpoles. The infant Nautolans proceed quickly through their stages of
development, such that by their second standard year of life they are roughly
the same size as a human infant and already possess arms and legs, though their
legs are not yet strong enough to support their weight when learning to walk.
An infant Nautolan’s head-tails begin to develop their extrasensory abilities
between their second and third years. This may be a programmed result of
evolution, as this is also the time when many Nautolan children begin to speak,
and thus their tendrils are able to start aiding in interpreting the potentially
confusing input that they are receiving from the world around them.
Because of their empathic
DESIGNATION abilities, Nautolans’ moods often
Sentient reflect those of nearby individuals.
HOMEWORLD If those around them are feeling
joyous, then they are as well, but if
Glee Anselm
others are upset, Nautolans will
generally feel the same sadness. If
they are attacked in anger, they
will respond in kind. As a species,
however, Nautolans are a fairly
happy people who express joy with
abandon, particularly when they
are free to use their talents
without restraint. For instance,
Nautolans have been known to
flash a wide, brilliant smile when in
AVERAGE HEIGHT
the midst of physical combat.
1.8 meters While the delight behind the smile
PRONUNCIATION is quite genuine, this flash of
Nä’-tō-lăn passion can also be intended to
emotionally disarm their
opponents, who may perceive it as a sign of the Nautolans’ combat superiority.
Other than the fact that their tendrils do not function quite as well out of
water, Nautolans prefer aquatic life for another reason—one directly related to
their language. Spoken on land, their native tongue, Nautila, is
unpronounceable, and loses a good deal of its meaning because much of it is
tied to pheromone projections that are released in conjunction with spoken
words. As a result, Nautolans will speak Basic with those who use the standard
tongue of the galaxy, or Anselmian, the language spoken by the Anselmi, their
land-dwelling neighbors on Glee Anselm. The ability to speak Basic has
encouraged many Nautolans to take to the stars, chasing a spirit of adventure.
Nautolans are an extremely loyal people, and as such, they will mate for life.
Most Nautolans see a happy mating as a necessary requirement of existence,
and families are raised with equal input from both parents. Marriage choices are
in most cases made through courtship, as is typical in many humanoid societies.
Although arranged marriages have declined among the Nautolans in the last few
centuries, they do still occur. Those taking part in sociological studies report
that they do not feel as if they have surrendered their choice in mates by
participating in such an arrangement, as the parties have the right of refusal
upon reaching adulthood. They simply respect the well-considered effort made
on their behalf. When an arranged marriage is declined, both parties will go
their own way, with no ill will involved.
Nautolan settlements are governed by an elected Council of Elders—
although in this case elders is a title of respect rather than a sign of age—and
the centralized government takes the form of a body of representatives from
each settlement. A subcommittee of this body works cooperatively with the
overall leadership of Glee Anselm.
One of the best-known Nautolans in history was the Jedi Master Kit Fisto,
renowned for his skills with a lightsaber. Fisto’s lightsaber, it is said, could
operate underwater because of two unique crystals that he used to power it.
Also famous for his strength of spirit and his wisdom, Fisto was instrumental in
the defeat of the Quarren forces that sympathized with the Confederacy of
Independent Systems during a conflict on Mon Calamari. In addition, Master
Fisto was unique in that he was one of the few non-Twi’leks able to read Lekku,
the Twi’leks’ elaborate language of head-tail movements.
Nautolans have coexisted in peace with the Anselmi for thousands of years.
Any wars that they have had with each other have been short, though quite
passionate and bloody. Some of these conflicts were instigated over
underwater developments, as well as fishing rights and the dumping of waste
products. The Anselmi, being land dwellers, will often infringe on Nautolan
territories to construct new developments when housing is required, sparking
the majority of such disagreements. However, the Nautolans are stronger and
better fighters, giving them the advantage over their neighbors in such struggles.
Many of these conflicts were mediated by representatives of the Old Republic
government, though no disagreements between the species are known to have
arisen in recent years.

NOTABLE APPEARANCE
Episode II: Attack of the Clones
Nelvaanians (also referred to as Nelvaans) are the native inhabitants of the
frigid planet Nelvaan in the Koobi system of the Outer Rim. A primitive people,
they were easily victimized by the Techno Union and the Separatists during the
Clone Wars. Nelvaanians are a canine humanoid species with blue-green fur
tipped with a black headcrest, long snouts, black eyes, and sharp teeth. As they
age, their hair whitens and their upright, pointed ears begin to fold down and
back. During the Clone Wars, many of the species’ males were genetically
altered by the Techno Union as part of a secret mutant warrior development
project, becoming large hulking versions of their former selves. Newer
generations of males carry the genetic patterns of their altered forebears, and
as a result are much larger than their female counterparts. For whatever
reason, the genetic manipulation did not result in mutated females in
subsequent generations.
Nelvaanian religious beliefs are central to their simple tribal culture. Life in
the tribe is organized around the extended family and other closely related
individuals. The strongest male Nelvaanians become warrior scouts, and are
responsible for hunting game and providing protection for the tribe from
natural predators. Female Nelvaanians, however, have the most important role
of all in their society. Not only are females the builders and gatherers among
the Nelvaanians, managing the day-to-day life of the tribe, but they also must
raise the clan’s young. Motherhood is sacred to Nelvaanians, so much so that it
forms the basis of their religious beliefs and is revered in all its forms.
Regardless of gender, children are a treasured source of joy to all Nelvaanians.
Great respect is paid to the
DESIGNATION elderly members of the tribe for
Sentient their experience and wisdom, and
HOMEWORLD typically the tribal chief is one of
the eldest members of the group,
Nelvaan
assuming this role following a long
and productive life. The chief leads
with the help of his or her bond-
mate, and is advised by a tribal
shaman. All members of the tribe
share communal duties and take
part in ceremonies equally, so
beyond experience and astuteness,
no other special training is
AVERAGE HEIGHT required for the role of chief. The
1.5 meters (females) 2 meters (males) responsibility is granted through a
PRONUNCIATION show of respect and deference
Nĕl-vā’-nē-ăn rather than through a trial or
other selection process. There is
no competition for the position of tribal chief; an individual’s ascension to the
role is decided by the grace of the “Great Mother,” and accepted without
question by all members of the tribe.
The responsibility of motherhood in Nelvaanian religious beliefs takes the
form of worship of the Great Mother—the planet itself. The Great Mother is
the mother of all things, who guides and nurtures the Nelvaanians. Her shaman
passes down traditions through stories and tales that are repeated from one
generation to the next, and are often recorded in cave paintings. Nelvaanian
tribal tales contain one particularly interesting story—one that if studied closely
may have helped to predict Anakin Skywalker’s eventual transformation into
Darth Vader.
While on Nelvaan in pursuit of General Grievous during the last year of the
Clone Wars, Obi-Wan Kenobi and Anakin Skywalker encountered the
Nelvaanians, who, although initially distrustful of the Jedi—as Skywalker
interrupted an important rite of passage for one of the tribe’s younger males—
did bring them back to their village. The shaman told the Jedi that the Great
Mother’s inner fires had seemed to go out, as her tears—her rivers—had
frozen, and her cries were carried on the wind. Warriors had been dispatched
to discover the cause of the Great Mother’s ills, but one by one they
disappeared, leaving the women, children, and elderly of the tribe alone.
Moreover, their shaman had predicted the dawn of an ice age, but this event
came on much too suddenly to be natural.
Old Nelvaanian lore tells the tale of a one-handed warrior known as the holt
kazet, or “Ghost Hand,” who would fight for the Nelvaanians in their time of
greatest need. A fierce warrior, the Ghost Hand would lose his hand in battle
but, after taking on a new one, would overcome his limitations and grow to
newfound strength. The Ghost Hand is ultimately consumed by his own power,
influence that blocks all light and strangles the life from his loved ones. The
Nelvaanians believed Anakin Skywalker had the gift of the Ghost Hand.
Given this belief, Skywalker was charged by the Nelvaanian tribal shaman
with finding the source of the sickness that was plaguing the Great Mother. He
discovered that the disappearances of the warriors and the frozen nature of the
land were both due to the work of the Techno Union. Inspired by the cyborg
technology used to create General Grievous, the Separatists had created a
laboratory in the caverns near the Nelvaanian village. In this facility, they
implanted captured male Nelvaanians with cyborg control harnesses, replacing
one of each of their arms with a blaster to study how the technology could be
applied on a larger scale, in an effort to create advanced fighters that would
ultimately replace battle droids. During Skywalker’s eventual assault on the
facility, the Techno Union released these mutated warriors to attack the Jedi,
but one of them, still in the mutation process, retained some of his sensibilities
and was able to reach through to his tribesmen by reminding them of who they
were. Skywalker was sickened by what the Techno Union’s Skakoan scientists
had done, as the proud Nelvaanian warriors were now monstrosities, and in a
fit of rage, Anakin killed the scientists using the Force. The mutated Nelvaanians
helped Anakin Skywalker defeat the remainder of the Techno Union forces and
destroy the laboratory. The warriors then returned to their village, and after
some initial hesitation were accepted back into their tribe.

NOTABLE APPEARANCE
Clone Wars, volume 2 (animated series)
Nerfs, once native to the peaceful world of Alderaan, are four-legged,
herbivorous ungulates. Since these creatures were and are raised on planets
outside Alderaan, the species has survived their homeworld’s destruction. Nerf
meat is some of the most delicious and expensive in the known galaxy, and nerf
steak restaurants are ubiquitous in any medium-or larger-sized Core World
city. Nerf meat can also be served in other forms, such as nerfburgers—a
favorite of many young people, often served with hubba chips—and nerfspread.
In addition, nerfs’ fur and hides can be utilized to create excellent wool and
leather goods. Although their fur must be treated with strong chemicals to
mask its smell before being spun into wool, it is used galaxywide by couturiers
and hobbyists alike. Nerf-hide coats are an expensive but common luxury.
Given the creatures’ utility, nerfs can usually be spotted near most established
settlements in the Core and innermost Mid Rim of the galaxy. However, nerfs
are not commonly found in great numbers beyond the Mid Rim, as ranchers
there tend to raise local favorites such as banthas, which do not pose some of
the unique challenges that nerfs do.
Changes in environment and selective breeding have led to the development
of several subspecies of nerfs, in addition to the naturally occurring varieties
located on several worlds. For example, a particularly rare subspecies has been
reported on Grizmallt—a group that appears very dissimilar to common nerfs
in that they bear more of a resemblance to eopies with antlers. This change in
body shape and neck length could be the result of thousands of years of
reaching into trees to eat leaves or berries on high limbs. In addition, before it
was destroyed, Alderaan was home to two nerf subspecies: the common, or
plains, nerf and the rangier, thinner forest nerf. Another subspecies, the
mountain nerf of Fennesa, has adapted to the mountainous terrain of that
world and tends to be nimbler than both the plains and flatlands varieties.
In general, these are all herd creatures with dull, curving horns and coarse,
curly fur that covers their muscular bodies. They have hard, round hooves and
long, furry tails. Nerfs will chew their cuds, and because of this trait, they tend
to build up a great deal of saliva in their mouths, making them expectorate a
great deal. Nerf spit is black in color, sticky, and foul smelling; it is impossible to
remove from clothing without harsh detergents. In addition, mountain nerf
spittle is slightly acidic, and can sting and leave welts if a herder is unlucky
enough to be struck on exposed skin. Sadly, all varieties of these creatures are
known to spit with great accuracy.
Nerfs are recognized as being
DESIGNATION some of the smelliest beasts in the
Nonsentient HOMEWORLD galaxy, and those who deal with
Alderaan them regularly tend to reek of the
species’ aroma. Most nerf herders
lose their sense of smell after years
of working with the animals. These
simple people are eternally patient,
living outdoors and traveling with
their creatures as they migrate
about the grassy plains to feed.
They are usually battered, bitten,
and bruised by their wards, and
AVERAGE HEIGHT their clothes are often covered in
1.3 meters black, sticky spittle, giving them a
PRONUNCIATION haggard and scruffy appearance. In
Nŭrf fact, scruffy-looking nerf herder is a
common insult throughout the
galaxy. Although it is a difficult life,
nerf herders are proud, hardworking people, and third-or fourth-generation
herders are quite common.
Known for being temperamental, nerfs will sit down, spit, or kick when they
are in disagreement with their often hapless masters. Generally speaking, if nerf
meat weren’t one of the staples of diets throughout the galaxy (and perhaps if
it weren’t so delicious), and if their the pelts weren’t so useful, it is doubtful
that anyone would take the trouble to domesticate these animals. Moreover,
nerf behavior has led some to question their scientific classification as herd
animals. Although they exhibit typical herd-like qualities, such as standing in
groupings for comfort and safety against predators, nerfs also tend to fight with
one another as much as they clash with their keepers.
Nerf ewes are traditionally smaller and less powerful than the domineering
rams. With horns that spiral more elaborately, the rams have a tendency to
charge, harass, or batter the females and trample over the young. For this
reason, they are isolated from the herd during certain times in order to keep
the others safe.
On most worlds, nerfs are held in traditional ranch-like settings with
enclosed pens and pastures. Fennesa natives differ from this practice by
allowing their nerfs to roam free on the mountains, where the creatures often
hide in caves or among rocky outcroppings. During mating season, females are
allowed to mix with the males, but otherwise males are mostly prevented from
grazing within the herd. Young nerfs are born one at a time, and remain with
the ewes regardless of gender until they have aged roughly one standard year,
at which point the male young are placed with their gender counterparts in
order to replace an older ram who is taken to market. Female offspring will go
to the field to replace ewe, although sometimes they are taken to market
themselves.
Typically, herders take the females and young out into the field for weeks
while the males are fed harvested grasses on the ranch. While they are grazing,
nerfs can be at risk of attack from predators or rustlers. Herders are therefore
frequently armed with slugthrowers—or blasters if they can afford them—to
protect their livelihood. Unfortunately, because of the rough nature of their
work, these hardworking people are looked down upon by more genteel
society.

NOTABLE MENTION
Episode V: The Empire Strikes Back
Nexus are fierce, agile feline carnivores native to the planet Cholganna, located
near the Perlemian Trade Route in the Outer Rim, specifically the Indona
continent. They are quadrupeds, and members of the forest subspecies have
four eyes, the second set of which enables them to see in the infrared spectrum
of light. Nexus’ large mouths, which span the length of their spade-shaped
heads, are full of sharp teeth. Tan-brown fur covers their bodies, giving them
warmth in cold environments and camouflaging them in their native grassland
and forest habitats. Taut, strong muscles can be seen beneath their hides, and
sharp, spiny quills adorn nexus’ backs to protect them from overhead attacks.
These quills will stand erect when a nexu is engaged in a fight. A nexu’s forked
semi-prehensile tail gives it extra stability, as it can grip inanimate objects for
balance. The nexu employs a squat, sprawling stance for even surer footing, and
usually strikes with its primary claw, although it can easily attack with either of
its front claws. Its shorter secondary claws are often used for gripping tree
trunks in the nexu’s native habitat.
Several breeds of nexus exist on their native world in different regions,
adapting to local conditions, primarily the cool forests of the north and the
balmy jungles and rain forests of the south. All nexu breeds will bear litters of
ten cubs at a time, which they then protect with the same ferocity that has
made them renowned throughout the galaxy. Cubs are pure white at birth,
although their fur changes color at about three months. At approximately six
months, the mother will abandon her young, as she will soon forget to
recognize them as her progeny and be tempted to eat them. As a result, nexus
are very solitary, marking their hunting territories with a musky smell they
excrete from scent glands in their tails, or by rubbing scent glands located on
their heads on trees, rocks, or bushes.
In its home environment, the nexu tends to remain in the forests, using its
infrared vision to hunt in the dim light of dusk and evening for the heat
signatures of warm-blooded prey, particularly the arboreal octopi and bark rats
that make up its primary diet. To kill its prey, the nexu will clamp down on the
victim’s neck and shake the creature until it dies, often breaking the neck bones
in the process.
Most nexus trained as guard
DESIGNATION animals or arena beasts are taken
Nonsentient HOMEWORLD from their mothers as young cubs.
Cholganna Nexu cubs are not harmless,
though: they are born with sharp
claws, teeth, and quills. It is crucial
that nexus intended for use in
patrol or guard duty are taken
before they are taught to hunt by
their mothers, preferably within an
extremely narrow window of
three standard months. Otherwise,
they will be uncontrollable and
AVERAGE HEIGHT unable to be domesticated. During
1 meter this time, it is also possible to train
LENGTH WITH TAIL nexus to not prey on specific
4.5 meters PRONUNCIATION creatures, such as their humanoid
trainers. In these first three
Nĕ’-xōō
months, the goal is predatorial
play, which a trainer will hone so
that the nexu respond to specific attack commands. Only after the animal has
been thoroughly taught to only strike on command will it be trained to attack
live targets. As can be expected, training nexus is done only by dangerous-
animal experts.
Nexus destined for gladiatorial combat are raised differently from
domesticated nexus. Gladiatorial animals are allowed to stay with their mothers
for longer periods of time—up to six months—before their removal. This is to
ensure that the animals know how to hunt and chase prey instinctively. (A
longer period of time is not possible, because the young are frequently preyed
upon by their mothers, as mentioned above.) These animals are harder to
control, of course, but receive no less training once they are brought into
captivity. Gladatorial nexus must be trained to attack without fear, as they may
face beasts larger than themselves in the arena.
Known for their speed and agility, nexus are often used to guard the
strongholds of major underworld figures, and they can make a quick meal of
trespassers. Since they are not easy to train or domesticate, nexus are more
often used as executioners, or as gladiatorial foes on Outer Rim worlds such as
Geonosis. Nexus have been featured in staged animal-fighting matches on some
of the galaxy’s more violent worlds, where the grisly blood sport is the subject
of intense and high-stakes wagering. On Malastare, nexus are utilized as guard
animals on patrol shifts. However, escaped nexus are a menace to the local
populace, killing farm animals, destroying crops, and making away with settlers’
children. They are rarely kept in zoos or animal preserves because they do not
inhabit spaces with other animals well—often killing additional species, as well
as members of their own kind.
As some of the most dangerous creatures in the known galaxy, nexus are
frequently the targets of big-game hunters. Nexu pelts, and their teeth or bone
ivory, are exorbitantly expensive and prized by the upper class of galactic
society.

NOTABLE APPEARANCE
Episode II: Attack of the Clones
Of all the beings in service to the Hutts, the Nikto are the species most closely
identified with their masters. They are fierce people, and probably the most
dangerous species to work as the Hutts’ enforcers and warriors. They are a
fearless and humorless group native to Kintan in the Outer Rim.
The Nikto are a reptilian species consisting of five different subspecies, each
displaying unique cosmetic and biological features. These subspecies evolved
due to an intense amount of stellar radiation bombarding their planet from a
dying star known as M’dweshuu. Although each subspecies exhibits superficial
differences, they are genetically compatible and can interbreed. Ninety-three
percent of Nikto children born of mixed parentage maintain the characteristics
of one of the parents, and carry on those characteristics through their own
offspring. The remaining 7 percent—those who show signs of mixed breeding—
are maltreated and abused by the rest of society. They are outcasts, unable to
thrive and succeed among their own people. Mixed-breed Nikto usually head
offplanet as soon as they reach their adult years, to find work as guards,
soldiers, or bounty hunters.
All Nikto have obsidian-black eyes, which are protected by transparent
membranes when they are underwater, and also during Kintan’s windstorms.
They all possess leathery, reptilian skin, and sport various horns or spikes.
The Kajain’sa’Nikto, or Red
DESIGNATION Nikto, come from the Wannschok,
Sentient or Endless Wastes—the desert
HOMEWORLD region of Kintan. They have a
series of ridges on their foreheads,
Kintan
with eight horns ringing their eyes,
and two horns on their chins.
Their noses are concealed beneath
moving flaps of skin that hang
above their mouths. To breathe,
they expand this permeable
membrane, preventing them from
inhaling blowing sand, grit, and
other contaminants from their
AVERAGE HEIGHT desert environment. They also
1.8 meters have a pair of breathing
PRONUNCIATION membranes on either side of their
necks that are protected by thin
Nĭk’-tō
breathing pipes. These pipes filter
out contaminants and capture
exhaled water vapor in order to keep it recycling through their systems,
enabling them to go for longer periods of time without water.
The Kajain’sa’Nikto have a particular history of producing some of the
strongest fighters in the galaxy, an ancient secret society known as the
Morgukai. By the time of the Geonosian crisis, the Morgukai were on the verge
of extinction. It is rumored that Morgukai warriors were so fierce with their
cortosis ore weapons that they were even a match for the Jedi Knights, and
that, through training, they were highly resistant to mind manipulation.
Although little is known about the Morgukai, recovered records from that time
period indicate that the Morgukai tradition was passed down in the male line
only from father to son, in a training system similar to that of the Jedi–Padawan
relationship. Of utmost importance to the Morgukai was personal honor, to the
degree that they would overlook issues of good and evil as long as honor was
maintained.
The Kadas’sa’Nikto, or Green Nikto, originated in the forested and coastal
regions of Kintan. This race has green-gray skin with visible scales and small
horns surrounding the eyes. Green Nikto have discernible noses that are
sensitive enough to allow them to pick up the scent of other creatures in a
forest or jungle environment. They also sport long claws that enable them to
climb trees.
Mountain Nikto, usually referred to as the Esral’sa’Nikto, are blue-gray in
color and have pronounced facial fins that expand from their cheeks. Like the
Kajain’sa’Nikto, they have flaps of skin that cover their noses, with permeable
membranes above the mouths. Their long fins are lined with small vibrating
hairs that enhance their hearing. By fully expanding these fins, they can disperse
excess heat, and by flattening them against their skulls, they can insulate
themselves against the cold. They also have expanding and contracting neck
cavities that diffuse or trap heat and recycle moisture in their systems. Their
claws are small and recessed.
The Pale Nikto, or Gluss’sa’Nikto, are white or gray and populate the
Gluss’elta Islands, a chain of a dozen islands on Kintan. These Nikto have ridges
of small horns surrounding their eyes, like Kadas’sa’Nikto, but they also possess
small fins similar to the larger fins of the Esral’sa’Nikto.
Finally, the M’shento’su’Nikto, or Southern Nikto, have white, yellow, or
orange skin. They do not have horns or fins at all, but possess a multitude of
breather tubes on the backs of their skulls that tend to be much longer than
their cousins’ standard breather tubes. These act as primitive ultrasonic sensory
tubes, and scientists believe the extermination of natural predators on Kintan
slowed the full development of these organs in other Nikto races.
Because the Nikto subspecies frequently banded together to protect
themselves from predators, they eventually became a unified people. Stellar
radiation over Kintan had caused horrific monsters to evolve on their world,
and that constant threat drove the Nikto to develop tools of defense, as well as
cities with high protective walls and other military strategies. They literally
fought themselves to the top of the food chain, burning down forests and
swamps to force the most dangerous creatures into extinction. But by doing
so, they turned their planet into a barren wasteland.
Twenty-five thousand standard years before the Battle of Yavin, Nikto
astronomers discovered the star M’dweshuu. Inspired by this star, a strange
cult arose that initiated blood sacrifices to appease the spirit of the celestial
body. The cult spread quickly across the world, killing thousands of Nikto who
did not bow to the cult’s control.
After this group ruled Kintan for thirty years, Churabba the Hutt and her
clan visited and witnessed the cult in action. They were interested in taking the
star system for themselves, and had already enlisted the Nikto’s neighbors, the
Klatooinians and the Vodrans, as servants. Churabba quickly realized that the
cult was suppressing a very disgruntled people. To turn the Nikto to her side,
she bombarded the cult’s stronghold from space, wiping it out completely. The
grateful Nikto people, regarding her as a savior, joined the Treaty of Vontor,
which required them to serve the Hutts indefinitely.
This cult rose again, about a thousand years before the Battle of Yavin, and
temporarily pushed the Hutts off Kintan, but the Hutts in turn sent armies of
mercenaries to squash the rebellion. Since then, the Nikto have remained in the
service of the Hutts, although not without the occasional incidents of unrest.

NOTABLE APPEARANCE
Episode VI: Return of the Jedi
Noghri are hairless, gray-skinned bipeds native to the mostly barren and
isolated Outer Rim planet of Honoghr. They are strong and sinewy creatures,
with extraordinarily quick reflexes and inherent agility. They are not tall, but
their smaller size often belies their ruthlessness and deadly skills.
These people are compact killing machines, built to hunt and destroy. They
are predators who sport long talons, teeth-filled jaws, large, quick-moving,
deep-set black eyes, and an extremely keen sense of smell. This sense of smell
is so refined, so powerful, that a Noghri can identify beings’ bloodlines by their
scent. In addition, given their size, speed, and agility, they are particularly
stealthy, able to sneak up on many targets unawares. Noghri prefer to use
primitive tools and weapons, killing opponents up close. Along with their
superior fighting skills, this trait makes them especially deadly assassins.
Noghri society is matriarchal and clan-oriented. Families often cluster
together, creating singular villages. Each clan has a maitrakh or clan leader,
usually one of the oldest and wisest female clan members, who makes the
ultimate decision on all clan affairs as dictated by a tradition stretching back
countless generations. Each clan has a dukha, or community building, within
which all major events are held. All village life revolves around this one central
meeting place. Historically, interclan rivalries were often brutal and bloody, but
over time these internecine conflicts took their toll, and having learned that
they would drive themselves to extinction, the clans understood that they must
settle their differences and coexist. By the time of the Clone Wars, the Noghri
were living in peace, ignorant of the galaxy at large.
As a people, the Noghri are brutal, committed fighters who find honor in
serving their charges well. Honor is paramount to Noghri culture, and serving
poorly brings disgrace upon their clans. The safety of those they assume
responsibility for is of utmost importance. They are also smart, honest, flexible,
and take great care to learn and understand the rituals and cultural traditions of
others. Noghri speak Basic in addition to their own language, albeit in gravelly,
chilling voices. They are not a fun-loving or sociable people, and in fact have
very little in the way of a sense of humor.
Honoghr was originally a lush
DESIGNATION planet teeming with a wide variety
Sentient of animals and plant life, with a
HOMEWORLD yearly rotation that is only half a
standard year. Now it is a barren
Honoghr
world barely capable of supporting
its inhabitants. Honoghr’s
environmental problems began
with a space battle about twenty
years before the Battle of Yavin—a
clash between a Republic cruiser
and a Separatist science vessel
carrying a poisonous defoliant.
Unfortunately, the Separatist ship
crashed into Honoghr’s surface,
spilling its toxic chemicals and
resulting in an ecological disaster.
This incident poisoned Honoghr’s
soil and atmosphere, destroying
AVERAGE HEIGHT
much of the planet’s life. Shortly
1.4 meters after the end of the Clone Wars,
PRONUNCIATION the Sith Lord Darth Vader came to
Nō’-grē Honoghr, prepared to make
servants of the Noghri. Vader
convinced the Noghri that the Republic was to blame for the damage to their
planet, and that only he and the Empire could repair their environment. In
return, seeing that they were gifted, effective warriors, he requested they serve
him personally as assassins and bodyguards.
The Noghri, who were at the time of Vader’s intervention an agrarian people
and facing famine, felt they had no choice but to agree to Lord Vader’s solution.
Bound by their word of honor as given to the Empire, they served Vader and
later Admiral Thrawn, who enlisted the Noghri to be his servants when he
announced to them that he was Vader’s successor.
It was not long after, as the New Republic was struggling to combat Admiral
Thrawn’s brilliant battle plans, that Thrawn ordered the Noghri to kidnap
Princess Leia Organa Solo, who at the time was pregnant with twins Jaina and
Jacen. The Noghri tracked Leia to Kashyyyk, where she was under the
protection of the Wookiees. Because of her scent, they recognized her
immediately as the Mal’aryush, or daughter of Vader.
After stopping the Noghri team and turning them to her side, Leia traveled
to Honoghr and asked the Noghri to work with her in overthrowing Thrawn.
Leia was initially refused by the clan leaders because of their word of honor to
Thrawn, but the Noghri finally agreed to betray the Chiss admiral when Leia
showed them that the “help” the Empire was giving them was not curing their
destroyed world. The kholm-grass planted by the Imperials was not a
restorative but a poison that infected the soil even more by preventing other
plants from growing. Every effort expanded by the Empire on Honoghr was
aimed at keeping the Noghri enslaved.
The Noghri were enraged and vowed revenge on Thrawn and the Empire
that had maintained the deception for so long. Because Thrawn still trusted the
Noghri, his own Noghri bodyguards were able to get close enough to slay him.
Then, having transferred their unwavering dedication to Leia, to their “Lady
Vader,” for her attempts to truly repair the Honoghr environment, they
undertook self-appointed service as her personal bodyguards, and as
bodyguards for her children as they grew up. The Noghri’s loyalty to Leia and
her family is not unlike that of a Wookiee life debt. The Noghri would sooner
die than see Leia come to harm. In fact, several have given their lives to protect
her.
Before destroying Thrawn, however, some Noghri decided to take their
world’s environmental woes into their own hands, in an attempt to begin the
rebuilding that the Empire had at one time promised. They discovered and
cultivated what they named “The Future of the Noghri,” a valley under a series
of cliff walls near a river visible only from directly above. This place is a small
agricultural oasis on a nearly dead world. Unfortunately, the planet may never
fully recover. Despite the best efforts of Princess Leia and New Republic
scientists, the devastation was simply too severe and too widespread.
Meanwhile, with Leia’s assistance, the Noghri have established the thriving
colony of New Nystao on Wayland. Although the Noghri rarely venture out of
their settlements alone, they have continued to increase their presence in the
larger galaxy, going so far as to participate in missions against the Yuuzhan Vong
during the height of their invasion.

NOTABLE APPEARANCE
Heir to the Empire (novel)
The Ortolans, from the ice planet of Orto, located in the Sluis sector of the
Outer Rim, are short, pudgy bipeds with trunk-like noses and beady black eyes.
They have floppy ears, and their large hands feature four chubby fingers with
not-quite-opposable thumbs. To make up for Ortolans’ lack of manual
dexterity, their fingers possess suction capabilities for manipulating tools. Their
mouths are tiny, but can easily accommodate the large quantity of food they
like to consume. An Ortolan’s body is covered with a thick, baggy hide, over
which resides a soft thin layer of white or light gray fur that resembles soft
velvet. While one would see older Ortolans on Orto in their natural color,
Ortolan youth have a tendency to dye their fur strange hues using food
coloring. Young Ortolans cannot understand why one would take the time to
use dye in one’s food, but using it on one’s person apparently seems great fun.
And so, one could very well happen upon Ortolans of all sorts of interesting
colors throughout the galaxy.
Ortolans were originally nocturnal, hence much of their physiology is
adapted to night living. Their eyes are almost completely pupil, making them
more comfortable in dim lighting while bright illumination hurts their eyes.
Ortolans’ trunk possesses an incredible smelling ability, allowing them to detect
food up to two kilometers away. It also has extremely sensitive tympanic
organs that channel low-wavelength sounds up to flexible eustachian tubes in
their ears. When this input is added to the sounds registered by the ears, which
are also extremely sensitive, Ortolans can pick up the entire range from
subsonic to ultrasonic sound waves. Their trunks are also used to generate
sound, particularly at the subsonic range. In fact, much of their language is
carried out at these extreme frequencies, so that to observers from other
species, they seem to be almost mute, save for the rare times they decide to
communicate at normal levels.
As would be expected of a
DESIGNATION species with such highly developed
Sentient hearing, the Ortolans’ favorite
HOMEWORLD form of entertainment is music.
Concerts on Orto feature all levels
Orto
of sound, from subsonic to
ultrasonic. Every new
performance, live or recorded, of
even the most familiar music, is a
unique experience for Ortolans, as
they can detect nuances in music
that other species cannot. These
performances are usually held in
food bars, and are extremely loud
AVERAGE HEIGHT
AVERAGE HEIGHT
to drown out the sounds of food
1.4 meters
venders and eating. Furthermore,
PRONUNCIATION Ortolans are considered to be
Ôr-tō’-lăn some of the finest musicians in the
galaxy. When they are found
offworld, they are most likely traveling musicians.
Food is the most important thing to an Ortolan because it is so scarce on
their world. Ortolans are known to be sociable and pleasant, especially with
those who offer them food. Their food fixation has caused other species to
think of them as unintelligent—they will often work for food. And yet they are
wily enough to use this mistaken perception to sneak food (or other valuables)
from their detractors.
The Ortolans’ home planet, Orto, is a frozen wasteland. Due to its extreme
elliptical orbit around a red sun, its axial tilt, and its thin atmosphere, Orto’s
growing season is a scant 161 standard days long. This is barely long enough for
crops, and most must be grown near the equator for appropriate temperature
and water. For this reason, a heavy layer of blubber serves as insulation and
provides an auxiliary energy supply for Ortolans in case food becomes scarce,
and they eat at every possible opportunity, as periodic famines are not
uncommon.
Ortolans have few children. When a child is born, muscles and teeth are fully
developed. Parents educate their own children, and when a child shows a gift
that the parents are not equipped to address, they participate in a “teaching
swap”: another Ortolan family teaches their child in exchange for a special
service or supplies. At the age of seven, to help conserve the family’s supplies,
most children are simply thrown out of the house to fend for themselves—
unless one exhibits a talent particularly valuable to the family’s well-being.
While Ortolan society is industrialized, it is not on a par with much of the
galaxy technologically. Their chief trade with other species is in the raw
materials and fossil fuels that are plentiful beneath their frozen planet’s surface.
This trade has introduced the concept of money to Ortolans, but their
economy still remains largely barter-based. Ortolans will primarily barter for
what they need and save the money they receive to buy foodstuffs they
normally cannot obtain at home.
During the Clone Wars, Orto was invaded by the Confederacy of
Independent Systems, despite the efforts of Ortolan Jedi Nem Bees. Later,
under Imperial rule, Orto was taken over by the Empire as a source for raw
materials. The Empire forbade Ortolans to travel offplanet—for their own
protection, presumably, although the true reason was to control the Ortolan
mining trade, allowing only preselected companies with strong Imperial ties to
trade there. As long as this appeared to be the case, the Ortolans were left
alone to a large degree. In truth, the Ortolans were trading with the Empire,
the Rebellion, and whoever else might provide the best food at the time.
However, smugglers managed to kidnap Ortolans to sell into slavery. Many of
these ended up serving in the underworld, even if they escaped—they knew of
nowhere else to go. After the Battle of Endor, Ortolans were quick to make a
break for the stars, drawn by the lure of new and interesting cuisines to savor.
They can be found in most active port systems where there is known to be an
active nightlife that includes music and all-night buffets.

NOTABLE APPEARANCE
Episode VI: Return of the Jedi
The Pa’lowick are shy, slender-limbed amphibians from the planet Lowick,
located in the Outer Rim. They have plump, rounded bodies and long frog-like
arms and legs. Their skin is very smooth, and speckled in a pattern of greens,
browns, and yellows, causing them to easily blend in with their natural,
equatorial rain forest environment. Males tend to have more angular patterns
running along their backs and arms than females. The most distinguishing
Pa’lowick attribute are their thin, tube-like trunks, which sprout from the
center of the face, ending in almost incongruous human-like lips.
Some Pa’lowick possess a second mouth, with tusks resting just beneath the
trunk. Youthful Pa’lowick retain this extra mouth through young adulthood, at
which time it disappears, absorbed into their facial skin. The second mouth
helps the youthful Pa’lowick gain more nutrition during their growing years, as
the trunks take in only a limited amount of food at a time. Adults require a
smaller amount of food and energy, and so the extra mouth disappears. The
tusks, which fall off at the same time the mouth is absorbed, provide young
Pa’lowicks with an extra means of defending themselves.
There is a subspecies of Pa’lowick, however, that retains its tusks through
adulthood. This subspecies is believed to be older than the species that loses its
tusks, though scientists have not been able to determine genetically which
species is the progenitor of the other. The tusken variety, however, are
localized in a specific area of Lowick where there are more forms of predatory
wildlife. This seems to verify the belief that they are the older variety of
Pa’lowick, as those subspecies who do not require the extra protection live in
other less-hazardous regions. Tusked Pa’lowick tend to be a bit more
aggressive than their fellows, but this is only a protective measure. Among their
own and outsiders they come to know, they are as gentle as their untusked
cousins.
Lowick is a watery world of vast oceans, seas, and mountainous regions. The
Pa’lowick developed near the planet’s equator, a region of marshes and deep
green rain forests. Pa’lowick bodies are therefore made for their marshy home.
Their long legs allow them to move easily through the still murky waters of salt
marshes searching for fish, reptiles, and waterfowl for nourishment. Their
snouts are perfect for eating giant marlello duck eggs, which they puncture with
their tongues to suck the yolk through their tube-like mouths. Their eyes,
which rest at the end of two stalks sprouting from their foreheads, allow them
to hide underwater while keeping a lookout for predators. Fortunately,
Pa’lowick’s lungs are well developed, and they are able to hold their breath long
enough for most dangerous creatures to pass them by. Pa’lowicks have large air
bladders that allow their lungs to expand down into their bellies. These air
bladders aid them in swimming as well as singing. In addition, these air bladders
make their bodies extremely light and aid their thin legs in supporting their
torsos.
Pa’lowick reproduce by laying
DESIGNATION eggs, and the female will guard the
Sentient eggs in her home until they hatch.
HOMEWORLD Pa’lowick homes are roofed, hut-
like nests made of dried mud,
Lowick
reeds, and grass. Children are
raised and educated within their
agrarian communities, which are
run by noble families in a feudal
system. Pa’lowick are omnivorous,
eating what they can gather from
the salt marshes and also growing
a wide variety of foodstuffs. The
veejy fruit is a particular delicacy,
AVERAGE HEIGHT growing in great quantities all year
1.6 meters long in Lowickian rain forests.
PRONUNCIATION Characterized by its prickly skin
Păl’-ō-wĭk and oblong shape, the yellow flesh
of this fruit is sweet tasting, making
it a popular export. The veejy fruit
is largely responsible for the Pa’lowick’s success in the post–Yuuzhan Vong era.
When invading Pa’lowick, the Yuuzhan Vong destroyed the planet’s mechanical
harvesting machines, not the veejy crops themselves. As the Pa’lowickian
agricultural base remains intact, their economy is already well on its way to
recovery.
Miners looking for valuable Lowickan firegems in the Lowick asteroid belt
discovered the species before the Clone Wars. Lowickian firegems are rare but
useful, although they are often used for nefarious purposes. Extremely volatile,
Lowickan firegems explode when placed near most forms of radiation. For this
reason, they are often used as incendiary devices, both in legitimate mining and
to cause injury and bring down starships.
Pa’lowick are therefore quite new to galactic society. They are enthusiastic
about offworld contact, and enjoy trading food and native items for technology.
Pa’lowick are very primitive, and prefer to live a simple life farming and fishing,
but they are fascinated by technological items that make their lives easier. Even
so, such items have done little to change Pa’lowick culture and life on the
whole. While the ruling nobility at times considered joining the New Republic,
the New Republic didn’t seek them out for membership. Being so new, and
offering so little in terms of trade, they tended to be ignored in the shuffle.
However, this didn’t seem to offend the Pa’lowicks, who really don’t pay
attention to galactic events anyway.
The Pa’lowicks are a generally patient people, who like to cling to rituals and
traditions, rarely changing their ways of doing things. And yet they’ll embrace
technology that helps them do things the traditional way, only better. Because
their heritage is so important, singing and storytelling are valued pursuits. In
addition, vocal music is often a religious experience; a great many songs are
written with sacred themes. This should not, however, suggest that all
Pa’lowick music is religious. Many Pa’lowick sing for the pure enjoyment of it.
Written language is a relatively new development in Pa’lowick society, so the
need for an oral tradition to pass down history is not surprising. Much
Pa’lowick lore is handed down through songs, including family lineages,
historical events, and morality tales. Pa’lowick children grow up surrounded by
music, and many vie for the few openings as apprentices to community
storytellers. Technology is also slowly having an effect on Pa’lowick music. With
the discovery of the planet, some Pa’lowick have begun to learn Basic and adapt
the Basic alphabet to spoken Lowickese (to the uneducated, however, it looks
like nonsense written in Basic). This, along with the technology to record their
songs and music, is allowing Pa’lowick to share their music beyond their own
world.
Some ambitious Pa’lowick have taken this long treasured talent of singing to
the stars, introducing a whole new, critically acclaimed sound to the galactic
music scene. Pa’lowick music has become extremely popular and can be heard
in cantinas thoughout the known worlds. Moreover, groups featuring Pa’lowick
singers are among the most requested acts on the HoloNet.
While still new to the galaxy, this species was brought to greater public
awareness when one female Pa’lowick named Larisselle Chatrunis won the Miss
Coruscant beauty contest in the years leading up to the Clone Wars. Lariselle
overwhelmed the judges with her singing ability during the talent portion of the
contest, then truly impressed them with her knowledge of and sensitivity to the
state of the galaxy—unusual for a people who’d only recently learned of the
galactic society. Her fame was cut short when the Emperor initiated his anti-
alien policies, but Lariselle, being more savvy than many of her fellow Pa’lowick,
joined the Rebel Alliance. Using her talent as a singer, she toured the galaxy
with a band of musicians, gathering information to pass along to the Alliance.
Thought to be in competition with the often-lauded Sy Snootles, a perception
she encouraged to deflect attention from her true work, Larisselle’s only goal
was to make music in order to win freedom from oppression for alien peoples.
She survived the civil war and returned home to Lowick where she retired to a
quiet life with family and friends.

NOTABLE APPEARANCE
Episode VI: Return of the Jedi
Polis Massans are a humanoid species inhabiting the small asteroid mining
colony of Polis Massa in the isolated reaches of the Outer Rim. These short,
thin, mute beings originally evolved on a world in the Subterrel sector. No
records exist containing details of the species’ previous life. After a natural
cataclysm broke apart the world known as Polis Massa several centuries ago,
they moved their entire society to that world to mine for artifacts from its lost
Eellayin civilization, hoping to preserve the memory of these ill-fated people—
or to resurrect them through cloning. These alien researchers believe they are
descendants of the Eellayin, and because they have been working on this
archaeological project for so long, they have become known as Polis Massans
themselves, a name they accept with a sense of honor and humility.
These ardent archaeologists and
DESIGNATION exobiologists are delicate in
Sentient appearance, with pale faces and
HOMEWORLD gray skin. A Polis Massan’s skin is
thick and smooth, with some
Polis Massa (by way of the Subterrel
insulating qualities. This suggests
sector)
that Polis Massans may have
evolved from aquatic creatures,
possibly within the cetacean genus.
Their heads are practically
featureless because an osmotic
membrane covers the front of
their faces. Polis Massans’ thin
arms end in four long, nimble
fingers. They use a form of sign
AVERAGE HEIGHT language and technological devices
1.4 meters to communicate with others
PRONUNCIATION because they do not have vocal
cords. In addition, they use a mild
Pō’-lĕs Mă’-sän
form of telepathy to share simple
thoughts and feelings. Polis
Massans have intensely focused eyes, which help them in their underground and
medical research work. Growth rings circle their wiry bodies, although the
specific biological reason for this is currently unknown. Most Polis Massans
work in a mining capacity, or as medics or exobiologists, and they wear
formfitting bodysuits with built-in signaling technology, medical instruments, and
utility belts to do their work.
The Polis Massans are an industrious species. Most are seasoned spelunkers,
working every day in the deep core of the Polis Massan asteroid field to find
artifacts. Other peoples have speculated on the relationship of the present Polis
Massans to the original inhabitants—other than their belief that they are their
descendants—but the Polis Massans keep such information in solemn secrecy.
They are generally known to have an insatiable desire for data on other species,
so it might be argued that they have no ulterior motives for their archaeological
research other than discovering their own background.
While they interact little with offworlders, Polis Massans are known for their
remarkable medical skills and to be compassionate beings who value life and
freedom in all forms. If the Polis Massans oppose outside contact, it is to
discourage treasure hunters from invading the archaeological dig sites they are
uncovering. Piracy is rampant in the Outer Rim, so the Polis Massans are
desperate to avoid bringing attention to themselves. Polis Massan medical
technicians are trained in cloning techniques, although their cloning technology
is not as advanced as that of the Kaminoans who originally taught them. To
carry out their cloning research, the Polis Massans built a high-end medical
facility in one of their sealed habitats, although it is equipped mainly for the
physiology of the Polis Massans.
Luke and Leia Skywalker were born in this very medical center on Polis
Massa when Obi-Wan Kenobi and Bail Organa brought in their mother, in
critical condition. While the Polis Massans did their best to save Padmé
Amidala, she died in childbirth. Known for their honor and secrecy, the Polis
Massans revealed nothing of the happenings there, and kept the knowledge of
the Skywalker children a close-guarded secret. The Polis Massa asteroid field
would play another important role, serving as a Rebel base in the early days of
the fight against the Emperor’s New Order. Many sorties were launched from
Polis Massa during the Rebellion, and in turn the Empire raided Polis Massa.
One such raid sought the stolen Death Star plans—which were not found,
although the Imperial 501st did find evidence that Leia had them. This discovery
led directly to the raid on her ship Tantive IV, and to her capture by Darth
Vader.
Still, the planet’s precious dig sites remained untouched, and the Polis
Massans were able to resume their archaeological work. Nor did the site suffer
damage during the war against the Yuuzhan Vong; its remote location held little
strategic or resource value to the invaders.

NOTABLE APPEARANCE
Episode III: Revenge of the Sith
The amphibious Quarren share the Outer Rim world of Mon Calamari (Dac in
their native tongue) with the forward-thinking Mon Calamari species. Quarren
have leathery orange skin, turquoise eyes, and suction-cupped fingers. Quarren
have the ability to alter their skin color, but this is done only during mating
rituals. Since four tentacles sprout from the lower half of their faces, they have
earned the not-so-flattering nickname of Squid Heads by which they are known
to outsiders. While the Mon Calamari are dreamers and idealists, the Quarren
are more practical and conservative. They’ve made a place for themselves in the
galaxy acting as accountants and business managers. Despite this, not many
leave home, as they prefer their peaceful ocean life to the vastness of the star-
studded void.
The two species share a common native tongue, but, because the Mon
Calamari have stopped using the language almost completely in favor of Basic,
the Quarren continue to speak their own language regularly, unless dealing with
outsiders.
Relations between the Quarren and the Mon Calamari have not always been
peaceful. Quarren lived at greater depths than the Mon Calamari, and for many
generations, they lived in completely separate and isolated communities. When
the Quarren started traveling to higher levels of the oceans, they encountered
the Mon Calamari and attacked their more technologically advanced neighbors.
These battles proved disastrous for the Quarren, who were nearly driven to
extinction. As a means of preventing unending wars between their species, the
Mon Calamari attempted a daring social experiment aimed at civilizing the
Quarren.
During these wars, the Mon Calamari captured nearly one million Quarren.
The Mon Calamari were reluctant to release the Quarren, fearing that they
would take up arms once more, forcing the Mon Calamari to kill them in battle.
Desperate for another solution, the Mon Cals removed a generation of
Quarren children from their captured parents and raised them in Mon Calamari
cities, educating them in philosophy, mathematics, and science. Otherwise, they
made no effort to force their beliefs on the Quarren children or change their
hatred of Mon Calamari. After a decade, the children were returned to their
families, and the results of the experiment was readily apparent: the children
exhibited new respect for the Mon Calamari. Quarren elders felt the children
had been brainwashed; the children in turn perceived the elders as primitive
savages. The generations no longer had anything in common. Fifteen years later,
the children had grown to adulthood and assumed control of Quarren society,
and several years after that opened diplomatic relations with their world-mates.
While this was a controversial approach on the part of the Mon Calamari, it
perhaps saved the Quarren and, in turn, themselves.
After building something of a
DESIGNATION
DESIGNATION
political friendship, the Mon
Sentient Calamari encouraged the Quarren
HOMEWORLD to work with them in pursuing
Mon Calamari dreams of space and advanced
science. The Mon Cals provided
the ideas, and the Quarren
provided the raw materials.
Together they built impressive
ships for deep space, as well as
impressive floating cities that
dominate the oceans.
These giant cities extend far
below the surface of the water,
AVERAGE HEIGHT
and serve as centers of learning,
1.7 meters culture, and government. In
PRONUNCIATION contrast with the Mon Calamari,
Kwä’-rĕn who prefer more daylight and live
in the upper levels of the cities, the
Quarren live in the lowest levels of the metropolis in the cool security of the
deep. This fits with their cultural identity as a pragmatic people, unwilling to
trust or embrace the new idea or lofty concept. Their literature reveals a
people who do not dream of brighter tomorrows, but hold fast to remembered
yesterdays. Thus, they feel they belong in the sea, not in space.
And yet, many Quarren have followed their neighbors offplanet. Quarren are
able to live on land as long as they are able to keep their skin moist. As they
benefited from the discoveries and achievements of the Mon Calamari, they
have grown dependent upon them. This dependency has caused friction
between the two peoples, and may have prompted the Quarren to join Count
Dooku and the Confederacy during the Clone Wars. Though an armistice was
reached before the end of the wars and the creation of the Empire, it is
believed that the Quarren betrayed their ocean compatriots the day that the
Imperial fleet arrived. On that day, Mon Calamari’s planetary defense systems
failed to protect them from invasion. Rumors persist that the Quarren aided
the Imperials by sabotaging this protective network.
The Empire enslaved both the Quarren and the Mon Calamari, forcing them
to work in labor camps. There, the two species found a unifying cause, and
cooperated in a plan of passive resistance. The Empire retaliated by destroying
whole cities on Mon Calamari, filling the ocean with the blood of both species.
This incited these peaceful peoples to rise up in rage. Using only primitive
utensils, hand tools, and sheer will, they forced their Imperial taskmasters to
leave their world.
Today Quarren and Mon Calamari live in peace with each other, although
there still is some lingering resentment. Persistent elements of Quarren society
recall the wars against the Mon Calamari and the Mon Calamari’s deceptive
“theft” of their children. Some Quarren believe that Mon Cals brought havoc
to their world by exploring space in the first place. Similarly, some Quarren
believe the adoption of Mon Calamari as a name for their planet is one more
example of the Mon Calamari species seeking its own glorification at the
Quarren’s expense. These Quarren do their best to enact revenge against the
New Republic and the Mon Cal without bringing harm upon their own. There
has been an effort by some Quarren to find another homeworld—one they
would not have to share—following the Battle of Mon Calamari during the
New Republic era. And yet one sign that healing is occurring between the two
peoples is that more interspecies romances are being recorded, one of the
better known being the relationship involving two Rogue Squadron pilots: the
late Ibtisam, a Mon Calamari, and Nrin Vakil, a Quarren. When Ibtisam was
killed in action, their relationship became public knowledge, leading to more
openness about the two species interrelating. For many residents of Mon
Calamari, this is evidence of hope for their people and their world.

NOTABLE APPEARANCE
Episode VI: Return of the Jedi
Rancors are huge, mostly vicious reptilian creatures found on several worlds
throughout the galaxy. There are several different varieties, but all have nearly
the same physiology and temperament. How they managed to spread to so
many different systems is still a mystery, but most scientists believe that they
were taken to some worlds by sentient species who used these massive
creatures as battle mounts or beasts of burden.
Standing on two trunk-like legs, more than five meters tall, rancors provide
an intimidating sight to those who face them. Rancor hides are often a
combination of gray, green, and brown in color; they have glistening black eyes.
Their arms are very long, somewhat slender, and out of proportion when
compared with the rest of their muscular bodies. Rancors have huge saliva-
dripping fangs, and long, sharp claws on their fingers and toes. These creatures
are reptomammals (part reptile, part mammal), and as such, they lay clutches of
two eggs at a time. Rancors care for their young, although they do not suckle.
When the creatures are hatched, the parents are gentle with their three-
meter-tall offspring—showing a gentle, loving nature that is often incongruous
with their fearsome appearance. The mother shares her food with her young,
which ride on her back until they are three years of age. At maturity, a rancor
leaves its family for the rest of its life.
Carnivorous, rancors prefer
DESIGNATION fresh, raw meat, particularly large
Nonsentient herbivorous creatures. They will
HOMEWORLD eat vegetable matter if nothing else
is available, but it is by necessity
Dathomir/Ottethan
only. In the wild, rancors have few
natural predators, instead being
the predators themselves. In
addition, some creatures are
thought to be subspecies of
rancors, such as the terentatek of
Korriban, which has larger spines
and a more armored head.
Another such subspecies is the
AVERAGE HEIGHT pygmy rancor, thought to be the
5+ meters result of bioengineering. Although
PRONUNCIATION this theory is still in dispute in
scientific circles, the pygmy rancor
Răn’-kōr
is smaller in stature than the
common rancor, but distinctly a
rancor according to genetic analysis. Latest theories hypothesize that the pygmy
rancor was engineered and released into the wild either by accident or on
purpose, to breed. Similar theories have been put forth regarding Dathomiran
rancors, which are larger than average.
Rancors are fearsome fighters. Their fists can smash prey flat, while their
massive jaws enable them to swallow human-sized morsels whole. Their thick
powerful hides make them highly resistant to blasters and other handheld
energy weapons. Even melee weapons cannot puncture their tough layers of
skin. Rancors’ eyes are able to see clearly in dim light, and their sense of smell
allows them to track prey over great distances.
The influence of rancors goes beyond their own environments. For example,
Rancor Rising is a sequence of movements in the teräs käsi martial arts
tradition, based on rancors’ hunting characteristics. Also, rancor hide is used in
leather consumer goods such as boots. There is also a valuable trade in items
carved from rancor teeth. In her days as a Jedi Knight, the Hapan Queen
Mother Tenel Ka used a lightsaber with a hilt carved of a rancor tooth from her
mother’s homeworld of Dathomir.
Despite their fierce fighting abilities, rancors are actually inherently benign
creatures when they are well fed and allowed to live alongside their own kind.
They can be successfully domesticated and trained for riding or to haul goods.
In the case of the Witches of Dathomir, rancors have been trained to perform
construction labor and serve as transportation. However, training a rancor is
not an easy task and should not be attempted without extensive training in
zoological behavioral techniques and prior experience with dangerous
creatures. Because the Witches of Dathomir are themselves raised with
rancors, they come by this training naturally.
Rancors have shown a capacity to bond with other species if given the
chance—particularly with those who feed and care for them. This is the case
with the breed on Dathomir, whose intelligence makes them extremely useful
as battle mounts and protectors. Dathomiri rancors are also very loyal to their
owners.
If abused or maltreated, however, these beasts can be driven into an almost
perpetual rage that is only temporarily abated by regular feedings. If they are
driven to this state, they’ll eat anyone or anything that comes within reach out
of utter despair and fury. Luke Skywalker reported that he encountered a
rancor in this very state on Tatooine. Jabba the Hutt employed a dangerous
creature specialist named Malakili from the Circus Horrificus as his rancor
keeper. Malakili bonded with the creature, but Jabba would not let him feed the
rancor regularly, preferring instead to feed the rancor his enemies and others
who displeased him. While this happened frequently, the meat was from beings
rather than sustenance animals, and thus did not meet the rancor’s basic needs.
When Skywalker was tossed into the rancor’s pit beneath Jabba’s throne room,
he had to lure the creature to its death in order to put it out of its misery.
Sadly, when a rancor reaches this point, there is little else to do but euthanize
it. Even if removed from that environment and placed in one where it can be
cared for properly, an abused rancor never seems to forget. It will not get over
the distrust, or learn that food and care can be counted on. Zoologists
commonly believe that there can be no rehabilitation of a rancor that has been
mistreated for a long period of time.

NOTABLE APPEARANCE
Episode VI: Return of the Jedi
The reek is a large quadrupedal mammal native to the plains of Ylesia in Hutt
space, and often bred on ranches on that world’s Codian Moon. Large tusks
protrude from their cheeks, which they use for headlocks in contests for
dominance among their own kind. One central horn is used to attack an
opponent head-on. While they are herbivores by nature, they are often used
for exhibition sport as execution animals. When used this way, reeks are fed
meat and then starved so they develop the instincts to attack arena gladiators
or other animals. Reeks cannot continue to thrive on a meat diet, so arena
animals are fed just enough plant matter to keep up their strength and incite
their hunger. Heavy and muscular, the reek is a fierce combatant. Its powerful
jaw muscles, which usually slice through tough wood-moss chunks with ease,
can take off a human limb without much effort. All reeks, even the subspecies,
are normally some sort of brown in color with leathery skin, but if fed a diet of
meat their skin turns a mottled red.
Reeks tend to reside in small
DESIGNATION herds in the mossy grasslands and
Nonsentient HOMEWORLD are very protective over their
Ylesia chosen area of wood-moss turf.
They use their front claws for
digging up wood-moss, which is
their primary source of
nourishment. Because their cheek
horns grow continuously, reeks
will rub their horns on trees and
rocks to shorten and sharpen
them. The horns of male reeks are
usually larger than those of
AVERAGE HEIGHT females, and they display them to
2.24 meters LENGTH attract a mate. During mating
4 meters season, male reeks battle each
PRONUNCIATION other in ramming contests for the
choice females among their herds.
Rēk
Reeks have been transported to
other worlds for various purposes,
causing them to adapt to new environments. One subspecies of reek, principally
adapted to the world of Ithor, was wiped out in the Yuuzhan Vong invasion.
While the Ithorians are very technologically developed, they preferred to use a
more natural means of planting and growing. They used reeks as plow animals
because they were strong, slow, and naturally gentle. This reek subspecies was,
therefore, larger than those found on Ylesia, and stronger for pulling large
plows. The animals’ horns were also smaller, as they were not as motivated to
fight among one another. The Ithorians wisely placed males and females in
separate pens and isolated planned pairs for mating, to reduce competition.
These reeks were yellow in color because of their consumption of Ithorian
flora, with a special affinity for the leaves of bafforr trees.
One other subspecies was developed on the Zabrak world of Iridonia. When
the Zabrak first took to the stars, they saw reeks as excellent animals to use
for war mounts in that they were naturally armored. Riding reeks into battle,
they charge at their opponents, using the animal’s horns as an added weapon.
Iridonian reeks have tougher skin for resisting blunt or sharp weapon attacks
and the harsh Iridonian winds. Zabrak do not feed their mounts meat,
preferring them to be strong and fierce with natural vigor. These reeks are
more compact in size than the original reek, and gray in color from consuming
the native vegetation. Their primary horns are longer and sharper, and they are
often decorated with markings mimicking the tattoos the Zabrak adorn
themselves with. These tattoos may speak of a reek’s personality, its given
name, or the family to whom it belongs. Iridonian reeks are encouraged to fight
for dominance and for mates as this desensitizes them to violence, making them
less likely to bolt or buck in battle. The Zabrak skill of reek riding declined in
use as the Zabrak became more technologically advanced, but the skill of riding
a war mount is still taught at most schools focusing on the military arts.
While reeks are not terribly fast, they are intelligent. If given patient, gentle
training, they can make excellent pack animals. The Codian Moon harbors
several reek ranches for this purpose, though diminishing resources and
plummeting profits have caused several ranchers to start breeding their reeks
for the gladiatorial arenas, feeding them meat and starving them to bring out
their wild anger.
In such a situation, reeks are fearsome foes. Snapping their strong jaws, they
can bite a humanoid in half, slicing through flesh and crushing bones without
effort. Their usual tactic is to gore their opponents with their horns and
trample them under their giant, heavy feet.

NOTABLE APPEARANCE
Episode II: Attack of the Clones
Rodians are reptilian beings from Rodia in the Mid Rim’s Tyrius system who are
renowned as hunters throughout the galaxy. They possess multifaceted eyes
that can see heat emanating from quarry hidden in darkness. Rodians have thin,
tapering snouts that act as special filters for their finely tuned olfactory senses.
Green scales cover their bodies, allowing them to blend with vegetation. Their
long, thin fingers have suction cups at the ends, ostensibly for gripping trees and
rocky inclines, and their ridged spines crest at the tops of their skulls, both
evidence of their unique reptilian ancestry.
Male Rodians are hairless, where females are capable of growing long,
flowing, tresses. In addition, females are physically distinguished by their
mammary glands. However, in many cases, females when offplanet will shave off
their hair and wear clothing to hide their gender, perhaps in an attempt to
confuse others or mask their identities if they are hunting prey. Otherwise,
female Rodians will proudly display their feminity if it will work to their
advantage.
Rodians exude a peculiar scent that most non-Rodians find repugnant. This
scent is an oily pheromonal excretion that moisturizes their skin and attracts
potential mates. The excretion also communicates to other Rodians family
heritage and breeding, distinguishing their identity. While non-Rodians would
think all Rodians smell the same, Rodians themselves can tell the difference.
One whiff of another Rodian from a clan feuding with his or her own can send a
Rodian into a warring frenzy.
Rodian society is clan-based, since they developed as family units huddled
together for protection. The rock-climbing lizards who were the Rodians’
defenseless ancestors developed tools and weapons in the quest for survival.
Over the generations, Rodians concentrated on honing their hunting skills for
gathering food, and because they focused on pursuing game, they never
developed agricultural skills. The act of hunting became an ingrained part of
their culture. Rodians sought honors from society, especially the Grand
Protector, the leader of their civilization, for their hunting skills.
After a time, all the predators
DESIGNATION Rodians hunted on their
Sentient homeworld became extinct. When
HOMEWORLD this happened, the Rodians began
to hunt one another.
Rodia
Manufacturing excuses for wars,
they nearly brought themselves to
extinction and laid waste to their
entire environment. To this day,
the Rodian people are obsessed
with violence.
Though extinction at one time
seemed inevitable, before this
could happen, a very wise Grand
Protector named Harido Kavila
developed one of the Rodians’
greatest cultural gifts to the galaxy.
He founded Rodian Theater and,
with it, helped stop his race from
destroying itself.
AVERAGE HEIGHT
Since Rodians romanticize
1.6 meters violence, drama offers them a
PRONUNCIATION catharsis for their violent
Rō’-dē-ăn tendencies without them having to
actually bring harm upon one
another. Their dramatic efforts developed gradually; the early works were little
more than staged fights. But Rodian dramatists quickly realized that the effect
of drama was magnified if the fights were presented as elements of an even
greater story. Soon the complexity of Rodian stories grew, and they came to be
as good as the choreographed violence.
Rodian drama is today highly regarded throughout the galaxy, because
although it is violent, it deals with motivations and situations that provoke
strong emotional responses in audiences of most species. In addition, these
dramas show the realistic effects of violence, so non-Rodians—and even
Rodians, if the drama is well written—are struck by the moral impact of each
play.
Rodians now import much of their food and many other resources from
offplanet, as their own proclivity for hunting and industrial expansion has
destroyed Rodia’s once lush ecosystem. Meanwhile, they export the weapons
they create. Rodians are renowned as brilliant weaponsmiths, and most work in
the vast factories that manufacture their famous products. Their main export
fits well with their legendary talents as hunters—talents that they also offer for
profit. Those who sell their talents often make a great deal of money and gain
widespread fame on their homeworld and beyond. Bounty hunting has become
an honored profession for Rodians. Prizes are awarded annually for “Best Shot”
(for deceased catches), “Longest Trail” (awarded for persistence), “Most
Notorious Capture,” “Quickest Catch,” and “Most Difficult Hunt.”
Because hunting is treated as a challenge and a contest on Rodia, when
Rodians leave home to participate in bounty hunting, they find it irrelevant that
they are participating in law enforcement, not sport. Rodian bounty hunters
often “pad” catches, following their quarry and allowing them to commit
additional crimes or do more damage, substantially raising the value of the final
bounty. While this infuriates their underworld clients, it certainly makes for
greater recognition from their own—which they crave.
Despite their hunting prowess, however, Rodians are often viewed as
cowards by other species. They are mostly distrusted and reviled. Rodians are
generally unwilling to take risks, or put themselves in danger to bring in quarry.
For this reason, they often use the biggest and most destructive weaponry
available to complete a task. In addition, since Rodians usually receive prizes
when returning home with a kill, they will charge less to their employers,
especially if they can keep the remains. Rodians demand exorbitant fees for
bringing in live prey because it often increases risk, and usually the Rodian will
conveniently “forget” that part of a bounty agreement during the hunt.
Rodians are rarely seen in groups on any other world besides Rodia unless
they are touring in a dramatic troupe. They hunt alone, believing that life is
dangerous enough without getting in the way of or upsetting another of their
own kind.
Despite their vicious tendencies, Rodia has participated in galactic events. At
the time of the Clone Wars, Rodians were members of the Jedi Order and also
represented themselves in the Galactic Senate. However, at the end of the
New Republic, Rodia was taken over by the Yuuzhan Vong, who used the
Rodians to create a genetically altered slave race called the Vagh Rodiek. In a
planetwide project, the Yuuzhan Vong shapers merged Rodian biological
material with pieces of other creatures to create a beast with four crab-like
legs and arms of half-meter-long bone hooks. In a case of re-creating the
Rodians in their own awful image, Yuuzhan Vong transmuted Rodians’
headspines to puncturing quills.

NOTABLE APPEARANCE
Episode IV: A New Hope
The Ryn are a nomadic humanoid species seen in most highly populated cities
and settlements throughout the known galaxy. Their skin tone ranges from light
purple to dark blue-black, and they have chitinous noses that slope down over
their thin-lipped mouths. With their strong prehensile tails, Ryn can grip items
or hang from trees, While short, smoke-colored fuzz covers their bodies, the
hair on their forearms and tails blends to a dark blue, and is stiff like quills,
capable of inflicting sharp wounds in hand-to-hand combat. A Ryn’s facial and
head hair is snow white, with the males usually wearing snow-white mustaches
that they often grow long and shape decoratively. Females wear their hair as
crests of slicked-back, luxurious tresses and often adorn themselves in jewelry,
dipping their tails in blue paint as an added ornamentation. A Ryn’s five-fingered
appendages are tipped with sharp claw-like nails. Han Solo once described Ryn
as resembling a combination of a manka cat and a woolamander.
Although the massive libraries at Obroa-skai and Woostri have no reports of
a Ryn homeworld, some research speculates that such a homeworld is
somewhere in the Core Worlds region. Being a nomadic, tribal people, though,
the Ryn have no idea which world in the galaxy is their original home; they’d
moved from it long before their history was recorded. A Ryn tradition, in fact,
forbids them from sleeping in the same place more than once, so they move
around quite a bit. Some records indicate that the present generations of Ryn
in the galaxy are the descendants of a tribe of ten thousand musicians donated
to a nearby world bereft of artists; others suggest that the Ryn’s ancestors
were warriors deployed against an Inner Rim threat. Either of these theories
can be supported, as the Ryn are very talented artists, and also very tenacious
and brutal fighters.
In any event, the Ryn are an ever-present part of city life in the galaxy’s busy
spaceports. They are a hardworking people, making jewelry and serving as
itinerant day-employees in a variety of capacities such as spacehands,
mechanics, pilots, and construction workers. They also make money at
fortunetelling, dancing, playing exhilarating music, and other forms of
entertainment. Their native language itself is musical, supporting the theory that
the musical arts are at the very root of their culture (though young Ryn also
learn to speak Basic, to aid them in navigating galactic society). By blowing air
and covering and uncovering the holes in their beak-like noses, Ryn mimic
sounds or make music like a wind instrument.
The Ryn are a flamboyant, fun-
DESIGNATION loving species, and are believed to
Sentient be the inventors of the gambling
HOMEWORLD game sabacc—they often use
sabacc cards for fortunetelling.
Unknown
They wear colorful attire and
jewelry and travel in large
extended-family or tribal
communities, sometimes making
their living through con games and
theft. These activities have
spawned a general galaxywide
distrust of the Ryn, who are
ostracized and mistreated by
society, almost as a rule. Most
AVERAGE HEIGHT
beings will not even notice Ryn,
1.6 meters looking past them as insignificant.
PRONUNCIATION While such maltreatment is mostly
Rĭn due to their criminal tendencies
and their do-anything-to-survive
outlook, they are also rejected because of their views on personal hygiene.
Their superstitions preclude them from bathing regularly, giving them a rather
ripe odor.
Interestingly, although their moving about the galaxy prevents them from
training as Jedi, Ryn have demonstrated talents in the Force as spirit adepts.
Generally speaking, spirit adepts develop their skills removed from knowledge
of Force traditions and often on worlds without a Jedi presence, following local
beliefs and superstitions. As Ryn often move from world to world, this path to
the Force seems uniquely suited to them. Spirit adepts learn to hear the Force
speaking to them as the voices of their ancestors, and the wise listen to their
counsel, some never realizing it is the Force at all. Ryn spirit adepts often
become clan elders, drawing on the Force to lead their people. It is possible
that Ryn fortunetellers could be spirit adepts channeling their skills in this
manner, using sabacc cards as a convenient prop.
During the Yuuzhan Vong invasion, Ryn were relegated to the worst part of
refugee camps near the latrines because their scent offended the other
refugees. In the camps, Ryn were outcasts not worthy of a name, often finding
that their species was listed as “other” in camp rosters. However, the Ryn’s
status as refugees also allowed them to effect some small measure of change in
how they were viewed by the galaxy at large. In fact, a Ryn named Droma was
responsible for saving the life of Captain Han Solo on the Jubilee Wheel when it
was attacked by the Yuuzhan Vong. Droma became Solo’s companion for a
period of time; it is said that, for the Solos, his company eased the pain of
Chewbacca’s death earlier in the war.
Throughout their history, the Ryn have been victimized by galactic society.
Slavers, in particular, have found them a lucrative commodity, particularly with
the Hutts, who place a great deal of value on the species’ card-based
fortunetelling. On the few worlds where they attempted to establish
permanent settlements, Ryn often saw their lands (and often their meager
possessions) taken from them in “ethnic relocation” programs, which were no
more than rich landowners trying to seize the property of those without the
power to refuse. On most of these Ryn settlement worlds, young male Ryn
were frequently arrested for theft in community sweeps, at the mere
suggestion that thefts had occurred.
As a result of their persecution, the Ryn have grown more secretive, self-
sufficient, and suspicious, with an almost defiant will to survive. They do not
trust help from outsiders, but have an avid interest in observing them.
Information is a moneymaker for them, but also a means to keep them and
their people far from danger. They place a tremendous value on secrets, and
are very good at keeping them. It was these skills, along with the Ryn’s near-
total social invisibility, that allowed the Ryn to create what is perhaps their
species’ greatest achievement—the development and operation of a diverse,
pervasive, and very effective spy network that greatly aided later New Republic
war efforts against the Yuuzhan Vong.
Although unconfirmed, some Galactic Alliance intelligence sources suggest
that the Ryn network may have been in fact sponsored by the known
information broker Talon Karrde, to aid the war effort against the Yuuzhan
Vong. It has been suggested that by keeping his role and input a secret, Karrde
expanded his existing network to include the Ryn. Through these machinations,
the Ryn do not suspect they were not independent or that they did not come
up with the idea of a spy network themselves. This hypothesis may have merit,
as Karrde has countless contacts throughout the galaxy and the Ryn would be
only too easy to manipulate, given their prideful and boastful natures. Whatever
the source, the Ryn spy network and the courageous efforts of its members
contributed greatly to the war effort, often providing conduits for information
that could not have been passed along otherwise.

NOTABLE APPEARANCE
Agents of Chaos I: Hero’s Trial (novel)
The creature known as the Sarlacc is a mystery to modern zoology, as very few
scientists have been able to get close enough to a specimen to study it. One of
the largest recorded examples of the species rests in the Great Pit of Carkoon
in Tatooine’s Dune Sea, although others have been reported on various worlds,
including Dathomir and Aargonar. The personal experiences of Luke Skywalker
and his fellows on their mission to rescue Han Solo from Jabba the Hutt have
been well documented.
What scientists do know is that the Sarlacc is a massive, omnivorous
arthropod with plant-like tendencies. While very rare, Sarlaccs are extremely
long-lived; estimates place its life span at 20,000 to 50,000 standard years. It has
been discovered that the creature reproduces via spores called sarlacci, which
travel through space until they find a suitable world. Just how the sarlacci
manage this is a matter of speculation. As is the case with the dianoga, it may
be that sarlacci find their way into outbound starships. Due to their estimated
age, however, it seems unlikely that this is the only means of transport—
Sarlaccs predate space travel on many worlds. Yet biological studies do not
seem to indicate whether or not sarlacci can survive in vacuum, as mynocks do.
The Sarlacc’s initial planet of origin is unknown, but research suggests that it
could be Tatooine. The spores are discharged from an oviduct below the
Sarlacc’s epidermal layer. The sarlacci form male–female pairs, crawl to the
surface, and migrate from there. Sarlacci are extremely vulnerable during their
immature phase, at risk for either starving to death or being eaten by other
creatures. Fortunately very, very few sarlacci take root. When a sarlacci spore
implants itself in the ground, it grows downward into the soil or sand like a
plant, forming a pit.
From the edge of its sandy pit, the Sarlacc looks like a great hooked beak
with a snake-like head coiling from its center, and an enormous, mucus-dripping
mouth descending to a trunk-like body surrounded by dozens of writhing,
grasping tentacles. This is only the uppermost part of the creature—the
enormous body of the Sarlacc is buried deep beneath the surface, extending
out to one hundred meters or more. By burying most of its massive body
underground, the Sarlacc protects itself. All its vital organs are inaccessible,
rendering the creature nearly impervious to serious or life-threatening damage.
AVERAGE DIAMETER
DESIGNATION 3 meters (mouth only) LENGTH
Semi-sentient HOMEWORLD 100 meters
Tatooine (not confirmed) PRONUNCIATION
Sär’-lăk
The female Sarlacc is the true
danger. Growing to enormous
sizes, it is the dominant of the two
sexes. Male Sarlaccs are much
smaller, and parasitic, attaching
themselves to their mates to feed
off them. Males do not differ from
females other than in size.
However, a report from a University of Coruscant anthropological survey team
detailed finding the remains of a mutated male Sarlacc that had over the course
of many thousands of years grown large enough to consume its mate. No such
other remains have been found.
Much of the Sarlacc’s anatomy aids it in capturing prey. By hiding the majority
of its body underground, it does not betray its inherent danger to its victims. A
Sarlacc’s teeth are helpful in keeping captured food imprisoned because they
slant inward to prevent a meal from escaping. The Sarlacc uses its tentacles to
snag prey and drag it down to its cavernous mouth. These tentacles have been
known to reach a full four meters beyond the pit to grab unsuspecting victims.
However, the Sarlacc’s main means of capturing prey is through scent. The
Sarlacc gives off odors that attract herbivores and scavengers, bringing them
within reach.
Sarlaccs are completely immobile. Because the Sarlacc cannot hunt for prey
and lives in the middle of the desert, it does not feed often; it must wait for
prey to come to it. Still, with its extremely slow but highly efficient digestive
system, the Sarlacc doesn’t need to eat with great frequency. When necessary,
the Sarlacc will immediately digest a meal in a primary stomach. During times
when sustenance is not critical, the Sarlacc’s body can preserve food for
incredibly long periods of time, digesting it slowly and storing it in a series of
secondary stomachs until nourishment is demanded again. Victims are held in
the secondary stomachs by rope-like, meters-long cilia. The Sarlacc’s gastric
juices in these secondary stomachs are weaker than those in the primary
stomach, consisting of specific acids that do not kill victims but slowly
decompose them, ensuring fresh meat for the duration of the digestive cycle.
Sarlaccs have been rumored to digest their victims over the course of a
thousand years.
One of the most prevalent rumors about the Sarlacc is that the creature is
mildly telepathic, and over millennia actually gains sentience from victims as it
consumes them. Although Sarlaccs do not have advanced neural systems, it is
believed that they gain consciousness by assimilating the thoughts of the beings
and creatures they consume.
Data that anthropologist Hoole secured from the bounty hunter Boba Fett
appears to confirm this. According to Fett’s experience in the belly of the
beast, not only was the Sarlacc sentient, but it enjoyed torturing those it was
digesting. It manipulated the thoughts of its victims, and even kept their
intelligence stored in its memories so it could savor their pain at another time.
Footage from Fett’s helmet recorder revealed a more plant-like physical
structure than most scientists had believed, and the secretion of some plant
enzyme that might be the cause of the beasts’ hallucinogenic power over their
victims.

NOTABLE APPEARANCE
Episode VI: Return of the Jedi
Shistavanens, often called Shistavanen Wolfmen, are hairy, canine bipeds from
Uvena Prime and their colonized worlds in the Uvena system of the Outer Rim
Territories. Like most canine-based species, they have high-set dog-like ears
and long muzzles, large, sharp teeth, and sharp claws on their hands and feet.
Shistavanens’ bodies are covered in thick brown or black fur, and they can walk
on four legs as well as upright on two. A particularly notable feature of the
species is a Shistavanen’s eyes, which glow red. Physically, male Shistavanens
tend to be taller and more muscular than their female counterparts.
Because of their canine ancestry,
DESIGNATION Shistavanens are innately excellent
Sentient hunters and trackers. They can
HOMEWORLD follow prey with ease, using
heightened senses to navigate
Uvena Prime
crowded urban streets and open
plains alike. Their sense of sight is
so highly developed that they can
see in near-absolute darkness with
no loss of visual acuity, still able to
detect color and detail. They move
with great speed and possess
remarkable endurance.
Shistavanen society is based on
AVERAGE HEIGHT an isolationist ideal. They do not
1.8 meters like outsiders visiting Uvena or
PRONUNCIATION meddling in their affairs. While
they haven’t outlawed outsiders
Shĭst’-ŭ-văn-ĕn
from coming to their world, their
open prejudice toward non-
Shistavanens is made clear by their restrictive laws and trade. Uvena Prime is a
self-sufficient world, and the Shistavanens have even colonized all the
unpopulated worlds in the Uvena system to prevent strangers from doing so.
Most of the population is at hyperspace-level technology, though some pockets
of civilization remain at a lower level because of their isolationist ideology.
As a result of their xenophobic societal rules, most Shistavanens are not
talkative with beings of other species. While on other worlds, they remain
most often by themselves or with others of their own kind. Shistavanens
communicate using a language consisting of loud barks and growls, but many
also learned Basic after the rise of the Empire. A small minority, however, are
actually outgoing. These few are frequently hired as scouts, pilots, bounty
hunters, or security guards. While Shistavanens are suspicious of other species,
other species are openly afraid of Shistavanens.
At home, Shistavanens are family-focused, raising their offspring (called pups)
in family dens. A den, which is a home hewn from natural rock or formed in
hard-baked clay, usually houses immediate family and sometimes in-laws,
depending on the amount of space available. Pups are homeschooled using a
government-approved system of education that utilizes comlinks for grading.
After school lessons, all the pups of an area come together to cooperatively
learn and practice “outdoor skills”—hunting, tracking, survival, and martial arts.
Adults from the various dens trade off responsibilities in training the youngsters
to master these skills. Pups graduate to adulthood once they make their first
“kill” hunting alone in the forests of Uvena Prime.
As a largely xenophobic people, Shistavanens do not often travel from home;
those who do are usually young and adventurous. Following the rise of the
New Republic, more and more Shistavanens took to the stars, hoping to learn
new things. This caused some conflict with the older generation, who prefer to
remain focused on the affairs of their world. If seen at large, Shistavanens
generally serve those who can afford to pay them. Shistavanens take great pride
in their work, and they charge high fees.
A primary trait that lends itself to success in pursuits such as bounty hunting
is Shistavanens’ tendency to be loners. Coupled with their tracking skills, they
are very dangerous to those they stalk—and very valuable to those desirous of
their abilities. During the height of the Empire, Shistavanens were often
employed by Imperial Intelligence, providing a service that was more important
to the Imperials than politically oppressing their remote, nonhuman world. As a
trade-off, the Empire simply restricted Shistavanens’ ability to pursue trade
openly. Prior to Palpatine’s New Order, Shistavanens also served the Old
Republic, including a rare Shistavanen Jedi who took part in the Battle of
Geonosis. As fighting troops, Shistavanens are specialists as snipers and at
flanking opposing forces, a skill useful to the Rebellion on many occasions.
When two Shistavanen hunters work together in this capacity, they are
especially deadly and can turn the tide of a battle. Even the New Republic’s
fabled Rogue Squadron has had a Shistavanen member.
Personality-wise, Shistavanens tend to be belligerent, proud, boastful, and
arrogant. Some are able to temper these qualities with a good sense of humor,
making them tolerable to others. In addition, while they are very intelligent,
they are also very violent and aggressive. But even Shistavanens who are able to
negotiate social situations have difficulty working past their cultural prejudices,
and few are able to completely rid themselves of them. Usually, Shistavanens
are more likely to go out of their way to insult and offend others, simply
because they don’t like any species but their own.
NOTABLE APPEARANCE
Episode IV: A New Hope
The New Republic first encountered the Ssi-ruuk during the conflict at Bakura
directly after the Battle of Endor. Natives of the planet Lwhekk in the
Unknown Regions, Ssi-ruuk are a war-like, warm-blooded reptilian species.
Adult Ssi-ruuk can range in size from 1.9 to 2.2 meters tall, and their physical
strength can match that of a typical adult Wookiee. They have very strong, long
muscular tails, three digits on their claws, and a sharp beak containing knife-
sharp teeth and talons for rending prey. They are carnivorous.
Members of this species possess a keen sense of smell, made more potent by
the two forked “tongues” that flicker from their nostrils. They tend to rely on
smell more than on their eyes, which are extremely sensitive to light, requiring
them to have three lids that protect each Ssi-ruu’s vision from any sudden burst
of illumination. Their heightened sense of smell actually allows them to read the
emotional states of their fellows through changes in scent. At the same time it
causes them to find the scent of other races distasteful. The Ssi-ruuk speak a
language that is a combination of musical tweets and whistles that caused the
Bakurans to nickname them Fluties. Although a few Ssi-ruuk understand Basic,
it is rare that any are able to speak it.
Though fearsome, this race as a whole has one great fear. They shrink from
battle on a personal level. Most Ssi-ruuk will not engage in combat when they
are not on their own homeworld. This avoidance is based on the religious belief
that if a Ssi-ruu dies on a world not properly consecrated, his or her spirit will
wander aimlessly throughout the galaxy for all eternity.
Ssi-ruuvi society is dictated by a
DESIGNATION rigid honor code. Ssi-ruu believe
Sentient that they are superior to all of ther
HOMEWORLD species, due to an ancient
pictograph called the G’nnoch.
Lwhekk
According to Ssi-ruuk, other races
are inferior and are no more than
sustenance creatures.
Ssi-ruuvi society is a clan-based
hierarchy, and each clan is
designated by the color of their
scales. The highest-ranking group is
the blue-scaled clan. Other clan
colors are the gold scales
AVERAGE HEIGHT (primarily religious), red-brown
2 meters scales (military), and the green
PRONUNCIATION scales (workers). Most Ssi-ruuk are
of the latter caste, which is the
Sē’-rŏŏ
lowest caste to still receive esteem
and honor. The clans strictly avoid interbreeding with one another, as the
products of such unions, determined by their brown scales, are the lowest
caste of all. Rare black-scaled Ssi-ruuk are trained as assassins and bodyguards
for Ssi-ruuvi leaders. Ssi-ruuk’s coloring is obvious as they do not wear clothing,
instead carrying belts with pouches for any needed items. They find other
species’ need to cover themselves humorous.
On their homeworld of Lwhekk, an absolute ruler—called the Shreeftut—
controls the Ssi-ruuvi government. Two councils advise this monarch: the
Elders’ Council and the Conclave. The Elders’ Council is made up of the most
respected citizens of Lwhekk. Words from an elder are considered as
important as those of the monarch himself. The Conclave is a group of spiritual
leaders who guide the Shreeftut in setting and enforcing laws that adhere to
and complement their religion.
The Ssi-ruuk initially left their home system to search for new energy
resources. Since they have not developed fusion technology used by most
spacefaring races in this galaxy, they developed instead a process called
“entechment,” wherein a living creature’s life energy is drawn from the body
and transferred into a droid, ship, or other piece of technology to give it
power. When offworld, Ssi-ruuk use droid ships in battle to protect
themselves, powered by the enteched life forces of captured prisoners. At first,
they enteched and enslaved a race called the P’w’eck from their own
homeworld. The Ssi-ruuk also use other sentients besides the P’w’eck as slaves,
and all of their slaves are brainwashed through a type of mind control that
completely subverts their will. This mind control can be broken, but the
entechment process leads to unavoidable death. Entechment nevertheless is an
imperfect process that leaves its victims in perpetual agony; they do not last
long in a ship or other system before needing replacement.
Before the Battle of Endor, the Ssi-ruuk began expanding toward Imperial
Space in an attempt to gain captives in sufficient numbers to power their
military ships for an escalating war with the Chiss. During this time, Emperor
Palpatine made contact with them. Wanting the entechment technology for
himself, Palpatine secretly ceded them a number of Outer Rim systems and
allowed Ssi-ruuvi slave raids to go unchecked, blaming the attacks on the
Rebels. One of these incursions brought the Ssi-ruuk to the Imperial-controlled
world of Bakura. Although the Rebels had destroyed the second Death Star just
the day before, they intercepted a drone ship bearing an urgent distress call
from Bakura and dispatched a small battle group to assist. Working with the
Imperials stationed on Bakura, the nascent Alliance of Free Planets forces
turned back the Ssi-ruuk toward their own region of space. It would be years
before the Imperial Remnant and the New Republic would sign an armistice,
but this joint effort marked the first time the two groups would work together
to repel a common enemy.
During this conflict, the Ssi-ruuk discovered that Force-using humans could
exceed their expectations as a power source—and could also draw life energy
from other creatures to themselves, thereby expanding an entechment to have
a broader area effect. Luke Skywalker foiled a plot to capitalize on this, and
afterward set out to find other Force-sensitives to protect them from being
exploited in such a way again.
For decades the Ssi-ruuk made no forays into Republic space, but this
changed during the war against the Yuuzhan Vong. After the birth and
ascension of the mutant, multicolored P’w’eck leader known as the Keeramak,
the Pw’ecks approached Bakura with a peace treaty, claiming to have thrown
off Ssi-ruuvi domination. Of course, the treaty was a Ssi-ruuvi ruse to take over
the planet and gain more slaves, as they had further perfected the entechment
process, allowing for a life force to power a mechanical system indefinitely.
With the help of the New Republic, the Ssi-ruuk were defeated again and
driven back to Lwhekk, where they came face-to-face with a Yuuzhan Vong
armada. The genuine Pw’eck Emancipation Movement did sign a treaty with
Bakura, allying themselves for the common good.

NOTABLE APPEARANCE
Truce at Bakura (novel)
Sullustans are jowled, round-eared humanoids with large, round, black eyes.
They inhabit subterranean caverns beneath the surface of Sullust, a volcanic
planet with an inhospitable atmosphere that is filled with black clouds of
volcanic ash, dust, and toxic fumes.
Sullustans prefer to remain in their cool, humid cave environment, and only
go to the surface for short periods of time. Most don environment suits for
long excursions. On the surface, besides facing the heavily polluted air, they
face the threat of dangerous predators. Many of Sullust’s creatures are
extremely tough to kill, and Sullustans do their best to avoid them.
Sullustan physiology is well adapted to the underground environment. Their
eyes see very well in dim light, and their oversized ears make them extremely
sensitive to even the faintest sounds. Due to their skilled hearing, they love
music and produce very fine musical compositions. Their language, although it
sounds to most species like rapid chatter, includes extremely subtle sound
fluctuations that only Sullustans can reproduce and perceive. Any Sullustan born
with a hearing impairment has extreme difficulty. Deaf Sullustans do not live
long, partially because predators victimize them, but also because they take
their own lives out of despair that they cannot truly communicate with their
own.
While their unique vision allows them to see in the dark, regular exposure to
natural light causes Sullustans to suffer from corneal degeneration. Those who
are regularly out in the galaxy will start to see these effects after thirty years of
life. Those who start to be affected by this malady choose to wear special
visors to protect their eyes from further damage.
While all Sullustans look similar to one another, the truth is that each
Sullustan’s cranial markings and dew flaps are unique to that individual—as
unique as a retinal marker or fingerprint. Some Sullustans take this uniqueness a
step further to add ritual tattoos, reinforcing their individualism. Most
Sullustans are completely hairless, but those who can grow hair (on their faces
only) do so to further announce their uniqueness. Sociologists theorize this
emphasis on the individual is prompted by their unique economic system. Most
Sullustans work for one corporation, so while variety in what one does is not
always possible, diversity in how one looks makes all the difference. In fact, how
one looks is so important that Sullustans developed an art of hairstyling and
cosmetology. The barbers of Sullust are renowned for their skill, even though
most Sullustans have no hair.
All Sullustans also have an
DESIGNATION enhanced sense of direction, which
Sentient allows them to find their way
HOMEWORLD through the labyrinthine passages
of their cities. Moreover, this
Sullust
ability makes them some of the
best navigators and pilots. It has
been said that once Sullustans have
traveled a path, they never forget
it, even when traveling through
hyperspace.
The Sullustan people have
turned their underground
environment into a near paradise.
AVERAGE HEIGHT
Their passageways lead to beautiful
1.5 meters underground cities, where visitors
PRONUNCIATION walk cobblestone streets, eat at
Sŭl’-lŭs-tăn cafés, and shop for unique items
available only in the subterranean
markets.
Sullust is home to the SoroSuub Corporation, a leading mineral-processing
company that maintains space mining, food-packaging, and technology-
producing divisions throughout the galaxy. Important, almost 50 percent of the
Sullustan population works for SoroSuub. During the rule of the Empire,
SoroSuub proclaimed its loyalty to the New Order. With the Empire’s support,
the SoroSuub Corporation dissolved the legal government of Sullust and took
control of the entire world. Many Sullustans supported the Rebel Alliance
because it was actively fighting the Empire. Inspired by the Alliance’s just cause,
many left Sullust quickly to help in the fight, distinguishing themselves with
honor. At the decisive Battle of Endor, Sullustans flew many of the Rebel B-
wings; Sullustan hero Nien Nunb flew as Lando Calrissian’s copilot in Millennium
Falcon. Before joining the Rebel Alliance, Nunb had gained renown among his
people by raiding SoroSuub Corporation sites and stealing its starships. When
the Empire fell, the leadership of SoroSuub tried to escape the wrath of the
populace. SoroSuub executives were captured, put on trial, and imprisoned. A
new board of directors took control of SoroSuub, and the people returned to
their original, democratic form of government. In the ensuing years, Sullustans
continued to serve important roles within the New Republic.
A Sullustan core family grouping is called a Warren-clan. Each of these clans
is headed by one female, who bears children by several husbands, all of whom
live together or in nearby quarters. Females without husbands, called “Fems,”
are active as leaders and employees of SoroSuub until they are “Ready”—or
ready to begin breeding. At this point a Fem seeks out mates to establish a
Warren-clan. After establishing a Warren-clan, she will no longer work outside
the home, considering maintaining her Warren-clan to be her primary job. The
husbands, however, work outside the home and some travel offplanet as pilots
to supplement their clan’s income.
As a people, Sullustans are happy, practical, and fond of playing pranks on
their friends. And yet they can be very formal in their social expectations and
traditions. All of the elements of their ceremonial traditions bear in mind social
status and have specific meaning, as exemplified by their funeral services.
Sullustan mourners wear bright-colored tabards to signify their status in society
or relation to the deceased. The body is placed in wall crypt and closed in with
blocks of transparisteel. All mourners place a block in the wall in order of their
social status and relationship to the deceased. The deceased’s immediate family
goes first, followed by the married males of his clan, other blood relatives, close
friends, and representatives of SoroSuub; finally, the one who is considered
closest to the deceased (be it friend or spouse) places the last block. Before
placing this block, the last person must give a brief statement of as many words
as the deceased’s age in standard years. The speaker must not eulogize the
dead, which would insinuate that others present did not know the deceased as
well as the speaker. This comment is to be forward-looking and from the heart.
Any deviance from this protocol causes great insult and can lead to some nasty
confrontations. Sullustans have similar protocols for all special occasions, be
they birthdays, weddings, or holidays.
They enjoy meeting new species and getting to know them. Perpetually
curious, they enjoy learning new things, not just about science and technology
but also about cultures, traditions, art, and music. Sullustans especially like to
learn things through personal experience, making them somewhat reckless. As
pilots, they tend to take a lot more chances than the average humanoid, as if
testing how much their ships can take. Despite this, they are favorite members
of any crew because of knowledge, talents, and wholehearted love of flying.

NOTABLE APPEARANCE
Episode VI: Return of the Jedi
The Talz are a tall, physically powerful species from Alzoc III, a frigid world
blanketed with fields of snow and ice. They are covered head-to-foot with thick
white fur, and their extremely large hands end in sharp-clawed talons that are
used for digging through frozen layers of ice and snow. Their fur protects them
from the cold, as does an extra layer of blubber beneath their hair. The Talz
possess four eyes—two large and two small—and each set can be utilized to
accommodate varying degrees of brightness. During the day, their larger eyes
are often shut, as the glaring sunlight reflecting off the snow can be almost
blinding. At night or in dimly lit environments, Talz will rely on their bigger
eyes, which allow them to see better in darker surroundings. In addition, a
small, tube-like snout enables them to breathe in sufficient oxygen, something
that would normally be a difficult task in exceptionally cold temperatures.
A generally quiet, gentle species, the Talz are also tireless in their work,
which is done with simple handmade tools. They are peaceful and curious—
perceiving their surroundings with an almost scientific interest. Although the
Talz are fairly ignorant of most other species, they will not speak up to ask
questions of strangers, instead preferring to learn through observation. Their
society is clan-based, keeping supplies plentiful through a sophisticated system
that distributes resources for the benefit of all Talz communities.
Because of this largely distributive society, one of their common cultural
traits is the Talz’s lack of a sense of possession. For instance, while all Talz may
have tools to do their work, as well as household implements and the like, they
do not feel these items actually belong to them specifically. If Talz possess
something that goes unused, they will find someone who does need it and give
it away. If they need an item that they do not have, they will often go to a
neighbor’s living area and simply borrow it without asking, although out of
courtesy they will usually let others know in case they need the item
themselves. In the midst of other cultures, this can cause some confusion in
that the Talz normally do not employ such terms as hers, his, mine, or yours.
Sometimes they give things away that are not currently being used (often items
of sentimental value to their non-Talz friends). Species familiar with Talz,
particularly those who share company with them on a regular basis, know to
keep any materials they value under lock and key, as explaining ownership to a
Talz can frequently be a wasted effort. Unfortunately, those ignorant of Talz
traditions will sometimes view them as thieves, and as a result they often end
up being prosecuted for theft on certain worlds they visit, or, even worse,
being hunted by crimelords for unwittingly giving away something of great value.
Although they carry many
DESIGNATION characteristics of humanoids, the
Sentient Talz reproduce like insects. A
HOMEWORLD female will lay her eggs, which
Alzoc III
Alzoc III eventually hatch and produce
larvae that are carefully guarded
and kept warm by the parents.
After a standard year, the larvae
cocoon themselves, remaining in a
chrysalis state for another year and
growing while they slumber, until
they crack out of their cocoons as
full-sized Talz. However, when the
Talz leave their cocoons, they
AVERAGE HEIGHT
possess little knowledge beyond
2.1 meters PRONUNCIATION the language they learned as larvae,
Tălz and must be educated for several
years before becoming full adults.
The Talz have no formal schools, and most Talz “children” are home-taught via
cooperative family tutelage. Parents who stand out in certain subjects will
partner with those who excel in others, so that their offspring will receive as
well-rounded an education as possible.
Outside of the Talz Jedi Foul Moudama, who served during the Clone Wars
and fell at the hands of General Grievous, the species had little to no
interaction with the rest of the galaxy before the Empire rose to power. The
Empire essentially discovered the Talz just as the Imperials had crushed the last
remnants of the Old Republic, and immediately took advantage of the benign
species, seeing them as an easy slave labor force to mine the mineral wealth of
Alzoc III. To this day, some primitive Talz continue to tell tales of when “rocks
fell from the sky,” bringing with them the brutal strangers who forced them to
create caves. The Talz suffered through the Rebellion period hoping that the
strangers would leave and let them live in peace.
While the Empire greatly benefited from the slave work of the Talz, they
never actually recorded the “discovery” of the species, keeping them a secret
from the majority of the galaxy. Only a few Talz left their homeworld during
this time, and then usually in the presence of Imperials as servants or slaves. If
they wandered too far from their masters, they were summarily captured and
sent home to the mines. The fall of the Empire spelled freedom for the Talz,
and under the New Republic they began to trade and interact more with the
galaxy at large, having assumed ownership of their mines. Despite this, they are
still wary of their trading partners, and rarely journey off their world to explore
the galaxy. They remain rather primitive, preferring to live in obscurity in the
cold, uninviting environment of Alzoc III.
Sadly, the suffering of the Talz people did not necessarily end with the fall of
the Empire. While they were freed from slavery and allowed to take over their
mining operations and trade with other species, Warlord Zsinj captured many
Talz for scientific experimentation for his Project Chubar and Dr. Edda Gast’s
Operation Minefield—the intentions of which were to alter alien races to make
them more “human.” After these operations were dismantled by Wraith
Squadron, the victimized Talz were returned to their homeworld and
welcomed with open arms despite their mutations, a sure example of the
peaceful acceptance that is at the core of their culture.

NOTABLE APPEARANCE
Episode IV: A New Hope
The frigid planet of Hoth has very few indigenous life-forms, but one of its most
numerous is the tauntaun, a bipedal, reptomammal also referred to as a snow
lizard. Used as beasts of burden by Rebel Alliance personnel during their stay
on Hoth, tauntauns are tall, sturdy ungulates with inherently ornery
dispositions. Several different types of tauntauns have been identified in various
regions of Hoth, from the glacier tauntaun to the small climbing tauntaun,
which uses its muscularity and claws to scale canyons and cliffs. The appearance
of these subspecies can also differ from the common fur-covered tauntaun, as
they possess a more reptilian appearance with longer forelimbs and thinner
frames.
As a result of their native environment, tauntauns have remarkably cold-
resistant bodies. Their warm blood is extremely heavy, and their inner organs
are close inside their skeletons to keep them safe from cold. A thick layer of fat
also acts as insulation under the tauntauns’ oily pelts. They have four nostrils: a
large pair on the upper portion of their muzzle that helps conduct oxygen to
the bloodstream during times of physical exertion, and a smaller pair directly
beneath them. When blizzard winds blow, or when tauntauns lie down for the
night, their larger nostrils will seal to keep snow out, and the second pair will
take over the responsibility of keeping minimal amounts of oxygen flowing to
their lungs.
Tauntauns are quick-moving creatures, running on their two rear legs at
speeds nearing fifty kilometers per hour. They use their smaller forelegs for
balance, and also to forage for food, utilizing their dexterous claws to grapple
stones or chunks of ice and move them out of their way.
Tauntauns are herbivores,
DESIGNATION feeding on unique varieties of
Nonsentient lichen and fungus that grow
HOMEWORLD beneath the frosty surface of Hoth.
They exude waste products and
Hoth
oils through special ducts on their
skin, giving them a foul odor. To
match their smell, they are irritable
creatures, spitting and gurgling in
protest when forced to do
something they really don’t want
to do. Their ill temperament may
be enhanced by their inhospitable
environment, which could be
AVERAGE HEIGHT enough to give members of any
1.8 meters species a bad temper.
PRONUNCIATION Female tauntauns are more
Tän’-tän cantankerous, as they outnumber
males and are always in
competition for mates. They sport curved horns on the sides of their heads
with which they battle other females. However, their most effective weapon is
their spitting ability, which they can use to disable their opponents, spitting with
surprising accuracy and often aiming for the eyes. The gooey saliva is not
deadly, but the liquid can freeze instantly in such a frigid environment, and the
effect can be lethal, temporarily blinding adversaries and further exposing them
to the many hazards of the icy planet Hoth.
While on Hoth, the Rebel Alliance had some initial difficulty training
tauntauns as mounts because of their foul tempers. In addition, it was
discovered that tauntauns are particularly sensitive to the ultrasonic frequencies
emitted by certain droids. When they grew agitated by the droids, the
tauntauns were known to sometimes smash them with their tails. General
Carlist Rieekan, however, suggested working with the beasts’ instincts rather
than against them, and to eliminate competition for males, he made sure the
only animals trained to be mounts were female. The Alliance then kept the
mounts warm, and fed and rewarded them with mook fruit when they
performed to standard. Using this method, these intelligent creatures were
effectively trained, and served the Alliance well as they adapted various other
transport machinery to operate in the cold.
While tauntauns are resilient in extremely bitter temperatures, they are not
impervious to them. Like any other warm-blooded creature, they can only take
so much cold before they freeze to death. While they can last longer than most
species, they often cannot survive for more than three to four standard hours
in intense subzero temperatures without finding shelter. In such conditions,
they are smart and dexterous enough to find shelter, or to burrow into a
snowdrift in order to create warmth and conserve energy.
Scientists have also identified a subspecies living among the ice caves of Hoth.
The animals known as scaly tauntauns are covered with smooth scaly skin over
a thick layer of insulating fat and a thin layer of hair. Scaly tauntauns may get
their name from their reptilian appearance, but they are indeed reptomammals.
For scaly tauntauns, the lack of thick fur mitigates much of the smell associated
with common tauntauns, and the males possess smaller horns than their distant
cousins, whereas the females lack horns completely. It is thought that the males
do not use their horns, which are thus gradually fading with evolution.
Otherwise, scaly tauntauns resemble their cousins in size and configuration.
For scaly tauntauns, survival in the frigid environment of Hoth largely means
reliance upon hot springs and geothermal vents that heat tunnels below the
planet’s surface. These caves are several kilometers below ground level, and
herds ranging in size from five to ten animals spend most of their lives in these
areas. Scaly tauntauns are omnivorous, unlike common tauntauns, and although
they eat lichen, they also dine on insects and small vermin found near the hot
springs. Herds migrate to follow the availability of a food source. A herd will
protect its young, although all varieties of tauntauns would rather run than
engage a dangerous predator. Wampas have been known to venture deeper
into the Hoth cave systems at night and during blizzards, and even though
wampas are exceedingly uncomfortable near the heat of the hot springs, they
will ignore their discomfort if hungry enough. When threatened with such an
attack, one of the scaly tauntaun herd will frequently sacrifice its life to protect
its herd-mates.
As in the case of wampas, tauntaun herds have suffered from hunting. The
occasional hunting party, or even a criminal seeking escape, will come to Hoth
and often kill indiscriminately. As a result, some scientists have begun a
campaign to have tauntauns listed as a protected species.

NOTABLE APPEARANCE
Episode V: The Empire Strikes Back
Thisspiasians are a reptilian species from Thisspias, a world located in the
Expansion Region of the galaxy. They can be clearly distinguished from other
reptiles because their upper body appears to be humanoid, typically covered in
long flowing hair that emanates from their head and face. Their lower half,
however, is serpentine, wrapped in scales similar in color to their hair. Their
two sets of hands contain five fingers that end in sturdy, elongated claws.
It is believed that Thisspiassians have four hands as a result of their evolution
from quadruped reptiles. However, for many Thisspiassians, the smaller, lower
set of vestigial arms and hands do not have the strength or dexterity of their
larger, upper set. In fact, most upperclass Thisspiassians have taken to wearing
voluminous robed garments that hide their second set of limbs completely by
omitting a second set of sleeves and incorporating a wide, belt-like sash. In
addition, many Thisspiassians go as far as to use hidden apparatuses to bind
their lower arms to their bodies. Among this group of Thisspiassians, it is
considered unseemly or unsophisticated to publicly show the lower limbs.
Physiological studies suggest that over the generations, this may be the cause of
the lower limbs’ weakness due to continued biological adaptation. It has been
demonstrated that among the working classes, lower limbs do not show a
similar muscle weakness.
Their prehensile tails give Thisspiasians the capability to carry heavy objects,
freeing up their hands to perform other functions. This makes the species even
more effective when they are in combat, as well-trained Thisspiasian warriors
may strike out with their tails as well as their hands.
There is one particular Thisspiasian trait that other species frequently find a
little unnerving, and that is their preference for eating their food live. Like their
snake-like ancestors, Thisspiasians principally dine on small, live animals such as
rodents, birds, and bugs. While they are omnivorous, consuming their fair share
of vegetables, a Thisspiasian feast would not be complete without several cages
of tiny species from around the galaxy being placed in the center of the table.
After dipping a treat in several sauces containing various seasonings, a
Thisspiasian’s jaw unhinges at the joint, allowing the mouth to widen and take in
the animals whole. As they’ve come to be in the presence of more and more
offworld species who do not share their enthusiasm for squirming meals, many
Thisspiasians have taken to eating cooked food for the benefit of companions
and guests of other traditions, though they have been known to state with
certainty that such food is lacking in zesty flavor.
One other prominent reptilian
DESIGNATION trait is carried on through the
Sentient Thisspiasian genes: the tendency to
HOMEWORLD shed their skin every few years.
Unlike snakes, however,
Thisspias
Thisspiasians will not slip out of
their outer layer of skin in one
piece. To ease the process of
shedding, and to make the
progression less noticeable when
in the presence of outsiders, they
will lubricate their skin with sweet-
smelling oils and salves, peeling off
the dead membrane in portions
during their daily private grooming
AVERAGE HEIGHT
sessions.
1.5 meters (coiled) A race of ancient warriors,
PRONUNCIATION Thisspiasians have perfected a
Thĭs-pĭ-ăs’-ē-ăn culture bent on taming their most
savage emotions. When the Old
Republic was forming, they eagerly joined the fledgling government, aiding it in
overcoming threats both internal and external. They are perceived as being
calm, wise, and dispassionate, and yet they commonly manage this through
several hours a day of intense meditation. Average Thisspiasians meditate for
five to six standard hours per day; otherwise, they can become moody and
irrational. Because they spend so much time in meditation, they only require
about two actual hours of sleep per standard day.
One of the best examples of Thisspiassian mental discipline was displayed by
the Old Republic Jedi Master Oppo Rancisis. Combining the natural mental
abilities of his species with his Jedi training, Rancisis specialized in Jedi battle
meditation. He was able to formulate complex and near-unbeatable battle plans
and direct his forces over great distances. His murder at the hands of the fallen
Jedi Sora Bulq was a blow to the Republican forces that they were hard pressed
to overcome.
The Thisspiasian homeworld is ruled by an absolute leader known as the
Blood Monarch. This position is carried on through the bloodline, and it has
remained unchanged for thousands of years, although a democratically elected
parliament handles much of the legislation on the planet. As with most
monarchies, a portion of the populace is of the opinion that the leadership is
corrupt, degenerate, and tied to archaic customs that no longer apply to their
modern way of life.
During the waning years of the Old Republic, Master Rancisis inherited the
role of Blood Monarch over his homeworld, which he rejected in favor of
remaining with the Jedi Order. When Count Dooku threatened the Republic
with his Separatist movement, Rancisis asked the standing monarch to help in
the struggle against the Separatists. Per species tradition, Rancisis had to best
the monarch in unarmed combat to have his boon granted. When the Blood
Monarch lost to Rancisis, he agreed to lend warriors to several battles.
When the Empire ultimately came to power, Thisspias was bombarded by
Imperial warships, and its people were conquered and enslaved. Eager to please
the Emperor, an overzealous Imperial governor assassinated the Blood
Monarch and imprisoned the crown prince. The outraged Thisspiasians
rebelled, but their insurrection was quickly subdued by the Imperials’ superior
firepower. Not long afterward, Rebel spies infiltrated the Imperial troops’
headquarters on Thisspias and freed the prince. Humiliated, the governor
threatened the Thisspiasians with annihilation, but he was eliminated by the
Emperor’s Hand before he could enact his threats. The Hand had been sent to
punish the governor for his failure to hold the Thisspiasian heir. The world was
then placed under military quarantine, though several Thisspiasians slipped out
to join the ranks of the Rebel Alliance.
Following the Battle of Endor, the crown prince of Thisspias returned to
reclaim his throne. When he did, he found himself rebuffed, as a vocal portion
of his people were declaring their desire for a more democratic government.
This confrontation incited a brief yet extremely bloody civil war, wherein the
Blood Monarch was returned to power. During the years of the New Republic
and the subsequent Galactic Alliance, the people of Thisspias have become
convinced that the monarchy has evolved very little, remaining tied to its
decadent lifestyle and largely antiquated ancient political traditions.

NOTABLE APPEARANCE
Episode I: The Phantom Menace
Togrutas are a humanoid species native to the temperate planet Shili,
positioned in the Expansion Region of the galaxy. All Togrutas have colorful
markings on their skin, a genetic trait left over from their predatorial ancestors.
Long, striped, curved, hollow horns spiral upward from the top of their skull,
and three darker striped head-tails (similar to a Twi’lek’s lekku) drape
downward, two to the front, falling over their chest, and one thicker tail that is
centered at the rear base of their skull. Togrutas’ skin is deep red, and their
dark eyes and gray lips are embellished by the white markings that adorn their
face. Vertical red and white stripes cover the skin of their chest, back, arms,
and legs. As Shili is covered in thigh-high turu-grass that is typically a blending of
red and white colors, the Togrutas’ ancestors (and the Togrutas themselves)
blended in with the natural environment, confusing both prey and other
predators. When hunting, their head-tails aid them by providing echolocation
abilities and a finely tuned spatial sense, which they use to encircle herbivorous
prey.
Togrutas are a peaceful, quiet people who are fierce in combat. Loyal to a
cause and happy in larger groups, they work well with others and easily fit into
teams of mixed cultures. Most do not like to be alone, however, and will tend
to follow other members of their group around simply for companionship.
Many outsiders have the misconception that Togrutas are venomous, as they
possess prominent incisors that give the impression of a snake’s venom-
projecting teeth. Togrutas frequently have no idea how this perception
originated, but sociologists believe it is because Togrutas prefer to eat their
smaller prey while it’s still alive, much like Thisspiasians. One of their favorite
meals is thimiars, small rodents that hide in the grasslands of Shili. Togrutas will
take a living thimiar and bite into it with their incisors, killing the creatures
quickly and painlessly, and so observers have been known to mistake the
thimiar’s death throes for the jolts of an animal dying of poisoning. But even
though these convulsions are merely postmortem muscle spasms, most
Togrutas will not correct the misconception that they are venomous.
The Togrutas’ evolutionary ancestors were predators that lived and hunted
in packs, and thus modern Togrutas are also effective hunters who prefer to
dwell in dense communal villages camouflaged by the forest canopies and
sheltered in hidden valleys. Some vestiges of the Togrutas’ beginnings as pack
animals remain in their social customs. First, as a habit, Togrutas do not wear
shoes whenever possible, feeling that by covering their feet they are cutting
themselves off from the land in a spiritual way. Also, every available able-bodied
person is expected to take part in the village hunts, and the spoils are shared
equally. This is expected even of young children as soon as they are able to
effectively hold a weapon, and typically occurs without any specialized training.
Togrutas believe that those who are unable to keep pace with the pack should
be left to die, and on Shili, those who are unable to fend for themselves often
do. Togrutas will not shed any tears over such as loss, a characteristic that can
give the impression to outsiders that they are unfeeling beings. This is not the
case, though, and the lack of remorse is instead a belief that the death of those
unable to defend themselves is simply the course of nature.
In addition, Togrutas wear the
DESIGNATION results of their hunts proudly, and
Sentient as a sign of adulthood. It is
HOMEWORLD common to see Togrutas wearing
the skins of the animals they’ve
Shili
killed, or other trophies of the
hunt. For example, the akul is a
large, carnivorous animal often
hunted on Shili because it is the
only native animal that poses a
serious threat to the Togrutas.
Fierce creatures that emit
frightening growls, these orange-
furred quadrupeds predominate on
AVERAGE HEIGHT the open plains of Shili, attacking
1.7 meters settlements and villages. By
PRONUNCIATION tradition, akul teeth adornments
can only be worn by a Togruta
Tō-grōō’-tä
who has slain one without
assistance—not an easy task, as
akul seem strangely gifted at sensing the presence of other predators, and will
begin howling as soon as one is near. The animal’s teeth are the common
trophy mostly because akul are known for the strength of their jaws, and
breaking the hold of an akul is nearly impossible for a normal humanoid. Like a
nexu, an akul will use their hold to shake their prey until the victim’s neck
breaks. The standard jewelry crafted from akul teeth for both males and
females is a headdress worn across the forehead and down around the
Togruta’s eye patches, a combination of indigenous metals, stones, and pearls.
Recovered images of the Old Republic Jedi Master Shaak Ti dating back to the
time of the Clone Wars have shown her wearing such an akul-tooth headdress,
signifying that this is a particularly strong tradition, as she even combined the
adornment with her standard Jedi wardrobe.
Akul are not normally native to worlds other than Shili, but they have been
exported. When released into the wild on other worlds, they reproduce
without the normal ecological safeguards of their native environment and can
quickly overwhelm a planet’s ecosystem. Inbreeding both on Shili and on other
worlds can raise the frequency of naturally occurring mutations, the most
common of which is albinism. Akul are often caught for zoos, where they thrive
in captivity. However, at great risk to their handlers, both normal and albino
akul are trained to perform in lavish stage shows and holonet productions,
despite their ferocious natures.
As Togrutas prefer company and normally shun individual independence,
those who live solitary lives away from their people can suffer from acute bouts
of depression, putting great pressure on themselves to make up for the life they
left behind. Jedi Master Shaak Ti recorded some of her own troubles with this
problem even as she proudly espoused the Jedi lifestyle. Some attempt to cling
to their non-Togruta friends in order to make up for what they miss in their
pack-based life back home. In their culture, individuality is considered
somewhat deviant, and yet those who take leadership positions among their
people are sometimes forced to achieve their goals through calculated
individualism. Sociologists claim this is a sign of the further social evolution of
the Togruta people.
With very few exceptions, Togrutas who venture offworld are members of
the Jedi Order, and, notably, they tend to be female. Although there is no
independent Force tradition on Shili, recovered historical records indicate
Togrutas have joined the Jedi as far back as the very beginning of the order,
often serving with distinction. As already noted, Shaak Ti was a Jedi Master, one
of several Togrutas to earn the rank. In addition, a Togruta female youngling
named Ashla was a Padawan at the Jedi Temple on Coruscant during the Clone
Wars, and perhaps not coincidentally, her name is an ancient word associated
with the light side of the Force. Although reasons for the Togrutas playing such
a considerable role in Jedi history are at best speculative due to Emperor
Palpatine’s destruction of records specifically related to the Jedi and the
achievements of non-human species, it appears this species has a special affinity
for the Force. How they achieve this heightened Force sense is also a point of
speculation, as they have, at best, average midi-chlorian counts in comparison
to other species. However, given that Togruta feel a bond with the land (or the
planet they happen to be on), as demonstrated by their preference for being
barefoot, they may have a unique ability to tap into the life essence of the
universe in ways that defy description in terms of the Force or simple midi-
chlorian counts. Furthermore, Togrutas are a herding and hunting people,
which heightens the detailed spacial sense imparted from their montrails, even
for non-Force sensitives. With such an instinctual response to their
environment, Togrutas would find feeling the Living Force easier than other
species. Unfortunately, there are no current known Togruta members serving
the Jedi order, so the source of their affinity for the Force will remain an
unknown for the time being.

NOTABLE APPEARANCE
Episode II: Attack of the Clones
Native to the planet Toydaria in the Hutt sector of space, Toydarians are a
short species with small wings and vaguely avian features. Ranging in color from
blue to green to pink, they sport stubby trunks on their faces that rest above
short tusks, and their thin legs end in webbed feet. The males of the species
usually show sparse whiskers.
Despite their undersized wings, Toydarians can fly quite rapidly. Their wings
beat nearly ten times every second, and while their bodies appear pudgy and
heavy, Toydarians are actually very light because their tissues are spongy and
filled with gas. Their potbellied stomachs are also gas-filled, making them
function much like small balloons. Nonetheless, their flying requires a great deal
of energy, and as a result they must eat constantly to maintain their strength.
Another unique trait of this species is its brain structure. While this is
seemingly no more complex than that of an average human or other sentient
species, Toydarians are able to resist attempts at mind control and Force
domination.
Like most mammals, Toydarians are born live and fully developed—
resembling smaller versions of their parents. Unlike most avian species, they
can fly immediately at birth, with little help. They prefer to fly everywhere,
rather than walk, hence the sky over Toydaria is constantly filled with buzzing
Toydarians. Spaceship traffic on the planet is restricted, with vessels only
permitted to land and take off at certain times and in specified areas to prevent
midair collisions. There is little solid ground on the planet, and Toydarians have
survived over the centuries by flying virtually everywhere, only landing on the
relative safety of algal mats.
Using speeders is prohibited on
DESIGNATION Toydaria because of all the “air
Sentient traffic.” Consequently, Toydarians
HOMEWORLD have constructed a light-rail system
to take offworlders from city to
Toydaria
city. Beyond this, they do not have
a technologically advanced society,
although they have incorporated
some offworld technology into
their day-to-day lives.
Toydaria is mostly covered with
nutrient-rich muck lakes that
support a number of predators,
including a dangerous species
AVERAGE HEIGHT known as grabworms. Toydarians
1.4 meters evolved by at first living on the
PRONUNCIATION nutrients found in these lakes, and
Toi-dăr’-ē-ăn ultimately developed high-end
farming techniques to provide food
for the populace. But because the amount of sustenance they require is so
great, war will often break out between Toydarian confederacies when food
supplies are low. During hard times, they feel the simplest way to cope is by
stealing provisions from their neighbors, and Toydarians will form armies and
fight bitterly, sometimes to the extent of poisoning another group’s food supply
in the belief that if they can’t have it, then no one should. However, when these
types of situations eventually improve, the war will immediately end and life will
return to normal. This pattern usually recurs roughly every thirty standard
years, depending on weather cycles.
Toydarians are talented hagglers. Their economic structure requires constant
bartering, and as a result they are very skilled at negotiating prices and striking
deals. By nature, they love to gamble and will take a chance on a business deal
that looks lucrative, sometimes even despite the odds. Toydarians can be, at
their best, professional and business-savvy, but at their worst they are greedy
and petty, and will cheat when it serves their purposes. Either way, they are a
shrewd and intelligent species—and usually well educated. Toydarians generally
speak Basic and Huttese as well as their native language, Toydarian.
Toydaria operates like a sovereign feudal system. There is one ruling king,
who is typically good about taking care of his people and is therefore well
respected. However, Toydaria is no stranger to violence, as there is always a
group of feudal vassals who govern most of the huge system beneath the king—
competing and jockeying for positions of power, along with land and natural
resources. These vassals are often very rich, and the king will grant favors and
orchestrate shifts of power in order to make certain that he always has the
allegiance of his vassals by keeping them happy. In turn, the vassals take care of
the people and pay their taxes to the system. Oftentimes the king will allow a
certain amount of infighting among his vassals, as it weeds out treachery and
reveals character and weaknesses among them. In this way, the king is always
aware of who is plotting against who, and his vast knowledge of those beneath
him keeps the vassals from ever daring to challenge him. By ruling through
these methods, the king also promotes the ideas of honesty, loyalty, power, and
displays of strength, which, along with wealth, are all important in Toydarian
culture.
Members of their species have been found living on worlds beyond Toydaria,
but they seem to prefer locales where they can make a profit with little
government interference, such as Tatooine. An enterprising species, they will
pour all their efforts into a business venture and frequently turn it into a
modest success where others could not. One example is the junk shop owned
by the Toydarian trader Watto in the city of Mos Espa on Tatooine. Although
Watto never made exorbitant numbers of credits on his business, he lived
comfortably, if modestly.
Watto’s greater role in galactic history was as the onetime slave owner of
Shmi and Anakin Skywalker, the young boy who would ultimately become
Darth Vader. Although Watto controlled every aspect of their lives, he did at
times exhibit a genuine affection for them, going as far as selling Shmi into
freedom when the opportunity for her to have some happiness arose, and she
became the wife of a moisture farmer. For Watto, slavery was a convenient
means to keep Shmi and Anakin around, while also possibly making a profit
from the young Anakin’s Podracing abilities.

NOTABLE APPEARANCE
Episode I: The Phantom Menace
Trandoshans, who refer to themselves as T’doshok, are large bipedal reptilians
known for their ruthless, warrior culture. Like most reptiles, Trandoshans are
cold-blooded and possess scaly skin, which they shed roughly every standard
year. Their supersensitive orange eyes can see into the infrared range, and they
are able to regenerate lost limbs, at least until they reach Trandoshan middle
age. Each of their appendages ends in three digits with sharp claws that are
excellent for fighting, although they lack in manual dexterity, causing their finger
movements to be rather clumsy. Their oversized, oddly shaped feet also
prevent them from wearing any sort of footgear, which is sometimes an
impediment when on the hunt or in combat.
As members of a saurian species, female Trandoshans lay clutches of four
eggs at a time, and nest them in a warm place in their home. When young
Trandoshans hatch, they are already able to walk, and possess a natural instinct
for the hunt—usually chasing their clutch brothers or sisters around the home
in a type of hiding game. When they reach two standard years of age, the
parents take their children out on their first hunt, instructing them on how to
track beasts in the wild, and by the age of ten most Trandoshans are proficient
in unarmed combat, firearms, and the use of melee weaponry.
This species is extremely violent
DESIGNATION by nature. Trandoshans’ culture is
Sentient based on the hunting and tracking
HOMEWORLD of beings less powerful than
themselves. They worship a female
Trandosha (referred to as Dosha or
deity known as the Scorekeeper,
Hsskor by Trandoshans)
who awards jagannath points to
Trandoshans based on their
success or failure in the hunt and
mortal combat. Those hunters
who earn the most have the
highest status in society, and are
considered valuable mates by
females.
When Trandoshan males have
AVERAGE HEIGHT proven themselves successful in
2 meters the hunt, they return to their
PRONUNCIATION homeworld to mate with a
convenient clutch mother. These
Trăn-dō’-shăn
relationships are arranged, and are
not considered binding. Once a
couple have mated, the female lays her eggs and watches over them until they
hatch. As soon as they are old enough, the male children will go out into the
galaxy to begin scoring points for their goddess.
The Trandoshans have a particularly adversarial relationship with their
insystem neighbors, the Wookiees. Before the birth of the Empire, they
attempted to colonize the Wookiee homeworld of Kashyyyk, but were soundly
defeated after several bloody battles. When the Wookiees enacted numerous
laws to discourage big-game hunting in the system, as well as regulations to
protect local ecosystems, the Trandoshans were incensed. They had come to
rely on the capital influx from tourism, and they resented the Wookiees’
discouragement of the industry in their system. In retribution, they conducted
another series of raids on Kashyyyk, this time in an attempt to plunder the
natural resources the Wookiees had sought to protect. While bloody conflicts
raged on both worlds, the Wookiees appealed to the Senate of the Old
Republic, and the governing body intervened, enacting strict trade sanctions
against the Trandoshans unless they withdrew from Kashyyyk. They did, once
again vowing revenge.
When the Emperor took control of the galaxy, the Trandoshans saw another
opportunity to have their vengeance. They aided in the Imperial strikes on
Kashyyyk, helping to capture Wookiees in large groups and turning them over
to become slaves for the Empire. When the Empire fell, the New Republic
demanded that the Trandoshans once more cease their raids on Kashyyyk,
under the threat of economic sanctions and military action. They did so with
much grumbling, though their previous deeds in support of the Empire have
caused them to remain one of the least trusted species in the galaxy.
Making no attempt to disguise their dispositions, Trandoshans continue to
enforce the stereotype that they are a violent, egocentric, and malicious
people. Aggressive and vindictive, they love competition for its own sake,
although it is especially appealing to them as a means of dealing out vengeance.
Interclan rivalries have been known to claim numerous lives, and turn son
against father. In certain cases, however, they can still show compassion and
mercy—particularly if it is a matter of honor. Trandoshans will, like their
Wookiee nemeses, pledge their lives to protect another being who has saved
them from death—although they would have a difficult time making that pledge
to a Wookiee. To this day they despise their Wookiee neighbors, and will
never be caught in their company, except in the rarest of circumstances.
And yet, despite their highly aggressive culture, some Trandoshans have been
known to show a streak of independence, preferring to keep alternative
elements of their society running effectively. These Trandoshans are still
considered hunters, although not in a traditional sense. Scientists, for instance,
will “hunt” for answers in the study of science, while xenobiologists “hunt” for
details on other worlds and their various cultures. Engineers “hunt” for
superior weapons or ship designs. Most day-to-day professions can be
considered honorable in the sense of the hunt, as long as they produce
something that improves or enriches society—though admittedly, Trandoshans
would most likely find little value in being an actor or comedian.

NOTABLE APPEARANCE
Episode V: The Empire Strikes Back
Tusken Raiders, also referred to as Sand People, are tall, strong, aggressive,
nomadic humanoid warriors who reside in the desert wastelands of Tatooine.
From head to toe, every Raider is always covered in strips of cloth-tattered
robes that are belted together with dewback-hide leather. They see by using
tube-like shields that protect their eyes, and breathe through simple filters that
keep them from inhaling the sand particles that constantly swirl through the
Tatooine air. Every piece of their attire serves to keep moisture trapped near
their bodies, and hygiene is only attended to in complete privacy, for seeing
another individual’s face, even accidentally, is cause for a blood duel. Only a
Tusken’s mate is allowed to glimpse his or her face without the bandaging.
Tusken Raiders are ruthless fighters, hardened by their harsh environment to
show no mercy to other species. They fear little, although they can be driven
away by a substantial display of force. Traveling in bands of up to twenty or
thirty, they nearly always ride their bantha mounts in a straight line, journeying
one behind the other to hide their numbers from enemies. Their weapon of
choice is the gaderffii, or gaffi stick, which is basically a double-edged ax made
of cannibalized metal scavenged from abandoned or wrecked vehicles. Some
carry blaster rifles, but Tusken blasters are not the most powerful or
technologically advanced weapons.
This nomadic people was the dominant sentient species on Tatooine before
settlers began to colonize the world during the days of the Old Republic. The
Jawas, the only other sentients on the planet, while more intelligent, were not
as large or fierce as their brutal neighbors, although there is some scientific
evidence that suggests the two groups may both be descended from the same
species, an ancient race known as the Kumumgah. The Tusken Raiders received
their galaxy-recognized name from an attack they launched on a human
settlement called Fort Tusken. While their attempt to force out the offworld
settlers failed, this assault became renowned for its brutality. In response, the
settlers set about to attempt the utter destruction of the Sand People,
eliminating entire tribes at a time—leading to their near extinction before the
few remaining tribes retreated to hide in the desert wastes.
As a result of these incidents,
DESIGNATION Sand People are inherently angered
Sentient by the presence in their territories
HOMEWORLD of offworld settlers, whom they
feel encroach upon their ration of
Tatooine
water and food. They will often
attack moisture farmers and
settlers without provocation—
simply for the sake of intimidating
those they perceive as enemies.
Despite their bullying natures,
Tusken Raiders will typically shy
away from massive Jawa
sandcrawler fortresses, heavily
protected farmsteads, large cities,
and even settlements, as well as
from the vicious krayt dragons. It
is evident that they favor situations
AVERAGE HEIGHT
where they have the upper hand,
1.8 meters and will only take calculated risks.
PRONUNCIATION Since they are a nomadic people,
Tŭs’-kĕn Rā’-dĕr (Sănd Pēr’-sŭn) they maintain no permanent
shelters and keep few possessions,
viewing such belongings as liabilities. Regardless of their willingness to move
regularly, they allow no other changes in their society or culture. Tusken
Raiders fear machinery, the power of which has decimated their people in the
past, and are thus thoroughly resistant to technology, stealing very little of it
from hapless patrols, caravans, and moisture farmers. They feel that killing with
more primitive weapons brings them the bravest of victories.
To most outsiders, the language of Tusken Raiders is an unintelligible, angry
combination of consonants and growls. They have no written language, so they
rely on a long and complex oral tradition to keep track of their lineage and
legends. Each tribe has a storyteller, whose duty is to preserve and retell the
group’s history. The storyteller chronicles the coming-of-age tales for each
member of the clan, and once he or she gives an account for the first time, not
one word is permitted to change from that time forward. At some point, each
storyteller will take on an apprentice and begin teaching the clan history,
although the learner is not allowed to practice the history aloud, as the words
must never be spoken incorrectly. If the apprentice makes a mistake, he or she
is killed outright, as it is considered blasphemy. Once an apprentice has learned
every tale of each lineage perfectly, he or she becomes the next storyteller, and
the teacher will wander into the desert to die.
Because they live such a cruel, war-like existence, the process of coming of
age is very important to Tusken Raiders. Children are cared for by adult
Tuskens, but they are not considered people until they have endured the actual
ceremonies that bring them into maturity. Babies often perish because of the
difficult desert life, and Sand People take great pride in knowing that only the
strongest survive. To earn the distinction of adulthood, each youth must
perform a great feat of skill or prowess, the magnitude of which determines his
or her station in the tribe. A solemn ritual is held to prepare Tusken youths for
their journey into the wilderness, during which they are given totems,
armaments, and some water to carry with them. Saying no words, and showing
no fear, they mount their banthas and head off into the desert. If they return
with trophies showing that they have been victorious, they are greeted with
grand rejoicing. A bonfire is lit, food prepared, and amid great ceremony the
storyteller adds the young Tusken’s tale of bravery to the tribal history. If they
do not return, no word is mentioned of them again.
Sand People make no social distinction between males or females. Only clan
leaders keep records on sexes, so that they can arrange marriages, and as soon
as a youth becomes a recognized adult, he or she is assigned a mate. Through a
ritual that mixes the blood of husband and wife with that of their bantha
mounts, they are joined for life.
In extremely rare instances, Tuskens have been known to accept outsiders
into their tribes. The Jedi Sharad Hett lived for some time among the Tuskens,
and the Jedi Tahiri Veila was raised among the Sand People after her parents
died in a Tusken raid.
During the time of the New Republic, fewer Tusken Raiders were reported
encroaching on human settlements. A cyclic pattern of harsh sandstorms
threatened and destroyed many human settlements, and sociologists believe
several of the tribes were affected as well. It is unclear how many Tusken
Raider tribes currently reside on Tatooine, as they continue to remain resistant
to outsider study.

NOTABLE APPEARANCE
Episode IV: A New Hope
Twi’leks are tall, generally thin humanoids indigenous to the Ryloth star system
in the Outer Rim. Their most notable features are their tentacle head-tails—
called both lekku and tchin-tchun—that protrude from the back of their skull,
distinguishing them from the multitude of other species found across the
known galaxy. These fatty, tapered, prehensile growths serve both sensual and
cognitive functions, including the storing of memories. In fact, some of the
records located from the Old Republic era indicate that this storage capacity
allowed the Jedi Aayla Secura to recall her Jedi training after her memories
were stolen from her. In conversation, Twi’leks will often refer to their lekku
individually: tchin meaning “right lekku” and tchun meaning “left lekku.”
Twi’leks’ smooth skin comes in many variations of blue, red, yellow, orange,
deep green, and even striped. Sharp, claw-like nails punctuate their long, flexible
fingers, and their orange or yellow eyes are especially good for seeing in the
dark.
Ryloth is a dry, rocky world with a peculiar orbit that has resulted in half of
the planet becoming a barren, unlivable desert where the sun’s rays constantly
scorch the surface. The other side is always trapped in frigid darkness. Most of
Ryloth’s indigenous species inhabit the cold, dark portion of the planet, while
the Twi’leks live in cities carved out of the mountains in the “twilight” section
of the world—where the temperature is somewhat comfortable.
Theirs is a primitive industrial civilization, based on windmills and air-spun
turbines that provide power for heat, light, air circulation, and minor industry
within their city complexes. Frequently, hot air blows from the sun-based
regions; referred to as heat storms, these winds drive the turbines and
windmills. The dry twisters can reach temperatures in excess of three hundred
degrees Celsius, with gusts hitting five hundred kilometers per hour. While very
dangerous, they provide the warmth necessary to sustain life.
Twi’leks are omnivorous, cultivating edible molds and fungi, and raising
bovine rycrits for food and clothing. While their ancestors might have been
hunters who struck out upon the frosty plains to find game for sustenance,
present-day Twi’leks have developed a more agrarian society.
The Twi’lek people are highly intelligent, capable of learning and speaking
most galactic languages. Their own dialect combines verbal sounds and subtle
movements of their lekku to communicate complete concepts. Even the most
advanced linguists have difficulty interpreting all the head-tail movements
inherent to the Twi’leki language. For this reason, when two Twi’leks converse
in public, their discussion often remains completely private, unless it is observed
by another Twi’lek or a quality protocol droid.
This linguistic feature has been
DESIGNATION the cause of much suspicion on the
Sentient part of many outsiders throughout
HOMEWORLD
HOMEWORLD history, particularly Imperials, who
Ryloth believed that since Twi’leks sent
secret signals with their head-tails,
they were duplicitous spies. In
truth, Twi’leks see their lekku as
“spiritual appendages,” and in
jostling them, they express the
movement of inner divinity. While
this may indeed be considered
extra communication, it is actually
contact at a metaphysical level.
AVERAGE HEIGHT
While the meaning is mostly
1.7 meters private between speakers, it is
PRONUNCIATION usually not two-faced or deceitful
Twē’-lĕk to those outside the
communication, unless absolutely
necessary. Normally it is merely truthful and real, and cannot go against their
verbal expression—not, at least, without extreme concentration. Recent
studies done by the Jedi of the New Republic found that Twi’leks are in fact a
generally Force-sensitive people, and that their lekku interaction is tied to their
inherent Force sensitivity. This may also explain some of their suspect
treatment at the hands of the Empire.
Contrary to the paranoia expressed by the Empire, the people of Ryloth are
not at all war-like, and remained clear of the Imperial conflict during the
Galactic Civil War, although if they had been called upon to spy for either side,
they would have been quite good at it. They prefer cunning and slyness over
physical confrontation.
Hidden beneath the surface of their world, their city complexes are massive
interconnecting networks of catacombs and chambers. Built into rocky
outcroppings, they blend right in with the environment of the planet—vivid
evidence of this people’s subtle nature.
Each of their cities is autonomous and governed by a head clan consisting of
five Twi’lek males who collectively direct industry and trade. These leaders are
born to their positions, and exercise absolute power. When one member of
the head clan dies, the remaining four are driven out to follow their colleague
to the “Bright Lands,” making room for the next generation. If there is no
immediate generation to follow, a set of regents takes over until a new head
clan can be selected. Given that a seat within the head clan is handed down
within families, intra-and interclan rivalries abound. Subterfuge within one’s own
clan is almost to be expected, although Twi’leks who are caught and disgraced
among their people are also driven into the Bright Lands.
Because Twi’leks possess no spacefaring capabilities of their own, they have
grown dependent on neighboring systems, as well as on pirates, smugglers, and
merchants, for much of their galactic interaction. One of their greatest exports
is the mineral ryll, which is used in many medicines, but also as an expensive
and addictive recreational drug. Ryloth has become very vulnerable to the
underbelly of galaxy life: slaving vessels have often combed the planet to stock
their thriving ryll stores, while smugglers often raid ryll storehouses. Some head
clans have actually given their own people into slavery as a protection payment,
feeling threatened by the possibility of widespread pillaging.
Slavery has historically been a serious problem among the Twi’lek clans,
particularly for their female members. In traditional Twi’lek society, women are
expected to be subservient to men, and are often treated as afterthoughts or
accessories. They are not considered particularly intelligent or capable, having
value only to the degree that they please others. Twi’lek women were
commonly sold into slavery, even by their own clans, to become dancers or
companions, as their beauty and grace is favored galaxywide by many different
species. Lethan, or red-skinned Twi’lek women, fetch a startlingly high price on
the open market.
With the dawn of the New Republic, some head clans on Ryloth banded
together to stop the slave trade and protect one another from the retribution
of angry smugglers and traders. This has created a much safer environment, and
more and more legitimate trading organizations have started to bring business
to the world. Following this, Twi’leks began to take on a visible and influential
role in the New Republic, often serving as pilots, as advocates, and in other
positions. This new prominence was almost jeopardized when the rogue
Imperial Warlord Zsinj brainwashed Twi’leks into attempting to assassinate
Admiral Ackbar and Republic hero Wedge Antilles. Following this, all Twi’leks
were temporarily removed from active military duty until the plot was
discovered—thankfully, before it could reach its conclusion. The Twi’lek
species was vindicated, and returned to its former level of influence in galactic
affairs.

NOTABLE APPEARANCE
NOTABLE APPEARANCE
Episode VI: Return of the Jedi
Ugnaughts are small, porcine humanoids known for their tireless work ethic.
They are especially good mine workers, whether this be gas or mineral mining.
Their short, stocky, muscular bodies are able to withstand long periods of work
under harsh conditions.
This species is native to the planet Gentes, located in the Anoat system,
although very few—if any—remain on that world. Unfortunately, the Ugnaughts
suffered the fate of many other primitive species throughout the galaxy, in that
entire tribes of the pig-like aliens were gathered by human merchants,
smugglers, and traders and taken to new worlds to live and work as indentured
servants and slaves.
One of the largest populations
DESIGNATION of these creatures can be found at
Sentient Cloud City on Bespin. When the
HOMEWORLD Corellian eccentric Lord Figg
decided to build this floating
Gentes
Tibanna gas mine colony high in
Bespin’s atmosphere, he knew the
project would require cheap
manual labor. Figg rounded up by
force three Ugnaught tribes—the
Irden, Botrut, and Isced—and took
them to a space station near
Bespin to offer them a deal. If they
would build his floating city, he
AVERAGE HEIGHT would then grant them their
1.2 meters freedom. Further, they and their
PRONUNCIATION descendants would be allowed to
live and work in the colony and
Ŭg’-nŏt
share in the company’s profits. The
Ugnaughts accepted, and went
right to work on Figg’s project. After the city was finished, they began to reap
the profits of their labor.
When Lando Calrissian became the legal administrator of Bespin, he honored
the agreement with the Ugnaughts until he lost control of the facility to the
Empire. With the onset of Imperial occupation, the Ugnaughts were enslaved
once more, and forced to work longer hours under harsh conditions. Many
were removed from the facility altogether. Lando eventually returned to Bespin
and, with the help of Luke Skywalker, Lando’s friend Lobot, and the Ugnaughts,
he regained control of the city. He later turned control over to the Ugnaughts’
chosen leader of all the tribes, King Ozz. Today they own the city that they
helped build.
Although now modernized, the Ugnaught people retain the rich oral tradition
they have long maintained. Even after being transplanted to countless new
worlds, they have held on to many of the customs and laws they established in
the time before their enslavement. Immediately upon their acceptance of Figg’s
offer, tribes reestablished their ruling councils called Terend, elected officers
called ufflor, and chose traditional “blood professions.”
Blood professions are vocations passed down from generation to generation
within each family. A miner will teach his children to mine, and a mechanic
teaches his children to repair and construct machinery. When Ugnaughts reach
the age of twenty, they become candidates for their inherited profession. If the
number of new candidates for any given profession exceeds the community’s
needs, the candidates call a blood duel. Through a series of fights to the death,
young Ugnaughts battle for the right to inherit their blood profession.
A similar ritual takes place when a young male Ugnaught wishes to take a
bride. All males who wish to be considered for marriage will come together
once a year to meet the females who are considered eligible for marriage. If a
conflict ensues over one female, the contesting males must compete against
each other, with the female choosing the means of competition. Sometimes this
is a contest of physical strength, but other times it is a match of wits. Either
way, the ruler acts as judge in the single bout to determine who will take the
bride home with him.
Despite these arcane traditions, Ugnaughts are a predominantly nonviolent,
peaceful species. They tend to shy away from contact with other races, and
usually do not learn to speak Basic—though they do understand it—except for
the ufflor and members of the Terend. Ugnaughts feel more comfortable when
dealing with members of their own tribes.
Ugnaughts are robust, meticulous, skillful, and unpretentious. They are
thoroughly committed to their family and their occupations. Ugnaughts who are
idle are usually restless and irritable. The best way to keep them happy is to
keep them busy.
Of the three tribes on Bespin, the Isced has encountered the most difficulty
with outsiders and with the other tribes. This is because they have a vicious
sense of humor, and are prone to playing potentially dangerous practical jokes.
During their indentured servant years, a majority of the Ugnaughts lived in
the Bespin mining quarters. Once the city was liberated, the Ugnaughts
inhabited all portions of the facility. However, council meetings, folk-story
telling, dances, and blood duels still take place in various arenas located, by
tradition, in the mining quarters area. And while the King of the Tribes meets
with the Terends of the tribes in the administrative levels of Cloud City, his
coronation and all other special government events are held in this same area,
as a reminder of the Ugnaughts’ proud tradition as menial laborers.

NOTABLE APPEARANCE
Episode V: The Empire Strikes Back
Utapauns is really a name for two species that inhabit the world of Utapau, a
barren world of rocks and deep sinkholes located in the remote Tarabba sector
of the Outer Rim. The Pau’ans are the upper class of Utapaun society, making
up nearly a third of the world’s native inhabitants. This species is the taller of
the two, with slim builds, gaunt, gray, lined faces, and dark eyes. Dressed in
tightly bound, thick clothing, usually only their hands and faces are visible. They
serve as governmental administrators, officials, and bureaucrats. Their neighbor
species, the Utai, meanwhile, are short and stocky, with round faces and long
eyestalks. The Utai serve as the menial laborers, technicians, and ground crew
for docking areas. On each foot they have only two toes, and on each hand
three fingers and a thumb—but nevertheless they are nimble and dexterous,
completing complex manual tasks with ease. Their large, dark eyes allow them
to see in the dimmest of light underground.
The Pau’ans are a very long-lived species, and are often called the Ancients
because of their longevity. While they originally made their home on the
surface of Utapau, climatic changes caused stronger and stronger hyperwind
storms, so they were forced to build a new home in the sinkholes, where they
first met their native neighbors.
The Utai, in contrast, are often called the Shorts because of their stature—
but also because comparatively their lives aren’t very long. Utai colonized the
walls and crevices of Utapau long before the Pau’ans ever thought of doing so,
and while they are not as long-lived, they are the older of the two species.
Between the efforts of the two species, entire cities were built beneath the
surface of the planet in the tunnels, crevasses, and walls of massive sinkholes.
Because of their environment, both species prefer darkness, and Pau’ans in
particular prefer to eat meat raw, rather than cooked.
The Pau’ans govern Utapau in a way that allows for a great deal of autonomy
among the local cities. Local administrators, called Masters of Port
Administration, act as a type of mayor of their city, and they are assisted by an
advisory committee. Each of these individual port administrators is a member
of the Utapaun Committee, which is managed by the chairman of Utapau, the
planetary head of state. As only Pau’ans have these leadership roles, they often
serve in them for many years because of their long life span. They receive their
positions because of their heritage, with family lines holding on to leadership
roles through generations. For example, Tion Medon was an administrator for
Pau City, and he was descended from Timon Medon, who first unified the
Utapaun peoples.
When the Pau’ans first met their
DESIGNATION fellow residents, they taught their
Sentient
Sentient diminutive cousins how to
HOMEWORLD generate wind power. Over time,
Utapau the Pau’ans found themselves
falling naturally into the leadership
role, a role the Utai easily, and
readily, relinquished. Although the
balance of power is tipped in favor
of the Pau’ans, there is no ill will
on the part of the Utai. Even
though they are relegated to
menial or lower-level labor
positions, they are not maltreated
AVERAGE HEIGHT
or underappreciated by their
1.4 meters (Utai) 1.9 meters (Pau’an) compatriots.
PRONUNCIATION
Ōō-tä-pŏn
(Ōō’-tai / Pä’-wăn)
But while there is no conflict between the species, there is some conflict
among cities as a whole. Each city on Utapau has its own Pau’an dialect and
culture, and rivalry has often been fierce among them. Arguments and
competitions have erupted in the politics of the Utapaun Committee on many
occasions, though the competing cities always band together to face a
worldwide threat.
Such cooperation occurred when the Confederacy of Independent Systems
laid siege to the Utapaun homeworld during the Clone Wars. The Utapaun
Committee was not at all happy with its plight, and did not like harboring
General Grievous, the commander of the Separatists’ massive droid army.
Committee members quickly and quietly agreed that they would turn him over
as soon as the opportunity arose, and when Obi-Wan Kenobi came to Utapau
to investigate the situation there, they immediately told him of their situation
despite being watched by their overseers. Obi-Wan told them they would be
liberated by Republic forces, but sadly Palpatine took control as Emperor and
put into play the programming he’d installed in his clone warriors to wipe out
the droid army—but take control of Utapau at the same time.
While the Emperor reigned, Utapau remained a dominated world, held in
bondage to Imperial forces. When the New Republic came to power, the
planet eagerly joined the new government, hoping to take a more active role in
galactic society in order to prevent such a political travesty from ever again
happening to their world.

NOTABLE APPEARANCE
Episode III: Revenge of the Sith
Varactyls are saurian, four-legged herbivores native to the planet Utapau. While
they are reptiles, they possess many features of the bird family, such as feathers
dotting their scaled skin and long, bird-like tails. A giant, sharp beak of a nose
protrudes from the center of varactyls’ faces, and two small, dark eyes rest on
the sides of their elongated heads. A ring of feathers surrounds the varactyl’s
neck.
This reptile has an armor-plated skull that protects its brain from blunt
injury. Its neck is extremely flexible, and both males and females have crests
and a ridge of midbody spines. Some of these defensive quills have developed
into feathers, which are used for mating and threat displays. A female varactyl’s
plumage and overall coloration tend to be more vibrant.
Their large feet have strong
DESIGNATION claws with five digits, giving them
Nonsentient the ability to climb the rocky walls
HOMEWORLD of Utapau’s sinkholes at incredible
speeds.
Utapau
Varactyls are cold-blooded
lizards, and as such they like to sun
themselves on the walls of
Utapau’s sinkholes. They are most
active during daylight hours,
crawling up the rocky cliffsides to
remain in the sun as it shifts across
the sky, avoiding the darkness as it
fills the cavernous canyons of the
AVERAGE LENGTH planet surface. They eat the most
15.24 meters during the day, feeding on green
HEIGHT lichens in the lower, wetter
portion of the sinkholes and
3.9 meters
punching through the dried
PRONUNCIATION sandstone in the upper levels to
Vŭ-răk’-tĭl consume arterial roots that weave
their way through the soft rock.
Varactyl nests are primarily located in the warmest outcroppings of the
sinkhole wall, where during the day they are warmed with the most sunlight. A
female varactyl will lay a clutch of about a dozen eggs at a time, and these eggs
take nearly two months to hatch. These nests, while they lay where the sun can
reach them, are also placed where there is a crag or crevice into which
varactyls can hide themselves and the nest to protect their young from
predators.
During the night varactyls are more lethargic, and therefore vulnerable to the
native predators. One is the dactillion, a distant genetic cousin of varactyls.
Dactillions often fly in and attack varactyl nests to eat their eggs or hatched
young. For extra security, varactyls will group together for warmth near their
nests in the sinkhole walls. While dactillions and varactyls are natural enemies,
when domesticated they can be corralled in the same pens.
Varactyls’ scaled skin is waterproof, and they are excellent swimmers. They
only swim during the middle of the day, however, when sunlight is striking the
bottom of the caverns where the water gathers in grottoes. The vicious nos
monster is active in the hours of darkness, so they will not attempt the water
at night.
While usually calm, imperturbable creatures, varactyls will defend themselves
and their young with great ferocity from attack. Females, especially, are more
tenacious in this regard. The fan of erect spines along a female’s tail would
seriously injure an opponent attacking her from the rear. Varactyls are also
extremely strong, and their heads, made of strong bone impervious to most
blunt attacks, cause a good deal of damage when used in a head-butting
maneuver.
The Pau’ans and Utai of Utapau have bred varactyls for centuries as pack
animals and mounts because of their pleasant demeanor, strength, and speed. It
was the diminutive Utai, though, who learned how to domesticate and train
them for their present use. The Utai serve today as the varactyl wranglers for
mounts. Dactillions are excellent steed and pack animals. Because of their high-
boned backs, both creatures must be fitted with high-backed saddles to give
riders appropriate balance.
This is a very intelligent species, loyal to their masters and clever with regard
to combat. They are also credited with having long memories. A varactyl will
remember all of its riders, and will respond favorably or negatively to them
based on past treatment. When they have been treated well by a rider,
varactyls respond with loyalty and great affection. If a rider abuses a varactyl
mount, the creature will not allow that being to ride them and, in extreme
cases, may attack the person. There are reports of many beings having been
killed when this happened. One abusive rider reportedly had a varactyl
remember him after he had been offplanet for several years.

NOTABLE APPEARANCE
Episode III: Revenge of the Sith
Wampas are burly, vicious primates that inhabit the ice-covered world of Hoth.
They stand up to three meters tall, and possess razor-sharp claws and fangs.
Wampas that have passed puberty usually have jagged, curving horns on their
heads that continue to grow larger and more imposing with age.
Because of their acute sense of smell and the coat of thick white fur that
blends perfectly with the landscape of their native planet, wampas make
excellent hunters, and are very rarely themselves the victims of predators. They
wander the icy wastelands of Hoth preying on tauntauns, antlered mammals
called rayboo, and other unwary creatures. After disabling their prey, they drag
it to their cavernous, frozen lairs beneath Hoth’s surface. Using their saliva,
wampas moisten portions of their victims’ bodies, then place them against the
ceilings of their caves so that the victims will freeze in place, suspended from
the ice. Because wampas prefer fresh meat, they often keep their prey alive
until they choose to consume it.
Wampas typically hunt alone, but occasionally band together to lash out
against a threat to the local wampa population, such as a human settlement. In
this, they show a rudimentary form of intelligence and cunning, particularly
since they will often scout their enemies’ location and strength before
formulating an attack.
Luke Skywalker, the renowned Jedi Master, has claimed that these creatures
even have long memories. During a routine patrol when the Rebel Alliance had
its base established on Hoth, Skywalker was attacked by a wampa, and barely
escaped its lair by slicing off its arm with his lightsaber. When he returned on a
later visit to Hoth, the same one-armed wampa discovered him, and attacked
Luke and his cohort Callista. This time, Luke managed to slay the creature with
his lightsaber, allowing them to escape.
During the Alliance encampment on Hoth, wampas repeatedly attacked the
Hoth base and its personnel. It was soon discovered that wampas are strangely
attracted to the sounds made by astromech droids. After some research, it was
revealed that the tweets and whistles emitted by the droids were similar to
those made by a female wampa in search of a mate. No doubt some male
wampas were disappointed to find a mere piece of machinery waiting for them
instead of a new companion, thus further justifying their regular vicious
rampages once they had discovered the source of the sounds.
Wampas mate during the
DESIGNATION warmer months of the Hoth yearly
Semi-sentient cycle, during which they will gather
HOMEWORLD in regions where game is plentiful,
to search for companionship. The
Hoth
males go on the hunt while the
females stay together and wait.
Once the male succeeds in a kill,
he will smear the blood of his
victim on his chest and return with
the game to show it to the females
—demonstrating his ability to
effectively care for a mate.
Sometimes the males will fight
each other for a female’s attention,
and the victors in these various
AVERAGE HEIGHT
melees are those who win their
2.5 meters preferred female; they are thus
PRONUNCIATION treated as the alpha males of the
Wäm’-pä region until the next mating season
occurs.
While they are primates, wampas could also be considered marsupials in
terms of their reproduction methods. Their cubs are born live, but very
underdeveloped—almost resembling a miniature worm that could fit upon a caf
spoon. These tiny infants crawl to their mother’s pouch, where they nurse,
grow, and develop over a period of roughly three months—after which time
they leave the pouch with a full set of teeth, small needle-sharp claws, and an
innate attitude of invincibility. The mother and father will then teach the
children to hunt, to survive in the cold, and to care for game.
Galactic scientists have further discovered that wampas mourn their dead
with great intensity. They are protective of their own, and when one is slain,
they will fly into a rage directed at the killer. If the death was natural, the
grieving wampas will simply take out their anger on their surroundings,
smashing walls and ripping apart anything or anyone in their way. Some wampas
have been reported to accidentally cause avalanches and underground cave-ins
during these fits of hysteria, leading to even more deaths. After expending all
their energy, grieving wampas will bury the body in the snow, and keep guard
over it for several days—ensuring that the remains are not eaten by other
predators.
These intimidating creatures have become popular prey for big-game hunters,
and have also been spotted in some of the illegal gladiatorial games that pop up
on a number of the Outer Rim worlds. Hunters and poachers are more and
more willing to brave the severe cold of Hoth for sport or to make a profit
from wampas. While they are not the friendliest of creatures, wampas were
included in Galactic Alliance legislation to protect endangered species from
extinction.
Some wampa subspecies are found on other worlds, and while it is clear they
were transplanted, scientists have been unable to trace how the creatures
found their way there from Hoth. One of the more notable subspecies is the
swamp wampas of Dromund Kaas. Dark brown in color to blend in with their
marshy environment, swamp wampas form cave-like huts of bog moss in which
to hide their kill. They are identical to the wampas of Hoth in nearly every
other way, prompting scientists to believe that they are indeed descended from
their icy cousins. How and when they came to be on Dromund Kaas and
developed their present appearance is unknown, but it does speak volumes of
the species’ adaptability.
The Empire, meanwhile, bioengineered another subspecies of wampa known
as the “cliff wampa,” after they received reports of how wampas wreaked
havoc upon the Rebel base of Hoth. This rock-climbing variety was used to
guard Imperial interests on the Outer Rim planet Gall. Gray or light brown in
color to blend in with their rocky habitat, the sharp, iron-strong claws of these
creatures allows them to dig into solid rock walls to form caves, just as the
Hoth variety would dig into ice.
One species that is often mistaken as a wampa relative is the Tatooine
Howler, which is sometimes called a “desert wampa.” While they do bear a
resemblance to the wampa being covered in hair and adorned with tusks,
genetic testing has proven that the mysterious, howling desert hunter is no
relation at all to the wampa but a separate species altogether.

NOTABLE APPEARANCE
Episode V: The Empire Strikes Back
Weequays are a humanoid species from the desert world of Sriluur, located in
the system of the same name. They are a strong, rugged people, with
countenances weathered by the harsh desert winds. Their skin is coarse and
gnarled, and typically black, gray, brown, or tan in color. The males wear
topknots drawn to the peak of their otherwise bald heads, while the females
usually shave their skulls completely. Male Weequays who are offplanet wear
individual topknot braids for each Sriluur year that they are not at home. When
they return to Sriluur, they shave off the topknot braids in celebration.
In keeping with their rough appearance, Weequay have a unique resilience to
injury from blunt trauma and burns. Their skeletal frames are more dense than
those of most humanoid races, and their skin is more like a tough hide. A
Weequay’s skin can withstand blaster fire and attacks from blunt weapons with
little injury—though at close range a blaster will cause their skin to smolder.
Average knife attacks are also ineffective, though a vibro-blade can puncture
their skin. It is not resistant to lightsabers, however. This natural body armor
makes them extremely durable fighters in close quarters and renders them very
desirable as personal guards to organized crime figures and the like.
Often seen as threatening, Weequays will not usually speak in the presence
of a non-Weequay, instead often hiring a trustworthy non-Weequay to speak
for them. In fact, they do not talk much at all, even in the presence of their
own people. This is largely because they possess a type of pheromone-based
communication that enables members of the same clan to communicate in
complete silence. This type of interaction is as clear to the species as the
spoken word, but it works only with other clan members.
These people are, indeed, dangerous. Theirs is a complex, impersonal, brutal
culture centered on the worship of a multitude of gods that symbolize both
natural forces and animals. Their primary deity is Quay, the god of the moon,
from whom their people’s name is derived. (Weequay means, literally, “follower
of Quay.”) To contact their gods, Weequays use totems that symbolize the
sphere of control of each given deity. Their main totem is a spherical object
that they utilize for obtaining advice from Quay himself. They address the
totem as Quay in an effort to please the god. This totem actually behaves much
like a child’s toy, and on other worlds it has found use as an amusement device.
All Weequays carry one on their person, and will shake it and wait for advice
or inspiration to appear, directing them in every important decision they must
make. They have a great devotion for the totem, and will grow violently angry if
anyone questions the validity of an answer derived from it.
The Quay totem produces its
DESIGNATION own problems, however, as
Sentient Weequays may shake the object
HOMEWORLD for hours seeking the answers they
Sriluur
Sriluur wish to receive. But in doing this,
they will remain patient, assuming
that because all Weequays have
totems, the god was probably busy
answering the questions posed by
others.
The totem also controls
Weequay mating. When a male
Weequay wishes to take a female
as a mate, he questions the totem
AVERAGE HEIGHT
first as to whether it is a wise idea.
1.8 meters If the totem answers in the
PRONUNCIATION affirmative, he seeks out the
Wē’-kwā prospective female, who in turn
consults her own totem. This
process may go around several times until the two have matching answers. In a
like manner, Weequays can also end a marriage by consulting the totem. The
only part of Weequay life not truly determined by the totem is the producing
of children, which the species leaves up to chance, accepting offspring as a
special secret present from the gods—though many Weequays still, out of
eagerness, ask Quay to tell them the gender and number of children to be
born.
While they do take great pride in their offspring, life in a Weequay clan is
completely impersonal, and clan members do not even have names, since
individuality is not a concept they understand; they will only take a name when
they leave their homeworld. Weequays employ limited technology, though they
are known as skilled makers of melee weapons such as force pikes.
Weequays were originally a nomadic, desert-dwelling people, but eventually
they established large clan cities in coastal areas of Sriluur. At the center of
these cities are religious shrines called thal, made of black polished stone,
where followers known as sant can leave anonymous offerings. Building thal
offplanet is not allowed, although Weequays who are not on Sriluur may
sacrifice a strong animal or adversary to the gods. Such traditional religious
sacrifices can often attract unwanted attention from local peoples, as occurred
on at least one occasion on Tatooine. Weequay guards and mercenaries in the
employ of the crimelord Jabba the Hutt had taken to slaughtering considerable
numbers of banthas in their rituals. However, some of these banthas were the
bonded mounts of Tusken Raiders, who were angered at the deaths of their
beloved animals. Although the Tusken Raiders could not prove the Weequays
were to blame, Jabba kept the peace by making it appear as if local humans
were behind the deaths.
While it might seem incongruous, there have been Weequay Jedi. Sora Bulq
was a well-known Jedi at the time of the Clone Wars, even though his own
people would not have been able to identify him by name. While the rest of his
species relied on their Quay totems to guide their lives, Sora, raised in the
tradition of the Jedi from infancy, saw them as little more than gambling baubles
in comparison to the Force. Private notes recorded by Bulq were discovered in
Jedi Holocrons in the years following the rise of the new Jedi order. In these,
Bulq stated a firm belief that a good number of his people held the potential for
Jedi training, but were hopelessly inhibited by their cultural mores. While Bulq
might have worked to bring his species to a higher level of development, during
the Clone Wars he unfortunately fell under the influence of the dark side
before he was ultimately slain by the Jedi Quinlan Vos.
Other Weequay Jedi played an important part during the Clone Wars. Que-
Mars Redath-Gom served faithfully during the final years of the Galactic
Republic. He was killed in the Battle of Geonosis in the Petranaki Arena.
Kossex, a female Weequay, was a Jedi Master who served at the Battle of
Kamino as a starpilot. Because they were raised apart from their people, all of
these Jedi demonstrated independence from the traditional reliance on the
Quay totem that has so engaged their people. Sadly, this has made their
memory largely unaccepted by the Weequay populace.

NOTABLE APPEARANCE
Episode VI: Return of the Jedi
Whiphids are tall, bulky bipeds with long yellow-white or golden fur. They live
on the icy planet known as Toola, and are characterized by their prominent,
hairless faces, which boast exaggerated cheekbones and forehead. Two tusks
protrude from their lower jaw, and their two massive arms end in three-
fingered hands with razor-sharp claws.
The bodies of Whiphids maintain a thick layer of blubber that traps heat in
their system, providing protection from their cold environment. Their fur,
which is covered with a natural oil, repels water so that they can swim in the
frigid seas of their homeworld. In warmer settings, they will shed several
centimeters of fur and burn off much of their fat, while their hollow cheeks
widen, creating a broader face that serves to dissipate heat.
Whiphids are ferocious,
DESIGNATION carnivorous predators who have
Sentient no greater joy than tracking
HOMEWORLD something down to kill it. They
have few principles and are
Toola
motivated by their appetite for
wealth and exotic cuisine.
However, they exhibit pleasant,
easygoing personalities, and when
dealing with offworlders, they will
take great care to determine who
is proper prey and who is not.
When encountered offplanet,
Whiphids are usually involved in
AVERAGE HEIGHT some sort of shady business
2 meters dealings or are managing
PRONUNCIATION underworld operations.
Nevertheless, there have been rare
Hwĭ’-pĭd
Whiphids able to overcome their
natural instincts, as demonstrated
by those few who traveled offplanet to become Jedi, such as Master K’Kruhk,
who served the Republic during the Clone Wars.
On Toola, Whiphids live in nomadic tribes consisting of three to ten families.
During the warmer months, these clans build permanent shelters of rocks,
skins, and animal bones, to which they return each summer. In winter, the
tribes migrate across the snowy steppes, following food and constructing
temporary dwellings. They track the native grazing animals known as motmots
by sniffing the air, and they are strong enough to slay the large creatures using
only their bare hands and tusks. Most Whiphids, however, use spears, crude
sabers, and clubs for hunting, carrying their kill on sledges. The most successful
hunters, called Spearmasters, become the leaders of these Whiphid tribes, and
thus determine where each tribe camps and what quarry it will hunt.
Toola’s temperatures are rarely above freezing because of the planet’s
distance from its sun, as well as its thin atmosphere. The world does, however,
have a brief summer when snow melts and plants can grow. If they haven’t
begun one already, Whiphids will start their families based on these seasonal
changes. Most Whiphid children are born to their parents in the summer
period, as they are frequently conceived during the cold winter months when
more time is spent with loved ones in the protection of their interim shelters.
The Whiphid gestation period typically equals the length of their winters, and
there is a great celebration when all of the new children are formally
introduced to others in the tribe. A grand hunt is conducted; the eating and
celebrating can frequently go on for several days at a time.
Whiphid infants have no tusks for their first two years, though they do
possess teeth enough to consume meat from the hunts. These children learn
quickly to survive under harsh conditions, and require little instruction in order
to grasp new concepts. They are shrewd and astute, much like their parents.
Whiphids entered galactic society when advanced species from dry, desert
worlds arrived on Toola to harvest its ice in order to fulfill their water needs.
Impressed by the technology and other conveniences the strangers brought
with them, many Whiphids departed with the water harvesters to find work
across the galaxy as mercenaries and bounty hunters. Others established
businesses of their own after having learned the ways of offworlders.
One such entrepreneur is Lady Valarian, who made her mark as the owner of
the Lucky Despot Hotel and Casino on Tatooine. Crafty and ambitious, not to
mention intelligent, Valarian was able to avoid having her name associated with
many of her more nefarious endeavors. According to the scant criminal records
available, Valarian, the daughter of two gangsters, arrived on Tatooine planning
to build her own empire. She ran into competition with Jabba the Hutt, and
although the two negotiated a truce, each wanted the other out of the way,
not caring much about how that happened. Valarian renovated a grounded ship
and turned it into a thriving business, imbuing it with culinary and decorative
themes unique to her native culture. Lady Valarian’s luck proved better than
Jabba’s, however, when Luke Skywalker and his comrades disposed of Jabba
during their rescue of Han Solo, further opening Tatooine for the Whiphid’s
exploitation. It is believed that after Jabba’s demise, Lady Valarian assumed
control of many of his criminal enterprises on Tatooine.
NOTABLE APPEARANCE
Episode VI: Return of the Jedi
Wookiees are intelligent, arboreal sentients from the jungle world of Kashyyyk.
Possessing many natural strengths and abilities from the day they are born,
Wookiees are known to be one of the most physically strong sentient species
in the galaxy. They are also incredibly bright, with an extraordinary talent for
repairing and adapting machines and technology.
Tall, hairy primates, Wookiees possess varying eye colors and fur that ranges
in shades from white to light brown and black. Their fur is often a blend of
different tones. They have retractable claws on their feet and hands, which they
use almost exclusively for climbing. In their culture, employing their claws in
hand-to-hand combat is forbidden, and is considered dishonorable or even
insane behavior.
Wookiees are especially known for their loyalty and dedication to honor, as
well as their capacity for great kindness, sharp wit, and friendship. They are
devoted to friends and family, and particularly to those whom they owe a life
debt. In the life-debt tradition—which is ironically similar to a tradition of their
hated nemeses the reptilian Trandoshans—Wookiees pledge their existence
and servitude to an individual who has saved their life, or who has given them
another, similarly intense cause for loyalty.
Perhaps the best example in recorded history of the depth of a life debt is
that of the one owed to Han Solo by the Wookiee warrior and Clone Wars
veteran Chewbacca. While serving in the Imperial Navy, a young Han Solo
aided in Chewbacca’s escape from slavery, leading to his discharge from the
navy. Chewbacca pledged him a life debt. The two became best friends, and
over the decades, one was rarely seen without the other, with Chewbacca
coming to Solo’s rescue more than once. In an act of ultimate sacrifice,
Chewbacca gave his life during an early strike by the Yuuzhan Vong, to save
Han and Leia Organa Solo’s son Anakin.
Wookiees are also known for having short tempers, especially when honor is
at stake, and can fly into berserker rages if they, their families, or their “honor
families”—those with whom they share a life debt—are threatened. They have
a reputation for hostility, and have been known to smash objects and beings
when angered.
Theirs is a cultured society, though, and they exist in harmony with the
environment of their world, living in well-developed cities on the seventh level
of vegetation on Kashyyyk, high in the wroshyr trees. Wookiee cities and
homes demonstrate a deep appreciation for their environment. Constructed of
native woods with sweeping, gentle lines, the Wookiees’ structures seek to
bring the outside, inside. Liftcars, held by unbreakable kshyy vines, carry
Wookiees from one level to the next, although they can also climb up or down
if they are so inclined. Though Wookiees wander the many upper levels of their
planet, they rarely ever venture any lower than the fourth, given the many
dangers the lower levels hold. Wookiees believe there are nightcrawlers that
feast on the blood and spirits of their victims in the darkness of the
bottomworld, and that the spirits of those who did not honor their life debts
reside there, waiting to trap and kill the unsuspecting. Indeed, no Wookiee who
has gone to the lowest level has ever returned. This region of Kashyyyk has yet
to be a subject of scientific exploration. Kashyyyk does have several oceans, the
beaches of which are the only areas on the planet where the soil is visible and
accessible.
When Wookiees reach
DESIGNATION adulthood, they leave their families
Sentient to explore the lower levels of the
HOMEWORLD forests, particularly to hunt the
dangerous quillarats that live just
Kashyyyk
under the fifth level. These small,
brownish-green creatures, standing
only half a meter tall, have long
needle-sharp quills covering their
bodies, and can hurl these quills
with deadly accuracy. Hunting on
the lower levels represents a rite
of passage for Wookiee
adolescents known as the hrrtayyk,
AVERAGE HEIGHT and is a long-standing and
2.3 meters important tradition in Kashyyyk
PRONUNCIATION society. The hrrtayyk may be
attempted alone, with an older
Wōō’-kē
relative, or with friends. For a
successful passage, the adolescent
seeking adult standing must return with physical proof of bravery: a trophy that
may be displayed or worn. Following a successful return from the lower levels,
a newly recognized adult Wookiee will often take on a new, more mature
name. Under certain circumstances, hrrtayyk may also take place in other
forms, sometimes even offplanet, as long as sufficient courage is demonstrated.
Feats of courage extend to Wookiee courtship rituals as well. Male
Wookiees will hunt quillarats as an offering that they present when they
propose marriage to a female. They must, however, catch the quillarat bare-
handed, and kill it without using a weapon. If the female Wookiee accepts the
proposal, she will show her approval by biting into the creature’s soft
underbelly. When they marry, Wookiees become mates for life.
Though Wookiees reside in a very natural environment, they are a
mechanically advanced species, and a few thousand standard years before the
Battle of Yavin they developed much of their own technology, constructing
huge cities in the trees of their homeworld. They also developed high-tech
weapons and tools unique to their own culture, the most famous of which is
the bowcaster, or laser crossbow. Even the design of Wookiee weaponry
captures their love of nature. Often curved and with housings made of wood,
weapons such as Wookiee bowcasters can sometimes be mistaken for musical
instruments by the uninitiated. They prefer, however, to use simple, homemade
implements for accomplishing everyday tasks.
Because Wookiees are very protective of their natural home, they
discouraged tourism to their world even as they themselves took to the stars.
This greatly upset their Trandoshan neighbors, who had come to depend on
tourism as a means of boosting their economy. This, combined with the
Trandoshans’ historical desire to colonize, soon drove the two peoples into a
war that was eventually resolved by the Old Republic Senate.
Their Trandoshan enemies, however, were not impressed and bided their
time to enact vengeance. With the emergence of Imperial rule, the
Trandoshans suggested that the Empire use the powerful primate people as
slave labor. The Clone Wars had barely ended before the Empire quickly
overwhelmed the Wookiees, taking them to work in camps located throughout
the galaxy. The prisoners helped—under duress—to build the Death Stars. But
the Wookiees did not give in easily, and even those remaining on their home
planet maintained an undercurrent of rebellion. The Empire made it virtually
impossible for those Wookiees to leave their world, and enlisted Trandoshan
hunters to capture any Wookiees who did manage to escape. For this reason,
there remains quite a bit of animosity between the Wookiees and their
Trandoshan neighbors.
Wookiees communicate via a system of grunts, growls, snuffles, barks, and
roars, as the structure of their vocal chords and voice boxes won’t allow them
to speak Basic. For this same reason, humans find their language difficult to
reproduce. Their primary dialect, used for trading and dealing with outsiders, is
known as Shyriiwook, or “tongue of the tree people.” There are various
dialects, such as Xaczik, spoken by Wookiees indigenous to the Wartaki
Islands. Because the Imperials thought all Wookiees were alike, they did not
discover these other dialects, and when the Wookiees were enslaved, they
often used Xaczik for delivering secret information to members of their
resistance movement.
Today, Wookiees are an active member species of the Galactic Alliance.
Now free of Trandoshan and Imperial oppression, they are open to share their
innovative talents with the rest of the galactic community.

NOTABLE APPEARANCE
Episode IV: A New Hope
Xexto are an arboreal species native to the Outer Rim planet Troiken, where
they live in tree-based villages. They are the genetic progenitors of the long-
necked Quermians, a resultant subspecies from the Arkanians’ genetic
experimentation in an illegal research project seventeen thousand standard
years before the Battle of Yavin. Fearing legal repercussions for their work, the
Arkanians abandoned their new creations to evolve on their own.
Both of these species grew to be technologically advanced by the time the
New Republic discovered them. They each joined the Old Republic,
rediscovering each other in the process. At first, the Xexto refused to
acknowledge their genetic cousins, but when scientific proof of their
evolutionary link was produced, they begrudgingly accepted it, though they
chafed at the titles the Old Republic gave their races initially: Troiken Xexto
and Quermian Xexto. While by and large the Xexto see the Quermians as a
shadow of their own greatness, with the dawn of the New Republic, and
subsequently working with them in various capacities in the fledgling
government, they began to find a sense of common ground with their genetic
cousins.
The Xexto have four arms, each with six fingers, and two legs with ten toes.
Their skin ranges in color from pasty white to pale yellow. Similar in color,
Quermians also have four arms but with fewer fingers. The Xexto and the
Quermians have almond-shaped blue eyes and two brains, with one in their
chest cavity. The upper brain controls their base emotions and body functions,
while the lower controls creative thinking and logic. In their genetic alteration,
the Arkanians gave the Quermian creations extra-long necks and moved their
olfactory organs to one set of their fingers—the reason why remains a mystery.
Quermians’ facial expression is much more peaceful; they wear a pleasant smile
all the time. Quermians also like to appear more human, keeping their extra set
of arms hidden, while their Xexto cousins use their multiple appendages
without reservation.
Like most arboreal mammals, the Xexto and their Quermian cousins bear
their children live, one at a time. At birth, the children are born with all their
limbs, but their necks are only slightly longer than that of a standard human
child. As children grow, their necks increase in length, and their spinal columns
and bone structure thicken to support the necks. While Xexto and Quermian
adults can use their limbs independently, children usually use their hands in
tandem for three to four years, unable to move them independently of one
another. By the age of five, they fully develop the dexterity and mental capacity
to grasp and use objects in their separate limbs. Prior to this, they tend to cling
to others or stable objects with all their arms, a trait that xenobiologists
believe comes from their arboreal beginnings. Many tree-climbing species cling
to tree branches to feed on leaves, and their young hug their parents’ necks or
tree trunks until they are able to climb and make their way through the trees
on their own. While this species left the trees long ago, children still hang on
for support while their bodies and minds mature.
Personality-wise, the two
DESIGNATION species are similar in their calm
Sentient demeanor, though the Xexto are
HOMEWORLD more enamored of adventure and
risk taking because of the
Troiken/Quermia
harshness and danger of their
home environment. The Xexto’s
lightning-fast reflexes, born of their
arboreal ancestors’ quickness in
pursuing prey and avoiding
predators, inspires them to
compete in Podraces and games
that feed their desire for
exhilaration. It has been speculated
AVERAGE HEIGHT that this interest in new thrills
Xexto: 1.4 meters Quermian: 2.4 made them more likely to
meters PRONUNCIATION welcome the Arkanians. One
Zĕx’-tō Kwer’-mē-ăn Xexto historian records that
mysterious visitors offered
members of one community the
chance to see a “whole new world,” and they jumped at the chance. They
vanished not long after and were thought lost. When the Xexto encountered
the Quermians in the Old Republic, their conclusion was that their ancestors
could not have known that they were to be genetic experiments—while they
are adventurous, they are not willing victims. The best way to anger Xexto is to
question their bravery.
Even so, both species are levelheaded and cool-tempered. The Quermians
are more peaceful and contemplative, influenced, sociologists believe, by the
beauty of their garden-like terraformed homeworld, Quermia. Unlike the
Xexto, the Quermians did not need to fight to pursue their dinner. Quermians
are therefore not as quick as their Xexto cousins and do not seek adventure.
They prefer instead to solve problems through reason and logic.
In the Quermian physiology, however, there is a flaw that is not seen in their
Xexto cousins. Because their mental abilities have been genetically altered,
some Quermians are known to develop sudden psychoses, such as obsessive
compulsive disorder, dissociative identity disorder, and the like. The
development of the dissociative identity disorder often happens when one of
their brains takes on one personality while their second takes on another—
causing an internal battle in the individual. Because a Quermian’s mental
pathways are so complex, it can be a difficult condition to treat, and many of
these unfortunate disorder victims commit suicide. Obsessive compulsive
disorders, meanwhile, develop when both of a Quermian’s brains process input
in tandem rather than sequentially. While a Quermian’s brain can perform most
functions in tandem, input must be processed in order between the two brains.
A system of retraining the brains has been useful in treating this genetic
condition. In cases where a Quermian suffers from a malady of this sort, the
onset of the disorder is usually triggered by a traumatic experience. One
example of a Quermian suffering from this latter condition is Dr. Murk Lundi,
whose overwhelming obsession with finding a Sith Holocron led to his death.
His mental illness was triggered by incarceration.
While most Quermians do not develop such disabling disorders as those
mentioned, they will usually have at least one mild phobia or minor compulsion,
which will not be debilitating. These sorts of mental conditions seem to be well
contained among Quermians who follow the Jedi path, as the training coaches
them to deal with fears and habitual behaviors.
Quermians are also telepathic, and communicate by locking eyes with their
fellows. Geneticists claim this is a result of their genetic manipulation, though it
was a latent trait—one the Xexto could develop in time. When they joined the
Old Republic, many Quermians became Jedi, which of course made their world
a target during the rise of the Empire. Even non-Jedi Quermians were the
victims of violence when Imperials incited mobs by spreading the
misinformation that all Quermians were Jedi who could read minds and spread
evil thoughts via telepathy. Those who could escape withdrew to their world,
remaining in seclusion during Palpatine’s reign. With the rise of the New
Republic and the subsequent Yuuzhan Vong invasion, Quermians left their
solitude to rejoin the galactic community.
Some of the greatest Jedi to come from the Quermian people are Yareal
Poof, a member of the Jedi Council at the time of the Battle of Naboo who was
greatly skilled in the art of battle meditation. This skill allowed him to give
courage to his forces while weakening the resolve of the opposing army. Along
with Poof, three other renowned Jedi served the Republic at that time—Loo
Raelo, Kindee Ya, and Vinian Ska. All three were known to have great skill in
telepathically based Force abilities like Yareal Poof, though little more is known
about them. It is obvious to most scientists that Quermian mental abilities
make for stronger Jedi—a trait their Xexto forbears have not achieved.

NOTABLE APPEARANCE
Episode I: The Phantom Menace
The Yarkora are rarely seen, appearing in the company of the lowest levels of
galactic society, particularly in the Outer Rim Territories. They are tall, bipedal
creatures whose huge faces are characterized by two wide-set eyes, a large
nose with a pair of unusually large nostrils, and furry whiskers that protrude
from each cheek. They have the appearance of an ungulate species, though they
do not chew their cud like unintelligent ungulates. They bear thick, heavy black
claws on their three-fingered hands, and these indicate an ancestry that can be
traced back to hoofed creatures.
Only one Yarkora has ever been examined by scientists (post-mortem) and
much was learned of their physiology from that research. As mentioned above,
they are an ungulate species, and while they do not chew their cud they have
two stomachs. One stomach is always digesting food, while the other stores
food to be digested. Yarkora, therefore, like to snack all day to maintain full
capacity in both their stomachs. However, because they always have a food
store, they can go a good amount of time without eating when necessary.
The Yarkora also have two pancreases, four kidneys, and three livers, and
this system redundancy contributes to their longevity. All these organs keep
their bloodstream free of corrupting toxins and carcinogens, producing very
strong white blood cells. They very rarely die of natural causes, save extreme
old age. And even after suffering violence, internal injuries are unlikely to kill
them outright, as additional organs take over for any damaged organ. Yarkora
also have a remarkably high tolerance for alcohol and other addictive
substances. They do not tend to become addicted—as their bodies filter out
the chemical that causes the addiction. The only thing that can decrease their
long lives is regular smoking, as they do not have additional lungs. But they do
not tend to smoke to excess because the addictive qualities of tobacco have no
effect on them.
The Yarkora’s eyesight is also very unique in that they are able to focus on
the tiniest of objects over a distance of 1,600 meters. The inner lenses of the
eye are able to focus in and out, almost like a camera zoom. It is believed the
Yarkora’s keen eyesight is pivotal to discovering some of the information they
use for sale, bribery, and manipulation. They also use this ability to cheat at
cards and other games of chance.
Their hearing works in a similar manner as they are able to isolate and
pinpoint sounds within a morass of noise. Their aural talents allow them to
overhear singular conversations within a 10-15 meter radius.
Their powerful senses, of course, tie into the focus of their entire culture.
What little scientists have been able to glean about this people indicates that
they seem to be obsessed with the gathering and controlling of information for
their own gain. They are masterful at extracting information from others
without revealing anything about their species, their history, or even their
present agenda.
Most of the Yarkora seen in the
DESIGNATION galaxy are known to be con artists
Sentient or criminals who prey on the
HOMEWORLD gullibility of others. While
members of the species tend to be
Unknown
rather unassuming, sentients who
have encountered them have
consistently noted that they seem
to project an aura that makes
others uncomfortable. They
exhibit the ability to intimidate
others, via either size or
demeanor. Some scientists
theorize that the Yarkora simply
AVERAGE HEIGHT use their ability to observe and
2 meters exploit a victim’s own weaknesses,
PRONUNCIATION while recent discoveries of
important Yarkoran documents
Yär-kōr’-ä
indicate they may actually possess
some sort of projected empathy.
While much remains unknown about the Yarkora, an archaeological dig on
an as-yet-unnamed world in the Outer Rim yielded a buried settlement that
belonged to a Yarkoran community. In this small settlement, collections of
written and digital recordings were found, the most useful being the creations
of one Yarkora named Saelt-Marae, who filled several journals with information
spanning several hundred standard years—proving that these people are long-
lived.
Saelt-Marae’s journals contained many of his personal observations of the
galaxy at large, information he used for bribery and intrigue. They also
contained page after page dealing with his traditional courtship with his chosen
mate—a courtship that took nearly two hundred years to come to fruition.
According to the journals, all Yarkora woo their intended through extended
conversations that can be written or verbal, the topics of which must be
examined from every possible angle. Through these conversations, the two
come to know each other in a way that they feel is more intimate than simple
physical gratification. A conversation on a single topic can take several years,
and they are not allowed to start a new topic until the previous one has been
exhausted. Saelt-Marae and his beloved continued their discussion as they
traveled to different places in the galaxy, sending their discourse in information
packets through the HoloNet. In face-to-face conversations, Saelt-Marae wrote
of the ability he and his intended had to “read” and “speak” their feelings, not
just through glances and body language but also through psychic means—
though whether this is a unique latent Force ability or a trait of the species is
unclear.
This cultural form of discussion and discovery explains why any Yarkora who
have been encountered in the galaxy at large tend to be extremely tenacious
about specific subjects, preferring to argue a subject to death over simply
winning. It is just one more trait that observers feel make the Yarkora’s
presence unsettling at best—at worst, positively irritating.
Another characteristic revealed by Saelt-Marae’s writings is that Yarkora
bear their children live, one at a time. A female Yarkora can only bear children
every fifteen standard years, and usually only one at a time, making their race
very sparse indeed. Every female, therefore, must become a mother at some
time in her lengthy life, to keep the species from going extinct. Because they
come so few and far between, all Yarkoran children are treated as firstborns—
they are doted upon and acculturated to be rather solitary. As a result, married
couples usually do not share the same abode, but build dwellings next to or
near the other’s so they can have appropriate privacy. Families share meals
together at one dwelling or the other, and children usually remain with their
mothers—especially during the formative years—but overall, Yarkora prefer to
live alone.
Several Yarkora helped the Rebel Alliance in gathering intelligence, but they
were given a sizable salary for doing so. A few served the Empire, with some
being discovered as double agents, selling information to both sides and making
an admirable profit in the meantime. It is clear from his journals that Saelt-
Marae is one of the latter. More Yarkora have been seen in the galaxy at large
since the rise of the New Republic, the Yuuzhan Vong invasion, and later
incursion by the Killiks, but their political interests remain a mystery.

NOTABLE APPEARANCE
Episode VI: Return of the Jedi
The Yevetha were a highly xenophobic, reptilian species from the planet N’zoth
in the Koornacht Cluster, an isolated collection of about two thousand stars
that has yielded very little intelligent life in its system. This species was wiped
out by the Yuuzhan Vong, who saw them as a threat to their planned dominion.
The Yevetha were thin, tall, bony humanoids. Males of the species had scarlet
facial crests along their cheeks, jaws, and the tops of their heads. These crests
swelled up when a male was spurred to violence, and their primary headcrest
engorged when a male was prepared to mate. The females of the species
exhibited no such features.
Yevetha had wide-set black eyes and retractable dewclaws, one on the inside
of each wrist above six-fingered hands. Yevethan skin incorporated vestigial
armor on the back of the neck and down the spine. Their brains were located
in their thoraxes behind thick bone brain cages and a line of indentations along
their temples contained fine hair cells that controlled auditory sensing.
Yevetha reproduced by laying
DESIGNATION eggs in “birth casks” or external
Sentient wombs called mara-nas, often kept
HOMEWORLD in special climate-controlled
rooms. If the children remained in
N’zoth
these birth casks past birth, the
casks were then referred to as
nestings. Unborn children were fed
blood, which they absorbed
through the eggshell. The mother’s
donated blood was preferable,
though the blood of any Yevetha
would do. Yevethan leaders often
killed underlings and fed their
AVERAGE HEIGHT blood to their unborn or nesting
1.9 meters children in the casks. The victims
PRONUNCIATION considered this a great honor, and
would often volunteer for such a
Yĕ-vē’-thä
death. Most male Yevetha lived day
to day with the knowledge that, at
any moment, a superior might kill them simply for their blood.
This biological need for blood was the central focus of the Yevethan culture
and religious belief system, therefore they were constantly bent on violence to
harvest blood. They were a dutiful, attentive, cautious, but fatalistic species
shaped by a strictly hierarchical culture. A viceroy—called darama, or “the
chosen one,” because of his dual role as religious and political leader—headed
the Yevethan governing body called the Duskhan League. He was at the top of
a complex hierarchy, served by military leaders called primates and
administrators called proctors. All of these obeyed him without question, and
would eagerly have died for him. They were ruthless fighters, unwilling to
surrender even in the face of certain defeat.
The Yevetha did not fear death. In their legal system, a killing was only
considered murder if an inferior killed his or her superior. As mentioned above,
dying to feed a superior’s children was considered honorable. When Yevetha of
lower standing failed in a mission or caused dishonor upon their superiors, they
were called nitakka—a word meaning “dishonored.” The nitakka would kneel
before their superiors and offer their necks to the superiors’ dewclaws, hoping
to die as sacrifices to the superiors’ children—reestablishing honor upon their
own families as well.
Until their contact with the Empire, the Yevetha believed they were the only
intelligent creatures in the universe. Initially they submitted to Imperial rule.
Then, around the time of the Battle of Endor, the Empire became lax in its
control. Without warning, the Yevetha rebelled violently, slaughtering every
human stationed on N’zoth, both military and civilian. They spent the next
decade mastering Imperial technology, then struck out at neighboring systems
to eliminate all non-Yevethan peoples in their sector. Twelve years after the
Battle of Endor, the Yevetha began a “cleansing” known as the Great Purge,
wiping out all non-Yevetha within the borders of the Koornacht Cluster. The
New Republic sought to intervene diplomatically when Yevethan expansion
threatened Republic-allied worlds, but the Yevetha attacked instead. The New
Republic eventually fought them back, but it cost many thousands of lives and
nearly toppled the fledgling government.
As a result of their experience with the Empire, Yevethan ethnocentrism
became xenophobia, causing them to consider all other intelligent life morally
and physically inferior. They abhorred contact with other species and would go
to extreme measures to avoid alien contamination, engaging in intense
purification, bathing, and disinfecting procedures if they spent time in close
quarters with outsider “vermin.” They found the smell of other species
distasteful, and claimed that without bathing or purifying themselves, they could
still smell the stink of other beings on their own persons.
Yevethan xenophobia was so extreme that even in the shadow of the
Yuuzhan Vong, they refused aid from any other galactic species. As a New
Republic squadron commander, Jaina Solo reported in her logs that the very
last of the Yevetha committed suicide by crashing his starship rather than be
aided by her squadron.

NOTABLE APPEARANCE
Shield of Lies (novel)
The Yuuzhan Vong are bipedal humanoids native to Yuuzhan’tar, the parent of
the sentient, wandering world Zonama Sekot. Around fifteen thousand
standard years before the Battle of Yavin, they were cut off from the Force by
their world because of their violence and their manipulation of biotechnology.
Angered at their world’s actions, they increased their production of
biotechnology, causing the death of their world. Evacuating in living vessels
known as worldships, they set out to wander the stars looking for a place to
call home.
The Yuuzhan Vong resemble humans in many ways, but are usually taller,
heavier, and have less hair on their heads. Their faces look like lumps of
pulsating flesh with droopy eyes underscored by bluish eyesacks. Their
foreheads are sloped, giving them a barbaric appearance magnified by the ritual
tattooing and self-scarring resulting in grotesque mutilation and reshaping of the
features.
This type of disfiguration exemplifies a ritualized system symbolic of a path or
a journey each Yuuzhan Vong must experience. In order to accomplish a rise in
rank, individuals must make one more physical change to re-create themselves
in the shape of one of their gods: they sacrifice a body part, an organ or a limb,
to bring themselves closer to perfection, and thereby closer to their gods. They
then graft other parts onto themselves—limbs from another creature, or
bioengineered body parts. The Yuuzhan Vong never seem to maim themselves
in any way that might hinder their ability to function, but only in ways that
change their appearance or improve their abilities. Warriors, especially, are
given the opportunity to replace sacrificed limbs with limbs from the bodies of
their defeated foes or with parts from particularly vicious predators, perhaps a
sharp-taloned claw. Those whose changing ceremony has failed, and who are
functionally maimed, are demoted to the lowest ranks of the lowest caste—
mere workers, or Shamed Ones.
Everything these people do is for the greater glory of their gods, as they
follow their path of conquering and dominating the galaxy, re-creating it—like
their own bodies—in the image of their gods.
Yuuzhan Vong warriors will not
DESIGNATION surrender to an enemy under any
Sentient circumstances, for fear of insulting
HOMEWORLD their gods. They use bioengineered
weapons, tools, and ships to
Yuuzhan’tar
further their cause, and they find
the use of actual machinery
extraordinarily offensive. They
refer to those not of the Yuuzhan
Vong as infidels, and take perverse
pleasure in their own pain and in
AVERAGE HEIGHT the pain of others. An attack on
their pride is cause for a death
1.8 meters
duel, which also can be considered
PRONUNCIATION
a sacrifice to their gods. To die in
Yōō’-zän Vŏng battle is among the highest honors
they can achieve.
Yuuzhan Vong society is divided into regimented levels or castes, ruled by a
supreme overlord. The Yuuzhan Vong people look upon the supreme overlord
as a god, for if his victories become legend he will, in their belief, become a god.
It is a common belief that the supreme overlord speaks to the gods directly, so
his orders are never to be questioned—only obeyed. The other castes include
priests, shapers, warriors, intendants, and workers. While a person’s caste is
usually determined by birth, some have risen out of their assigned caste
through marriage. More often, however, priests and warriors fall out of favor
and end up a part of the intendant caste, or even as low as the Shamed Ones.
Members of the priest caste are responsible for communicating the will of
the gods to the people and act as advisers to the supreme overlord and the
warriors. The shapers, meanwhile, create all the weapons and tools the
Yuuzhan Vong use in their conquest based upon a very stringent set of religious
guidelines. Ignoring even one of these guidelines is heresy, and will engender a
swift and brutal penalty. Warriors comprise the caste most frequently
encountered in the galaxy. They are vicious fighters who will fight to the death
with religious zeal. The highest-ranked warrior is the warmaster, followed by
the supreme commander, commander, subcommander, subaltern, and warrior.
Intendants, meanwhile, care for the shapers’ creations and maintain supply
lines during an invasion. Intendants also work as spies, excelling in subterfuge
and deception—tasks below the honor of a warrior.
The lowest caste, the workers, perform the least desirable tasks in a military
culture. They also care for the shaped creatures, and harvest the equipment.
Workers are made up of those born to that caste, those who have fallen from
other castes, enslaved peoples, and Shamed Ones—Yuuzhan Vong whose
bodies reject the grafting on of new limbs or organs, or who are deformed.
The Yuuzhan Vong consider all other sentient life-forms to be inferior to
themselves, therefore their modus operandi is to enslave or eliminate lesser
beings. They consider most species unworthy of slavery, but those who fight
back courageously are given a swift, merciful death. In their goal of conquest,
the Yuuzhan Vong are inspired by their worship of Yun-Yammka, the Slayer. It
was in deference to his commandments that they extended their armies across
the galaxy, led by their vanguard force the Praetorite Vong, in the hope of
bringing all other beings under their rule or destroying them.
All Yuuzhan Vong weapons, equipment, tools, and clothing are bioengineered
organic life-forms. Their ships, for instance, are propelled by dovin basals, living
gravity-well projectors, which create warps in space–time to move their ships
through hyperspace. Using many dovin basals in concert, the Yuuzhan Vong are
able to even move a whole planetary body from its nestled gravitational orbit,
as evidenced by the crash of the moon Dobido into its planet, Sernpidal.
The Yuuzhan Vong are unique in that the Jedi cannot sense them through the
Force. Luke Skywalker, the Yuuzhan Vong heretic shaper Nen Yim, and a
Yuuzhan Vong priest named Harrar discovered that because their homeworld,
Yuuzhan’tar, cut the Yuuzhan Vong off from the Force, they are completely
devoid of it. As a result, they do not believe it exists, mocking those who do. In
fact, Yuuzhan Vong hate Jedi more than any other galactic residents. They
receive great honor for killing one.
As the New Republic was beginning to take hold, scout ships reached the
known galaxy and set plans in place for invasion. Twenty-five standard years
later, the Yuuzhan Vong swept into the galaxy, destroying and conquering
everything in their path, eventually claiming Coruscant at the galactic center.
With their strange weaponry, brutal tactics, and religious zeal, they took the
New Republic completely by surprise, murdering countless thousands of people
and demolishing system upon system in the name of their gods. Their conquest
ended at Coruscant when Zonama Sekot finally took them as her own, realizing
this was the only way to end the bloodshed and teach the Yuuzhan Vong a new
way to live—one that transcended pain and violence.

NOTABLE APPEARANCE
Vector Prime (novel)
The Zabrak, also known as Iridonians, are a humanoid species native to the
inhospitable world of Iridonia in the Mid Rim—a world of dangerous stalking
predators, deep canyons, fierce winds, and acidic seas. Zabrak resemble
humans, though their heads are crowned with varying patterns of vestigial
horns. For both males and females, horns begin to grow at puberty, and signal
the time that their rite of passage is near. Like humans, Zabrak have different
skin colors, but these hues are the result of genetic dominance. The variety of
colors include a peachy white, tan, brown, and black, with many tonal shadings.
Zabrak can also grow hair or be completely bald, depending on subspecies.
Horn patterns are often linked with hair growth (or lack thereof). Hair colors
are similar to those of humans, although Zabrak do not have eyelashes,
eyebrows, or any other facial hair. Zabrak eye colors are also analogous to
human, though yellow, purple, red, and orange are also seen on occasion.
Zabrak wear facial tattoos made up of thin lines that they receive during
their rite of passage. These tattoos can be symbolic of many things, such as
family lineage or where they came from, or a personal design of their own. The
Zabrak Sith Lord Darth Maul had black tattoos placed upon his red skin that
had special Sith significance.
Zabrak are a self-assured people, confident that they can attain any goal they
set out to achieve. To some they seem single-minded, being usually focused on
one given idea, concept, or task at a time—with the conviction to accomplish
their goal successfully. While with others such confidence might lead to prideful
superiority, it isn’t within a Zabrak’s nature to denigrate other species. All
Zabrak demonstrate great pride in their home colony, and while there is some
competition among these colonies, intra-or extracultural insults or fights are
not common occurrences without extreme provocation. On the contrary,
most Zabrak are proud of their species’ diaspora, believing that their varied
colonies and experiences add to their species’ overall value to the galaxy as a
whole. The motivation to make a contribution to the greater good is a driving
force for many Zabrak.
With instincts developed by tolerating their homeworld’s environment, they
are renowned warriors and explorers. Before colonizing other worlds, Iridonian
clans fought continual wars to hone their skills in martial arts, and the Sith
made lucrative contacts on the high council of their world, spending exorbitant
sums to hire the talents of Iridonian mercenaries. While the Sith as a culture
are long gone, the war-like influence remains a part of Zabrak culture, as they
are still fierce, proud warriors—particularly those from Iridonia.
Zabrak from Iridonia are
DESIGNATION culturally distinctive from their
Sentient fellows from the colonies. They
HOMEWORLD are more war-like overall than
Iridonia
Iridonia their cousins, and more focused on
developing and passing on martial
art skills to the young. Study in the
martial arts is a requirement at
every Iridonian school, and those
who excel in their training are sent
to schools centered on the martial
arts for advanced training. Some of
the finest hand-to-hand
combatants in the known galaxy
AVERAGE HEIGHT
come from Iridonia. Some
1.8 meters speculate that the species’
PRONUNCIATION concentration on the martial arts
Ză’-brăk came from its historical connection
to the ancient Sith, but the Zabrak
maintain it developed from the survival and hunting needs of the people.
Wealthy Zabrak from other colonies will often send their children to Iridonia
to study the traditional martial arts. Zabrak also ride Iridonian reeks as battle
mounts and use quarterstaffs—a skill Darth Maul adapted to accommodate his
double-bladed lightsaber.
The traditional Zabrak quarterstaff is known as a zhaboka, which according
to Zabrak lore, started as a simple wooden stick with metal blades attached to
both ends. The modern zhaboka is 2 meters long with a detachable central grip,
and the ends are made from finely tempered durasteel. As befitting a warrior
culture, Zabrak have one of the best reputations in the galaxy as weaponsmiths.
They are known for producing some of the most reliable and powerful blasters
available, along with vibroblades of uncommon quality. Zabrak weapons are
valued by collectors and for personal defense, but as they are not mass
produced, they are not widely used by military forces except in specialized
units, such as snipers and reconnaissance.
Zabrak from other worlds exhibit a drive for excellence similar to that seen
among Iridonian Zabrak, but if they do not send their children to Iridonia to
study, they encourage their children to succeed in other ways. As a result,
Zabrak have become highly successful in many fields, from medicine to
entertainment. In addition, several Zabrak have joined the Jedi Order, and two
Zabrak Jedi Masters served on the Jedi Council of the Old Republic.
The Zabrak were an early spacefaring race who colonized many worlds,
primarily because the Iridonian environment was so hostile. As a result, most
Zabrak identify themselves by their colony world and not by Iridonia itself.
They are a strong-willed people who resisted Imperial domination and are
known for their incredible willpower. They are able to endure intense physical
pain and torture without breaking their resolve. For this reason, Zabraks made
terrible slaves, and the Imperial governors who tried to conquer them faced
strong, united opposition from underground movements. They are stubborn
almost to a fault, though it was this and their resolve that gave them more
independence during the dark years of the Empire. Despite being made
examples of for other races, having their worlds garrisoned and their industrial
base largely destroyed, and being taxed into poverty and denied medical care to
the point of genocide, the Zabrak resisted.
The Zabrak drive for self-determination and independence has its basis in a
deep respect for life, despite their long and rich martial history or, perhaps,
because of it. Zabraks were active in the galactic species rights movement even
before their species was targeted by the Empire. During the Clone Wars, Kaysil
Verwood was a driving force behind the Refugee Relief Movement, or RRM,
and served as its chief spokesbeing. The RRM campaigned strenuously for
persons displaced by the hostilities between the Old Republic and the
Separatists, encouraging the failing Republic to provide safe havens for those
rendered homeless by the war. After Palpatine disbanded the Senate and
declared himself Emperor, Verwood recognized that she would become a
target of Palpatine’s assassins, both for her work on species rights and for her
marriage to a human. She and her sister, Elibet Dav, were among the first
Zabrak to join the Rebel Alliance, where Verwood used her contacts to create
an underground network for the relocation of beings who escaped from forced
slavery to the Empire. Verwood later served as the first Zabrak representative
to the Galactic Caucus of the New Republic. The Zabrak people quickly joined
the fledgling government as a single entity, vowing never again to face the
oppression they suffered under the Empire.

NOTABLE APPEARANCE
Episode I: The Phantom Menace
Small in stature, the Aleena make up for what they lack in size by sheer courage
and spirit. Diminutive reptilians with blue skin that dulls slightly as they age,
Aleena have two eyes, flat, broad noses, an almost human mouth that seems
upturned in a perpetual smile, and elongated skulls that sweep backward from
their faces. Fiercely devoted to their families, they often travel as a unit when
found off their homeworld. Originally from the Inner Rim world of Aleen, they
grow up in a harsh and difficult environment that demands quick reflexes and
even quicker reactions. Aleena have evolved a metabolism that allows them to
process food for energy more quickly than most species. This enables them to
escape from extremely fast predators on their homeworld known as
sagcatchers. However, the Aleena diet itself is not very enticing, as it is
unvaryingly spicy, which over time numbs the taste buds of those who consume
it.
The quick reflexes of the Aleena have led several to success on the
Podracing circuit—although they are also responsible for Podracing being
banned on several worlds. When the Podracer Ratts Tyerell died in the Boonta
Eve Classic (the same race that freed young Anakin Skywalker from slavery), his
family was there to mourn him, having traveled to Tatooine for the race. In the
ensuing years, Ratts’s son Deland “Pabs” Tyerell began the Ratts Tyerell
Foundation, which campaigned for Podracing to be outlawed. Successful on
some worlds, it was rumored that the campaign was a cover for the
government to crack down on nonhuman activities, but this was denied
repeatedly by Old Republic officials speaking on behalf of (then) Chancellor
Palpatine.

DESIGNATION: SENTIENT
HOMEWORLD: ALEEN
AVERAGE HEIGHT: 80 CENTIMETERS
PRONUNCIATION: Ä-LĒ’-Nä
NOTABLE APPEARANCE: EPISODE I: THE PHANTOM MENACE

A particularly tall species native to the low-gravity planet Gravlex Med in the
Mid Rim, the Anx have long necks and equally stretched-out heads, ending at a
crest at the top and a pointy chin. The top crests on Anx’s heads are actually
sinus cavities, which gives them booming low-frequency voices, able to be heard
by other Anx even kilometers away. Suffering from extremely poor eyesight,
the Anx sense of smell has grown very sensitive through evolution. In addition,
the Anx have large, muscular tails, which they need to counterbalance their
height.
Anx are renowned for their calmness and serenity. They were leaders in the
Galactic Senate during the Old Republic, joining the call for peace along with
Bail Organa. In the years after Palpatine formed his New Order, the Imperials
used the Anx’s homeworld of Gravlex Med as a weapons testing ground,
irretrievably destroying the environment. This led to an almost total
destruction of the Anx as a people. Unfortunately, at the time of the
Rebellion’s victory at Yavin 4, the few remaining Anx could be found in poverty
on several low-gravity worlds. Those who were able appealed to the New
Republic for help reclaiming their planet, but nothing could be done to reverse
the ecological damage. A few Anx rejoined the galactic community, serving in
various capacities, including as Jedi.
DESIGNATION: SENTIENT
HOMEWORLD: GRAVLEX MED
AVERAGE HEIGHT: 4 METERS
PRONUNCIATION: ĂNKS

NOTABLE APPEARANCE: EPISODE I: THE PHANTOM MENACE

Askajians are a portly humanoid species that seem to be misunderstood by the


galactic populace at large. Only recently brought into the galactic arena, they
are peaceful and unsophisticated, preferring a life spent at home with their
children.
Due to their bulk, they are often dismissed as corpulent, unattractive
humans. However, their appearance is due to the ecology of their homeworld,
which is an arid desert planet where water is scarce. The Askajian biology,
therefore, is specially adapted to hoard water in epidermal sacs that help them
survive long periods of time without moisture. When they are in less hostile
environments, Askajians can be far slimmer. They can expend up to 60 percent
of their stored water without detriment to their health.
The planet Askaj is a desolate world on the Outer Rim, far off the path of
the Rimma Trade Route. By and large, Askajians are a primitive people with
almost no technology. They live in tribal societies with no central form of
political government. Each tribe consists of an extended family community of
hunters and gatherers, and is headed by a chieftain whose role is imparted by
bloodline. A male typically holds this position, but sometimes a female will rise
to this rank in the absence of a male heir. At times, tribes will band together in
alliances to war with other tribal groupings, usually over water or hunting
rights.
Askajian females give birth to sets of up to six children at a time. They refer
to their children as cubs, and each female possesses six breasts with which to
nurse her multiple offspring. According to long-standing Askajian tradition, cubs
are not given names until their first birthday. When names are conferred, they
are chosen with great care, as they are believed to be a harbinger of the cub’s
future. Names are selected by the parents in consultation with the tribe’s
shaman or shamaness to reflect the parents’ and tribe’s hopes for the cub, and
to please their primary deity, the Moon Lady.
Dancers maintain a religious role as the keepers of a tribe’s history and lore,
serving as shaman or shamaness. While all members of the tribe hunt and
gather food and handle day-to-day living chores, dancers are considered the
spiritual leaders. Their primary functions are to advise the chieftain and to
perform and pass on the history of their tribe. As spiritual leaders, they lead
the group in worship of the Moon Lady.
Life in these tribal groupings centers on the migration of the tomuon, large
woolly herbivores that populate the more habitable regions of Askaj. Askajians
use tomuon for everything to benefit their lives—wool for clothing and other
fabric essentials, meat, milk, fat for soap, hooves and bones for tools and
adhesive, and so forth.
Askaj’s main trade and the basis of its economy is the sumptuous and elegant
fabric woven by Askajian artisans. This elevates the weaver to a role of
prominence within the tribe. Created from wool shorn from namesake animals,
tomuon cloth is soft, warm, and wrinkle-resistant, making it highly desirable in
the Core Worlds of the galaxy. The weavers’ technique is shrouded in secrecy,
as master weavers take few apprentices and train them in closely guarded
quarters. Weaving skill is so valued that wars have been fought to capture
skilled weavers from other tribes. It is even rumored that Emperor Palpatine
favored tomuon wool for his personal wardrobe.

DESIGNATION: SENTIENT
HOMEWORLD: ASKAJ
AVERAGE HEIGHT: 1.6 METERS
PRONUNCIATION: ĂS-KĀ’-JĒ-ĂN

NOTABLE APPEARANCE: EPISODE VI: RETURN OF THE JEDI

Baragwin are a hunchbacked, saurian humanoid species. They are bipedal, with
thick, three-fingered hands, stocky bodies, and heads nearly as wide as their
shoulders. There are no obvious differences between males and females. They
have thick wrinkled hides in various muted medium to dark green shades.
Baragwin are among the species with highly developed senses of smell, able to
detect emotions simply from a being’s odor. Baragwin are typically treated as
less intelligent than other species due to their lumbering gait and ponderous
mannerisms, but they are in fact highly intelligent. They generally do not correct
these misperceptions, which they use to their own advantage.
Although not particularly numerous, Baragwin are found on many worlds
throughout the galaxy. However, their planet of origin has long since been
forgotten, even by the Baragwin themselves. Possibly one of the first species to
achieve spaceflight, the Baragwin have been travelers so long that no one
remembers from where they came. However, the Baragwin have been noted
throughout recorded history for their talent as weaponsmiths and armorers.
They are particularly renowned for their weapons customizations, creating
weaponry for species that may not have the limbs or appendages to use such
devices without modification. The Baragwin maintained ties to the Empire and
then the Imperial Remnant for many years, even after the Battle of Endor. This
relationship continued until Imperial Intelligence Director Ysanne Isard
developed and released the Krytos virus on Coruscant, targeting nonhumans.
The Baragwin community suffered significant casualties, and the Baragwin
switched their allegiance to the New Republic.

DESIGNATION: SENTIENT
HOMEWORLD: UNKNOWN
AVERAGE HEIGHT: 2 METERS
PRONUNCIATION: BÄR’-Ä-GWĬN

NOTABLE APPEARANCE: EPISODE VI: RETURN OF THE JEDI

One of the more ferocious predators on Naboo, the colo claw fish is an
extremely long sea serpent, with a powerful hinged snout that contains sharp,
pointed teeth. Four-legged, the colo claw fish’s front set end in claws capable of
rending flesh. From its tail, jagged protrusions jut out as potential weapons
against prey. Colo claw fish are aquatic carnivores, hiding in underwater tunnels
and caves near Naboo’s core to hunt. These fish stalk potential prey with great
patience, waiting hours for a meal to pass by a hiding spot. Their mottled
greenish brown skin helps them blend in with their surroundings, making them
invisible to unsuspecting prey.
When it spots its quarry, a colo claw fish will spring from its lair with
astonishing speed, capturing its victim in its huge pectoral claws. It then
disorients its prey with a hydrosonic shriek produced by structures in its head
and throat. Prior to consuming its meal, the claw fish incapacitates its victim
with poison emitted through its fangs. Claw fish can dine on creatures of
surprisingly large sizes, swallowing them whole—their jaws are hinged, and their
luminescent skin expands to allow for large meals. Unfortunately for the victim,
a claw fish’s stomach acids are not very strong and food is digested very slowly,
in a fashion similar to the Sarlacc (although not as long as the Sarlacc’s
estimated thousand-year digestive cycle).
Colo claw fish have been cloned successfully on Kamino. The saberjowl is a
more vicious and adaptable hunter than its progenitor. Otherwise, saberjowl
are physically the same as their Naboo cousins, except that the saberjowl’s skin
tends to be green or greenish blue.

DESIGNATION: NONSENTIENT
HOMEWORLD: NABOO
AVERAGE LENGTH: 40 METERS
PRONUNCIATION: CŌ’-LŌ CLÄW FĬSH

NOTABLE APPEARANCE: EPISODE I: THE PHANTOM MENACE

Utapau is home to the carnivorous reptavians called dactillions. Domesticated


as mounts by native Utapauns, these four-winged creatures are capable of flight.
As old a species as the Utapauns (if not older), dactillions are natural predators
that in fact once preyed on the Utapauns themselves, during the Utapauns’
prehistoric evolutionary period. Dactillions are by nature solitary and nomadic.
The Utai first domesticated the genetically related varactyl, but the dactillion
was tamed not long after when the Utai discovered that they could gain loyal
mounts to take them beyond their sinkholes by providing dactillions with fresh
meat.
Dactillions use their limbs to climb the cliff faces of sinkholes to get high
enough to soar on rising thermal drafts. They hunt within the sinkhole, diving
for grotto fish and other small prey and carrion. If the amount of food within a
sinkhole dwindles or dactillions are seeking a mate, they fly to the surface,
where they are able to ride the strong winds that buffet the barren Utapaun
landscape.
Utapauns gained an understanding of their world’s complex weather patterns
by observing the flight and migration patterns of dactillions. The Utapauns
realized that dactillions fly out of the sinkholes when the prevailing winds are at
their weakest. This enabled Utapauns to predict the best times for their people
to leave the sinkholes and work on their planet’s surface, where they built
windmills and other structures, harnessing the limitless wind power available to
them.

DESIGNATION: NONSENTIENT
HOMEWORLD: UTAPAU
AVERAGE HEIGHT: 6 METERS
WINGSPAN: 24 METERS
PRONUNCIATION: DĂK-TĬL’-ÉL-ŎN

NOTABLE APPEARANCE: EPISODE III: REVENGE OF THE SITH

The Drall are small, furry, bipedal creatures native to the planet Drall in the
Corellian system. They have large, black eyes and a gentle countenance, leading
many people to perceive them as cuddly pets. In actuality, the Drall are
members of an intelligent and highly dignified species who bristle at that
perception. They do love learning about others, however, and gossiping about
their families—talking to anyone who will listen and asking many questions of
their friends both Drall and non-Drall.
Drall society is a combination of matriarchy and meritocracy, in a clan-based
organization. There are no elected or hereditary leaders on Drall; instead, each
clan follows the dictates of its Duchess, a female appointed for life to lead due
to her intelligence, wisdom, and experience. The clan Duchess is the owner of
all a family’s property, which she keeps until she steps down or appoints an
heir. The closest the Drall have to a planetary leader is the most powerful and
prosperous Duchess, whose example is followed as a matter of tradition.
Methodical and levelheaded, Drall are perhaps best known as excellent
scholars and scientists. They are, by nature, abstract thinkers—preferring to
develop new scientific theories rather than put them into practice. Therefore,
despite their advanced status in scholarly pursuits, they often trail behind the
galaxy in technological achievement. They usually implement technologies
developed elsewhere.
Most Drall have positions that involve processing medicinal agriculture—
Drall’s primary industry. Although they are rarely seen elsewhere in the galaxy,
offplanet corporations have hired Drall to serve as scientific researchers.

DESIGNATION: SENTIENT
HOMEWORLD: DRALL
AVERAGE HEIGHT: 1 METER
PRONUNCIATION: DRÄLL

NOTABLE APPEARANCE: AMBUSH AT CORELLIA (NOVEL)

Natives of Naboo, falumpasets are large mammalian omnivores that inhabit


swamps in small herds of one bull and four to seven cows and their nurslings.
They have long, stilt-like legs for wading and are superior swimmers, although
they are not able to breathe underwater. Falumpasets eat plants and
crustaceans found at the midlevel of Naboo swamplands. Individual falumpasets
have unique bellows that allow them to be identified at great distances, and
they tend to bellow most at twilight and dawn. The strongest beasts of burden
on Naboo, falumpasets are intelligent and trainable, but sometimes ill tempered.
Two specially trained handlers are required to properly control a falumpaset.
In addition to their use on many Naboo farms and as personal transports by
important Gungan leaders, falumpasets are vital to the Gungan army. They are
used in battle to pull war wagons filled with ordnance and to move war
machines such as catapults into position.
DESIGNATION: NONSENTIENT
HOMEWORLD: NABOO
AVERAGE HEIGHT: 3 METERS
PRONUNCIATION: FĂL-LŬM’-PŬ-SĔT

NOTABLE APPEARANCE: EPISODE I: THE PHANTOM MENACE

Like the falumpaset, the fambaa is a domesticated native of the Naboo swamps,
and is also used by the Gungan army. Fambaa are the largest herbivores found
in the Naboo swamps, and they are slow, clumsy, and not too intelligent, albeit
even-tempered. However, they are extraordinarily strong and hardy creatures.
Although amphibians, they have thick, scaly hides reminiscent of reptiles; these
hides are soft upon hatching, hardening as they mature. Similarly, fambaa are
born with gills that are absorbed as they age.
Fambaa are known to knock down trees to get at leaves, fruit, and berries,
but they also are able to eat deep thick-stemmed underwater plants without
difficulty. In the wild, fambaa will travel in herds of up to twelve creatures,
although in captivity, they are corraled in groups of three. Main Gungan
breeding herds are often so large that they are pastured in sacred areas of the
swamps. The Gungan army uses fambaa to transport particularly heavy or
cumbersome war matériel, such as the powerful shield generators and massive
projectile weapons used on the battlefield. In addition, a fambaa’s hide is used
to produce the saddles used on kaadu mounts.

DESIGNATION: NONSENTIENT
HOMEWORLD: NABOO
AVERAGE HEIGHT: 5 METERS
PRONUNCIATION: FÄM’-BÄ

NOTABLE APPEARANCE: EPISODE I: THE PHANTOM MENACE

Among the galaxy’s most dangerous predators, Florn Lamproids are a warm-
blooded snake-like species now known to be native to the planet Florn in the
region of the galaxy referred to as Wild Space, although it was once thought
they were native to many worlds. Evolved from intestinal parasites, their bodies
are masses of gray-skinned, thick, heavily muscled coils with a loosely hinged
jaw full of venomous fangs. Like the snakes they resemble, Lamproids’ bodies
are natural offensive and defensive weapons. Their tongues carry saliva
poisonous to most other species, and they are able to use these tongues to
smell. In addition, they have a barbed stinger that can be used to attack with
astonishing speed. A hunter species, they use their coils to hold and kill
captured prey. Lamproids are able to see using light sensors on the ends of
eyestalks, often allowing them to escape other predators.
Thought to be animals by much of the galaxy, Lamproids are in fact sentient
and quite intelligent. Additionally, there have been Force-sensitive Lamproids,
and some do communicate feelings telepathically, although this is not known to
be a specieswide trait. Florn Lamproids were Rebel sympathizers during the
Galactic Civil War and often worked behind the scenes to recruit new troops.

DESIGNATION: SENTIENT
HOMEWORLD: FLORN
AVERAGE HEIGHT: 1.3 METERS
PRONUNCIATION: FLŌRN LĂM’-PROID

NOTABLE APPEARANCE: EPISODE IV: A NEW HOPE

The Gen’Dai are a mysterious and rare species with an extraordinarily long life
span; some have reportedly lived for more than four thousand standard years.
Their long lives may be attributed in part to unique nervous and circulatory
systems that make them highly impervious to injury. The Gen’Dai nervous
system consists of millions of nerve clusters spread throughout the body, which
gives them extraordinary reflexes. In addition, Gen’Dai do not have a central
heart; instead, an extensive vascular system distributes blood. Due to their lack
of centralized vital organs, Gen’Dai can withstand multiple injuries that would
kill most humanoids. Although it has never been verified, it is rumored that
Gen’Dai are able to survive complete dismemberment. They are able to enter
into a state of hibernation for long periods of time in which they heal wounds,
cure diseases, and slow their aging process.
The Gen’Dai are a nomadic species who have wandered so long, their
homeworld is no longer remembered. They are not prolific in terms of
numbers, as they have a particularly low birthrate, perhaps a result of their long
lives and regenerative abilities. However, this long life also causes their minds to
weaken with age, and the Gen’Dai are susceptible to mental disorders such as
depression, hysteria, and even forms of psychosis. It is most fortunate for the
galaxy that by nature the Gen’Dai are not an aggressive species.
DESIGNATION: SENTIENT
HOMEWORLD: UNKNOWN
AVERAGE HEIGHT: 2.5 METERS
PRONUNCIATION: GĔN’-DĀ

NOTABLE APPEARANCE: STAR WARS REPUBLIC #51 (DARK HORSE


COMICS)

Gossams are a small saurian species native to the planet Castell in the Colonies
region of space, not far from the Core Worlds. Known for their intelligence
and cunning, Gossams have green scaly skin, wide yellow eyes, and heads that
slope back on an incline. Balancing their thin bodies on three-toed feet like
dancers on toe point, Gossams also possess three-fingered hands that are long
and graceful, and like to wear elaborate clothing with platform shoes in order
to appear more impressive when encountering other sentients. Female
Gossams take great pride in their hair, molding it with oil-based creams to form
sweeping sculptures. The traditional female hairstyle is a wave sweeping up
from the back of their heads.
Like most reptiles, Gossams are hatched from eggs, which the female
Gossams guard and preen over as status symbols. Being a species that is very
appearance-driven, when eggs are about to be laid, Gossam families will
construct elaborate nests of fancy warm fabrics and pillows to show off their
progeny even before they hatch. They will also throw elaborate parties for “egg
viewing”—wherein the eager parents receive gifts from their friends and
relatives. Of course, the higher the status of the parents, the more exotic and
expensive the gifts. These parties are usually thrown late in the eggs’ incubation
period in the hope that the eggs will hatch during the event.
Most Gossams are independent-minded, and yet many served as indentured
servants to the Commerce Guild on Castell for a portion of their lives. This
tradition came about when Castell was embroiled in a devastating economic
depression. The depression became so severe, and life so harsh, that Gossams
were slaughtering one another for necessities such as food, jobs, and passage
offworld. In return for their servitude, the Commerce Guild rescued the world
and the Gossams by buying vast tracts of Castell real estate and infusing their
economy with large monetary investments. The world soon became a center
point to the Commerce Guild’s manufacturing operations, and the guild
appointed a Gossam whom it had saved, Shu Mai, as chief of property resources
after she rose through the corporate ladder. Shu Mai had thus managed to
bring this world out of its financial slump through keen business acumen and
shrewd negotiation tactics. She later repurchased Castell, but raised rents and
demanded tribute from her people, leading to her further advanced standing
within the Commerce Guild. Shu Mai was ultimately chosen as the guild’s
president.
Part of Shu Mai’s solution to keep her people employed and fed was to offer
contracts for them to serve the guild exclusively for a minimum of ten standard
years, in return for food, housing, and a modest income. Once Castell grew out
of its depression, the tradition continued, with most young Gossams taking
indentured contracts to gain business experience before venturing out into the
corporate world on their own. Gossams who were able to amass any amount
of wealth largely invested those credits in offplanet banks, not trusting their
own. Many Gossams established offworld estates for recreational purposes,
with a large contingent choosing to settle on Felucia, and investing in local
business ventures as a means of acquiring influence.
Gossams are therefore some of the shrewdest businesspeople in the known
galaxy. Their products are often inexpensive to fabricate in mass, and
overpriced. Gossams are excellent at bartering and working an angle that
benefits them in the end. Their self-centeredness and greed know no limits—
scheming to beat others out of every credit they can, and often lying and
cheating to obtain what they want. Their word of honor means little, and
anyone who does business on a verbal agreement with them is asking for
trouble, as the Gossams put no value in it.
Members of this species who are seen throughout the galaxy can be
legitimate merchants, or quite the opposite. Due to their industrial
relationships with many offworld companies, most Gossams speak Basic, in
addition to their own language. Many are involved in smuggling operations and
piracy. Because of their size and calm demeanor, they are frequently
underestimated—a perception they will always use to their advantage.
However, Gossams generally do not rise to positions of power, with Shu Mai
being one well-known exception. Their innate independence and greed seem to
prohibit the long-range planning necessary to achieve true influence.

Although the Gossams raised military forces to support the Confederacy of


Independent Systems in the Clone Wars, they do not have much of a presence
in the galaxy in the post-Imperial era. Having allied themselves with the
Commerce Guild and the CIS, the Gossams and their planet were a primary
target of Palpatine’s reign of terror against nonhuman species. The population
was largely enslaved, and Castell’s industrial base was repurposed to produce
military goods for the Imperial Navy. This total societal takeover left the
Gossams mostly unable to join the Rebellion in any substantive numbers.
Although the Gossams later gained their freedom through the Rebel victory,
their planet has yet to fully recover.
DESIGNATION: SENTIENT
HOMEWORLD: CASTELL
AVERAGE HEIGHT: 1.65 METERS
PRONUNCIATION: GŎSS’-ŬM

NOTABLE APPEARANCE: EPISODE II: ATTACK OF THE CLONES

Kaadu are large flightless omnivorous reptavians native to Naboo, where they
are the primary mounts used by the Gungans. Two-legged, kaadu have sharp
hearing and a well-developed sense of smell. They also have bills containing
short, sharp teeth (although they lack incisors) that can inflict a nasty bite if a
kaadu is annoyed. Their stubbed tails counterbalance their heads.
Kaadu come in a variety of colors. The majority display a pattern of green
shades, but they are also seen in blue, red, or a rusty yellow. Agile creatures,
kaadu are extremely fast in even the thickest of Naboo’s swamps and possess a
great deal of endurance. They are also superior swimmers, and benefit from
large compound lungs that allow them to breathe both on land and in water.
Being surprisingly intelligent, courageous, and loyal, they make excellent mounts
for their riders, whom they seldom abandon.
Their breeding grounds are protected because while adult kaadu are not in
danger from natural predators, their eggs are. Kaadu eggs are a favorite of such
predators as the peko peko, a flying creature that lives in the Naboo swamps.
Kaadu eggs can be easy prey, as female kaadu lay them in elevated nests made
of mud on the open ground. Not found on any world other than Naboo,
Gungans raise kaadu from hatchlings, forming a lifelong bond with them. A well-
trained kaadu is a prized animal, awarded to Gungan soldiers upon their
elevation to officer.
DESIGNATION: NONSENTIENT
HOMEWORLD: NABOO
AVERAGE HEIGHT: 2.24 METERS
PRONUNCIATION: KÄ’-DŌŌ
NOTABLE APPEARANCE: EPISODE I: THE PHANTOM MENACE

Kouhuns are small, silent arthropods from Indoumodo in the part of the galaxy
known as Wild Space. They are deadly to almost all mammalian beings and
creatures. Kouhuns are commonly seen in two varieties, one with a larger
segmented body than the other, which in turn has a less pronounced stinger.
Kouhuns have two means of carrying their venom to their prey, by either their
tail stinger—which delivers a painful but nonfatal wound—or a fast-acting nerve
toxin injected by pincers in their mouths, which kills.
Kouhuns are favored by many assassins and bounty hunters (at least those
who don’t mind a dead target) because they can by passed through even tight
security and are nearly impossible to trace back to the person using them.
Assassins often starve their kouhuns before they use them to attack a victim,
which causes the kouhuns to head for the nearest warm-blooded life-form
when released.
DESIGNATION: NONSENTIENT
HOMEWORLD: INDOUMODO
AVERAGE LENGTH: 30 CENTIMETERS
PRONUNCIATION: KŌ-HŌŌN’

NOTABLE APPEARANCE: EPISODE II: ATTACK OF THE CLONES

Krayt dragons, are large, vicious, carnivorous reptiles that inhabit the
mountainous regions of Tatooine’s Jundland Wastes. They walk on four squat
legs, at the ends of which are four-toed claws with sharp nails that can shred
steel. Their sense of smell is activated by the flickering of their forked tongues,
which, as in most snakes and reptiles, collect the smell for their nostrils. Like
most reptiles, they are cold-blooded, and they shed their yellow-brown skin on
a yearly basis. Unlike their lizard relatives, however, they continue to grow
throughout their lifetimes, and do not weaken with age. An average krayt
dragon can grow to be nearly five meters in length and weigh about two
thousand kilograms. They can live to be a hundred standard years old.
Despite their ferocity, krayt dragons are often hunted by big-game hunters.
Although hunting such creatures may not seem wise, the average krayt dragon’s
gizzard holds an incredibly valuable and beautiful dragon pearl. One pearl would
easily make a person a millionaire; hence many foolhardy hunters try to obtain
it. Not many have lived to talk about their experience.
High summer in the Jundland Wastes is the krayt dragon mating season.
During this time, the mountains ring with their bellowed cries. Most intelligent
beings refuse to venture into the wastes at this time, but those who do are
very mindful of the sound, because a dragon in a mating frenzy will kill
everything it can reach.

DESIGNATION: NONSENTIENT
HOMEWORLD: TATOOINE
AVERAGE LENGTH: 4.5 METERS
PRONUNCIATION: KRĀT DRĂ-GŎN

NOTABLE APPEARANCE: EPISODE IV: A NEW HOPE


The Lannik are a small humanoid species native to the violent Mid Rim world
with which they share their name. They have long ears that protrude from their
skulls and are capable of rotating to register the faintest of sounds. Lannik’s skin
ranges in color from orange and reddish tones to purple and blue, and while
they appear to be hairless, most of their hair normally blends in with the color
of their flesh. Hair that is allowed to grow long is often worn in a topknot.
Lannik’s eyes are also commonly the same color as their skin, although
variations have been observed. They are not very expressive, and are usually
seen wearing what appears to be a grim scowl on their faces.
A dour expression fits the Lannik culture, for theirs is a long history of
combat, with warrior skills honed both by hunting the ferocious predators of
their world as well as by engaging in heated battles with one another. Their thin
bodies give them a delicate appearance, but Lannik are more strong and agile
than they appear. The females are usually thinner than the males, but this
makes them no less hardy. Lannik are known to live hundreds of years if they
are not killed in a physical confrontation, though early death is an unfortunate
possibility for all Lannik. A period of military service is compulsory, and given
the factions on their world, combat is an all-too-familiar presence in most
Lannik’s lives.
The Lannik are a fierce people—quick-minded, clear thinking, and prone to
abrupt anger. They have little patience for outsiders who waste their time.
Because of their forbidding expressions, non-Lanniks tend to view them as
perpetually angry, a misconception that typically affords them a wide berth
despite their diminutive presence. Lannik place great value on personal honor,
bravery, and defiance in the face of incredible odds. While these traits would
make them seem somewhat socially akin to human Corellians, the Lannik’s
focus on these attributes is the result not of a strictly cultural mind-set or
bravado, but of their history as warriors experienced in strenuous and
dangerous combat. Wounds suffered in battle are treated so that health may be
maintained, but they are not hidden. It is not uncommon to see Lannik fighters
with scars crisscrossing their bodies and faces, or perhaps missing a digit or an
eye. To the Lannik, the remnants of wounds are a badge signifying personal
accomplishment and survival, as opposed to something to be ashamed of.
When the Lannik were discovered by human and Duros explorers from the
Old Republic, the arrival of products, technology, and forms of business sent
their world into political and economic upheaval. Political factions arose, sharply
divided and arguing bitterly regarding how the new technologies would be
traded on their planet, creating a social instability that Lannik has never truly
recovered from. Underworld organizations, seeing an opportunity to capitalize
on the chaos, did just that, establishing contacts that would give them safe
haven and encourage their burgeoning black-market businesses. The Core
World governments, realizing how the sale of technology in particular had
affected the world, tried to limit the sales of certain products on Lannik, but
this action only served to make the underworld element more powerful.
Corellian diplomats soon endeavored to broker agreements with the Lannik
in order to bolster a legitimate trade in technology with the Core Worlds, but
the most powerful of the underworld organizations, terrorists known as the
Red Iaro, tangled the process in bureaucratic wrangling within the courts. In the
years after the Battle of Naboo, Red Iaro agreed to hold peace negotiations on
Malastare with the legal Lannik government. In their most daring move, Red
Iaro members actually plotted a complicated ruse to further their cause by
killing the Lannik head of state, Prince R’cardo Sooflie IX, along with the Jedi
sent to assist in treaty negotiations. Fortunately, the Lannik Jedi Master Even
Piell managed to uncover and halt the scheme before it could succeed.
When the Empire rose to power, the flow of trade to Lannik stopped almost
completely, throwing the world and its people into near obscurity. In the age of
the Galactic Federation of Free Alliances, they are rarely, if ever, seen off their
world, and the possibility of the Lannik ever entering into galactic trade or
politics again remains remote. Their monarchical government is ruled by a
prince whose only interests are to keep his world functioning and to continue
the constant rebuilding of the species’ economic structure.
DESIGNATION: SENTIENT
HOMEWORLD: LANNIK
AVERAGE HEIGHT: 1.2 METERS
PRONUNCIATION: LĂN’-NĬK

NOTABLE APPEARANCE: EPISODE I: THE PHANTOM MENACE


Fanged reptiles commonly found in the Outer Rim (particularly on Geonosis
and neighboring Tatooine), massiffs are domesticated as pets by Geonosian
aristocrats and Tusken Raiders alike. To the Geonosians, massiffs are symbolic
of their authority. They give them shelter in return for the massiffs’ hunting of
sand snakes and other vermin outside their homes. Like most reptiles, massiffs
lay eggs in the soft, warm sand of the worlds they inhabit, and females guard
their nests with an uncommon ferocity. Males hunt for prey as meals for their
young and their mother, and they mate for life. Massiffs howl to other massifs
as a form of instinctive communication. With thick hides in shades of brown,
massiffs blend in with their environments. When attacking larger creatures,
they will attack in packs and will stand on strong hind legs to reach a creature’s
more sensitive areas.

DESIGNATION: NONSENTIENT
HOMEWORLD: TATOOINE OR GEONOSIS
(UNKNOWN)
AVERAGE HEIGHT: 76 CENTIMETERS AT THE
SHOULDER
PRONUNCIATION: MĂ’-SĬFF

NOTABLE APPEARANCE: EPISODE II: ATTACK OF THE CLONES

Midi-chlorians are microscopic symbiotic life-forms present in all living beings.


When present in sufficient numbers, midi-chlorians allow a being to feel the
Force. Furthermore, if that being is able to quiet his or her own mind, a greater
level of communion with the Force is possible, in which the individual may
know the will of the Force. Jedi have particularly high midi-chlorian counts; it is
said that Anakin Skywalker’s count was the highest ever recorded. Recovered
Jedi journals from the time of the Emperor’s rise reveal a suspicion that Anakin
Skywalker may have even been conceived by midi-chlorians, and the name of his
father was never recorded at the Jedi Temple.
In the years after the end of the Clone Wars, those Jedi who survived, along
with the families of children whose parents feared they might have high midi-
chlorian counts, took drastic measures to hide this information from Imperial
forces. In the Imperials’ hunt for the Jedi, mandatory blood tests for midi-
chlorians were common on Inner and most Mid Rim worlds. This gave rise to a
black-market trade in mostly ineffective blood products and drugs used to fool
Imperial examiners, in addition to trade in forged identity documents. Although
faulty blood scans and corrupt, bribe-taking examiners allowed many beings to
slip through the Empire’s grasp, many were also caught, taken into Imperial
custody, and never heard from again.
DESIGNATION: SENTIENT
HOMEWORLD: NOT APPLICABLE
AVERAGE HEIGHT: NOT APPLICABLE—MICROSCOPIC
PRONUNCIATION: MĬ’-DĒ-KLŌ-RĒ-ĂN

NOTABLE APPEARANCE: EPISODE I: THE PHANTOM MENACE

Used by Mustafarians as a mount, lava fleas are giant, hard-shelled arthropods


found in the northern areas of the volcanic world of Mustafar in the Outer Rim
(the term lava flea is being used, as the Mustafarian name for this species is
unpronounceable). Six-legged, these agile creatures can walk on crusted, cooled
lava flows or jump over thirty meters of moving lava in a single bound.
Lava fleas evolved underground, like the Mustafarians themselves. They begin
life as half-meter larvae with crystalline exoskeletons. Using acidic enzymes in
their digestive tracts, the larvae draw nutrients from mineral-rich rock dust
located in inner caverns of the planet. By the end of their first year of life, the
larvae have grown to almost a full meter and have encased themselves in pupae
for a monthlong period, from which they will emerge with their six legs. Young
lava fleas are able to consume soft rocks directly from the cooling lava through
an armored feeding tube. To protect their eyespots from the fiery
environment, lava fleas have a nictitating eye membrane that closes
involuntarily. Older lava fleas shed their protective shells, which were used by
early Mustafarians as armor that allowed them to move beyond their caves to
the planet surface in safety.

Lava fleas were so entwined in Mustafarian culture that when the Techno
Union brought repulsorlift technology to the planet, the natives would not give
up the mounts they had learned were worthy of trust. The lava flea is reliable
and, unlike technology, does not break down. Attempts to import the lava flea
to other worlds have largely been a failure, as the rock dust and lava on
Mustafar contain unique nutrients necessary for the lava flea’s diet, and these
foodstuffs are too costly to ship offplanet or replicate using local materials.
Furthermore, the materials cannot be recycled, as the metabolic process
renders them useless. However, there are disturbing reports that lava fleas
have been used in their acid-filled larval form as a means of torture and corpse
disposal by crimelords and in less-than-reputable sectors of the galaxy.
DESIGNATION: NONSENTIENT
HOMEWORLD: MUSTAFAR
AVERAGE HEIGHT: 4.3 METERS
PRONUNCIATION: MŌŌ’-STÄ-FÄR LÄ-VÄ’ FLĒ

NOTABLE APPEARANCE: EPISODE III: REVENGE OF THE SITH


Tall, thin bipedal humanoids, Muuns are natives of the planet Muunilinst in the
Outer Rim. They have elongated, featureless heads without visible nostrils;
their skin is grayish. Muuns’ circulatory system is unique in that they have three
hearts. Extremely intelligent, Muuns tend to be greedy yet cautious when it
comes to money. They will favor a calculated risk before a rash action. Muuns
are extraordinarily talented at mathematics and statistics; in fact, mathematics
is the basis of their written language. Spoken Muun is a series of eh and um
sounds combined in varying pitch patterns similar to Binary Flash Code, a droid
language. Muuns will rarely venture off their world, and when they do, it is
usually to conduct business. While away, they experience a great deal of
homesickness and think only of their return.
During the Old Republic, Muunilinst was the home of the InterGalactic
Banking Clan. The Muuns poured their wealth into their largest cities, which
were notable for their detailed and opulent architecture. Muuns were later one
of the few nonhuman species to escape the oppression of the Emperor’s
human-centric New Order. This was due to their impressive financial skills, in
that no others were deemed better managers of the galactic economy, and the
Imperial government did not wish to draw upon itself financial reprisals. Muuns
were given Imperial overseers to ensure that they were not directing funds into
Rebellion coffers, but there was in fact little need for this—although Muuns are
a greedy species, they approach financial matters with great integrity. Muuns
served in this capacity well into the era of the New Republic. In recent years,
the surface of Muunilinst was unfortunately destroyed in a Yuuzhan Vong
planetary bombardment.

DESIGNATION: SENTIENT
HOMEWORLD: MUUNILINST
AVERAGE HEIGHT: 1.9 METERS
PRONUNCIATION: MŌŌN

NOTABLE APPEARANCE: EPISODE II: ATTACK OF THE CLONES


The Nagai are a bipedal, humanoid, warrior people, whose weapons of choice
are daggers and knives. Tall, beautiful, and exceedingly thin, with straight black
hair and pale, almost white skin, Nagai might fool an unaware observer into
thinking they are delicate or weak. This is not the case at all, as Nagai warriors
can be formidable. They are intense, focused, and very disciplined. Nagai are
known to kill without hesitation if it suits them, particularly if honor demands
it, but if there is no honor in killing, or if a foe is weak, they will take no
pleasure from the victory.
The Nagai came upon the galactic scene following the truce of Bakura while
fleeing their cruel oppressors, the Tofs. After centuries of brutality and
oppression at the hands of the Tofs, Nagai are temperamentally ruled by two
things: a deep sense of honor and fear of the Tofs. They fear little else. The
Nagai have few loyalties other than their immediate families, but will let
concern for others override their need for personal freedom. The Nagai once
claimed to be from another galaxy, but Nagi, their homeworld, is actually in an
uncharted star cluster on the fringe of the Unknown Regions. Many believed
the Nagai were on a mission of conquest, when they were actually fleeing. This
is because they spread this misinformation to other species to keep their
homeworld a secret.
DESIGNATION: SENTIENT
HOMEWORLD: NAGI
AVERAGE HEIGHT: 1.8 METERS
PRONUNCIATION: NÄ-GÄ’-Ē

NOTABLE APPEARANCE: STAR WARS #91 (MARVEL COMICS)

Bipedal reptiles from New Plympto in the Core Worlds, Nosaurians have four-
fingered hands and three-toed, bird-like feet. Their heads are crowned by a row
of horns, and they have long beaks. They have amazing reflexes, a trait that
allowed them to participate in (and live through) many Podraces.
Nosaurians are color-blind, seeing only in black and white. However, they do
not find this particularly bothersome and have adapted to it. Nosaurians are
able to make the inside linings of their mouths phosphoresce at will. It is
believed this is an artifact of evolution, as one theory asserts that Nosaurians
descended from insect-eating reptiles who used the ability to lure prey.
Nosaurians now use the ability as a signaling device to contact others in the
dark forests of New Plympto.

Nosaurians speak their own native language whenever possible, a


combination of barks, warbles, and hisses. Their written language relies heavily
on metaphors related to nature, weather, and the seasons. Nosaurians are
capable of speaking Basic, but prefer not to. One characteristic that
distinguishes the personalities of most Nosaurians is that they hate humans, a
holdover from their oppression under the Empire. This deep-seated animosity
may change, however, due to assistance offered by humans following the
Imperial collapse; this is, of course, a slow change. The New Republic gave
assistance to New Plympto to help the Nosaurians recover from their long
years of occupation, although it could not repair all the damage done to the
planet. Later, the Yuuzhan Vong released a life-consuming virus on New
Plympto in retaliation for the Nosaurians’ resistance. This virus rendered the
planet uninhabitable and the subject of an ongoing quarantine. Most Nosaurians
were able to flee the planet before the virus struck, and are being resettled on
new worlds by the New Republic.
DESIGNATION: SENTIENT
HOMEWORLD: NEW PLYMPTO
AVERAGE HEIGHT: 1.35 METERS
PRONUNCIATION: NŌ-SÄ’-RĒ-ĂN

NOTABLE APPEARANCE: EPISODE I: THE PHANTOM MENACE

Very little is known about the Ongree, as they are not a prolific species.
However, records indicate they are native to the Skustell Cluster in the Outer
Rim. Ongree are bipedal, humpbacked, amphibious humanoids easily identified
by their unique heads, which appear to most other beings to be upside down.
They are sandy brown in color, with variations in shading among members of
the species. Their mouths are on top of four nostrils, with their two eyes
mounted on eyestalks coming out of the sides of their heads about halfway
down their skulls, giving them a somewhat fish-like appearance. Ongree’s
eyestalks are flexible, and they can see objects from many angles. Their hands
have two thick fingers and opposable thumbs, so although Ongree don’t have
many digits, they are able to hold even small objects with ease. Surprisingly,
given their somewhat awkward appearance, the Ongree are an agile species.
Ongree tend to weigh all possible perspectives before deciding on a course
of action. They are accustomed to seeing things visually from all angles; perhaps
this is a similar psychological trait. This tendency makes them particularly skilled
diplomats, politicians, and negotiators. Ongree served the Old Republic as best
their numbers would allow. At least two Ongree Jedi served during this period,
taking part in the Battle of Geonosis. However, their ability to see all sides of
an issue also lead many Ongree into less-than-legal activities, consorting with
crimelords and gangsters as quickly as they would influential members of
mainstream society.

DESIGNATION: SENTIENT
HOMEWORLD: SKUSTELL
AVERAGE HEIGHT: 1.8 METERS
PRONUNCIATION: ÄNG-RĒ

NOTABLE APPEARANCE: EPISODE II: ATTACK OF THE CLONES

Opee sea killers are large, aggressive aquatic monsters native to the deep seas
of Naboo, although a specimen is the largest animal on display at the Royal
Icqui Aquaria on Coruscant. They are a combination of evolutionary traits of
various animals. Growing to an average length of twenty meters, they have the
large maw of a fish, but the eight limbs and thick armored body plates of a
crustacean. Sightings of dwarf opee have been reported. Extremely territorial,
opee sea killers are also very resilient, and on occasion have survived fights with
much larger colo claw fish, most likely by using their sharp teeth as weapons. In
fact, there are local reports of young opee sea killers even gnawing and clawing
their way out of the stomachs of colo claw fish.
Opee sea killers hide among ocean rock formations while hunting, as do colo
claw fish. Opees lure in prey, then chase it down, ensnaring it with their long,
adhesive tongues. Opees get their great speed by using a propulsion system
unseen in other animals. They take in water through their mouths and channel
it outward through openings beneath their plates, creating an almost jet-like
effect. In addition, opees are mouthbreeders: the female lays her eggs near a
male, and the male takes the eggs into his mouth after fertilizing them. The eggs
remain in the male’s mouth for safekeeping until they hatch three months later.
DESIGNATION: NONSENTIENT
HOMEWORLD: NABOO
AVERAGE LENGTH: 20 METERS
PRONUNCIATION: Ō’-PĒ SĒ KĬL’-LÛR

NOTABLE APPEARANCE: EPISODE I: THE PHANTOM MENACE


Geonosian beasts of burden capable of hauling heavy loads, orrays are large,
tame animals that are also used as mounts by the picadors in the Geonosian
arena combats. Omnivorous, with leathery skin, four legs, and great strength,
speed, and stamina, they are well suited to the Geonosian environment. In
addition, an orray’s coloring allows it to blend in with the Geonosian landscape
to hide from predators. Prior to their domestication by Geonosians, orrays
hunted Geonosian eggs, which had been laid to begin new hives.

The orrays would push their long snouts into egg chambers and consume
thousands of larval Geonosians in a single meal. As a holdover from that time,
an orray’s teeth are blunt enough to crush hard objects such as their eggshells.
Orrays have potent tail stingers that they use as defensive weapons, but these
are amputated when they are domesticated. The removal of the stinger makes
orrays docile and much more manageable for their handlers.
DESIGNATION: NONSENTIENT
HOMEWORLD: GEONOSIS
AVERAGE HEIGHT: 1.52 METERS
AVERAGE LENGTH: 3 METERS
PRONUNCIATION: Ō’-RĀ
NOTABLE APPEARANCE: EPISODE II: ATTACK OF THE CLONES

Natives of Shimia, located in the Outer Rim Territories near the Corellian Run,
Pacithhips are plump humanoid pachyderms with wrinkled gray skin, long
trunks, and thin, elegant tusks. Pacithhips have two eyes situated on the sides of
their head, allowing a full 360 degrees of vision, and the back of their skull is
protected by a bony ridge.
Pacithhip society is ruled by a rigid caste system that dictates whether an
individual will be a scholar, a warrior, or a farmer. Membership in a given caste
is determined by the shape of a Pacithhip’s tusks, and because the tusks do not
reach their full size and shape until a Pacithhip’s adulthood, it is not known until
then what caste they will belong to. Education and the law are the
responsibility of the scholar caste; warriors enforce the law and defend the
populace, and farmers provide food, clothing, and manufactured goods.
Starting with the era of the New Republic, Pacithhips were seen throughout
the galaxy in increasing numbers, as their society supports and encourages
those who wish to “find their own path.” Pacithhips are innately rational and
tolerant and enjoy meeting members of other species. In addition to their own
language of Shimiese (a combination of snorts, trumpets, and intricate
vocalizations), Pacithhips speak Basic easily. Also, they are able to adapt to a
variety of climates and customs, making travel to new worlds trouble-free.
Encountering Pacithhips on planets as diverse as Tatooine and Coruscant is not
uncommon.

DESIGNATION: SENTIENT
HOMEWORLD: SHIMIA
AVERAGE HEIGHT: 1.5 METERS
PRONUNCIATION: PĂ’-SĬTH-ĬP

NOTABLE APPEARANCE: EPISODE IV: A NEW HOPE (SPECIAL EDITION)


Extinct for nearly thirty thousand standard years, the Rakata have a historical
significance that warrants mention. As hyperspace travel originated
approximately twenty-five thousand years ago, evidence of a species predating
such a time period is usually limited to a planet of origin. The Rakata are the
exception, as evidence places them on countless worlds. Among the facts being
considered are a Rakatan temple found on Honoghr and a strange world
steeped in the dark side located far beyond the charted area of the Outer Rim
that cannot be examined, as a powerful energy field surrounds it.
That evidence is so scarce suggests a concerted effort was made to purge the
Rakata from the galaxy. It is believed that at the height of their power, they
formed an empire, and built the Star Forge, a dark side sun generator that was
also a potential superweapon. Having gone too far, their subjects rebelled. The
Rakatan Civil War ended when the Rakata were struck by a virus that local
populations were immune to, and their subjects slew the few Rakata who
survived on their worlds. Furthermore, use of the Star Forge on the Rakatan
homeworld caused their sun to wither and die. It is possible that to avenge
themselves, their former subjects attempted to erase their oppressors from
history, destroying all the technology they used to oppress them and leaving
them in a primitive state. Left in dwindling numbers, they soon became extinct.
Although the Rakata have disappeared, it is possible their influence is still
present in the galaxy. It has been hypothesized that the Rakata may be
responsible for altering the orbits of the planets in the Corellian system.
Furthermore, Rakata warfare or failed terraforming efforts could be the cause
of the cataclysm that turned Tatooine from an ocean planet to a desert world.
It has been speculated that such an ancient species was responsible for
widespread similarities among beings on far distant planets, as the Rakata would
have brought colonists or slaves with them as they expanded their control.
DESIGNATION: SENTIENT
HOMEWORLD: RAKATA
AVERAGE HEIGHT: UNKNOWN
PRONUNCIATION: Rä-Kä’-Tä

NOTABLE APPEARANCE: KNIGHTS OF THE OLD REPUBLIC (VIDEO


GAME)
Rontos are huge, gentle pack animals commonly used as beasts of burden by
Jawas on Tatooine. They are known for their loyalty and their strength, and can
carry hundreds of kilograms’ worth of equipment. Though large enough to
frighten off most attackers, including Tusken Raiders, they are also skittish and
easily spooked, especially in more congested urban areas.
Rontos are reptiles, much like the native Tatooine dewbacks that are also
used as beasts of burden. Like their dewback cousins, they are easy to train and
often become quite fond of their masters. They exhibit a superb sense of smell
—they can detect a krayt dragon as much as a kilometer away—but because of
their poor vision, sudden movement often takes them by surprise. They will
rear, throw off any burdens or riders they are carrying, and run for a distance
until they feel the threat has passed. Usually they trample over whatever it was
that frightened them in their flight.
Rontos need plenty of water, but their thin, leathery skin easily sheds excess
heat, allowing them to function well in desert surroundings. Despite their
usefulness, they are rarely exported, because offworlders feel their skittishness
makes them unreliable.
Even so, rontos are the favorite pack animals of Jawas, who enjoy working
with the kindly animals. Sadly, Jawas are often not strong enough to keep a
rearing, frightened Ronto in control. In the towns of Tatooine, rampaging
rontos are commonplace, as are injured, cursing Jawas who try to keep them
calm.
During mating season, female rontos give off a powerful, musky scent. While
attractive to male rontos, it is repulsive to most other species, and females in
heat have to be isolated. Many have likened it to the scent that Rodians exude
on a regular basis. Rontos, who are easily motivated to track scent—especially
when mating is involved—will immediately be attracted to a Rodian if they
encounter one. Needless to say, several ronto heads have garnered prize
trophies for Rodian hunters upon their return to Rodia.
DESIGNATION: NONSENTIENT
HOMEWORLD: TATOOINE
AVERAGE HEIGHT: 4.25 METERS
PRONUNCIATION: RŎN’-TŌ

NOTABLE APPEARANCE: EPISODE IV: A NEW HOPE (SPECIAL EDITION)

A frightening predator, the sando aqua monster is native to the depths of


Naboo’s core. It is tremendously strong and has an incredible ability to conceal
itself, which for many prevented verification of its existence, until one beached
itself. Zoologists hypothesize that the sando evolved on land, later moving to an
aquatic environment, due to its unique physiology. The sando has gills and
webbed hands as would be expected from a sea animal, but the rest of its body
and head does not appear to be optimized for life in water. The sando’s tail is
the exception, as it allows the creature to swim very effectively. The sando’s
great speed and aggressive nature make it difficult to study, as it will appear
suddenly and attack without warning.
A very successful predator, the sando aqua monster dines on other
predators of the oceans such as colo claw fish and opee sea killers. It holds
victims in its large hands, until the meal is quickly eaten in the monster’s
powerful jaws. It would seem that a creature of the sando’s size would require
a great deal of food, but we can surmise that its success at hunting makes the
amount it receives sufficient. Sando aqua monsters have been spotted near
Otoh Gunga on occasion, and it is rumored that the Caves of Eleuabad host
them on a regular basis. Visitors to the Royal Icqui Aquaria on Coruscant are
able to see the tooth of one of these beasts, and are said to be chilled by the
very thought of seeing one on a live specimen.

DESIGNATION: NONSENTIENT
HOMEWORLD: NABOO
AVERAGE LENGTH: 160 METERS
PRONUNCIATION: SĂN’-DŌ äK’-Wä MäNS’-TûR

NOTABLE APPEARANCE: EPISODE I: THE PHANTOM MENACE

Sarkans are bipedal saurians native to Sarka in the Mid Rim. Tall creatures, they
have thick green-scaled hides, yellow eyes with slit pupils, and thick tails.
Sarkans have razor-sharp fangs in tapered snouts. Often, they will decorate
their claws with multicolored varnish and clan symbols, and wear brightly
colored baggy clothes decorated with gemstones. A Sarkan’s tail is used for
balance and stability, but it can also be used as a weapon by those trained in
traditional Sarkan martial arts.
Sarkans speak Sarkese, an intricate mix of words and body gestures. Sarkan
diplomats and explorers will learn Basic, but average Sarkans will not—they are
not travelers. On the rare occasions when they do leave their planet, they tend
to travel in groups of three, a remnant of the time when Sarka was ruled by a
strict caste structure. Solitary Sarkans encountered in the galaxy are often
outcasts. Other species who interact with Sarkans often find it a trying
experience, as Sarkan culture is based on arcane codes of conduct that
outsiders are expected to know. Violators are treated as barbarians and
physically removed from the presence of high-ranking Sarkans by well-trained
bodyguards.
At the height of the Empire, Sarkans reluctantly allowed humans and those
who had the Emperor’s favor to insult their strict cultural norms as a matter of
necessity. As soon as they learned of the Emperor’s death, they stopped the
practice. As a result, representatives of such major galactic corporations such
as SoroSuub find themselves on the outside of Sarkan trade, as they are unable
(or unwilling) to speak Sarkese. Once snubbed, it is difficult to impossible to
regain entry to their world.
DESIGNATION: SENTIENT
HOMEWORLD: SARKA
AVERAGE HEIGHT: 2 METERS
PRONUNCIATION: SäR’-KĂN

NOTABLE APPEARANCE: EPISODE IV: A NEW HOPE (SPECIAL EDITION)

Selonians are furry, bipedal mammals native to Selonia in the Corellian system.
They are taller and thinner than most humans, with slightly shorter arms and
legs. They have long bodies and are comfortable walking on two legs or four.
Retractable claws at the ends of their paw-like hands give them the ability to
dig and climb efficiently, while half-meter tails counterbalance their bodies when
they are walking upright. Their bodies are covered with glossy short hair that is
usually brown or black, and they have long, pointed faces with bristly whiskers
and sharp teeth.
Selonians have a matriarchal society, as their population is largely female due
to genetic factors, although the ratio of females to males is currently unknown.
They are a thoroughly grounded, serious-minded people, primarily concerned
about the safety of their family “dens” and their people as a whole. In their
society, the needs of the entire group are more important than those of an
individual. Because Selonians believe their actions could affect the entire den,
they refuse to lie, considering it as terrible a crime as murder.
Select Selonians are trained to deal with humans and other aliens. While
Selonians appear outgoing, friendly, and charitable, most have no interests
beyond the den. Selonians have mastered shipbuilding technology, constructing
ships that they use within their own solar system. Since they have no desire to
travel beyond the boundaries of Corellia, their ships do not have hyperdrive
capabilities.

DESIGNATION: SENTIENT
HOMEWORLD: SELONIA
AVERAGE HEIGHT: 2 METERS
PRONUNCIATION: SĔL-Ō-NĒ’ĂN

NOTABLE APPEARANCE: AMBUSH AT CORELLIA (NOVEL)

Shaaks are large, four-legged herbivores native to the grasslands of Naboo.


They usually wander the plains freely, with owned herds usually intermingling
with the nondomesticated variety. They have thick woolly coats that are shaved
at the beginning of the warm season to weave into warm fabrics. As
pachyderms, shaaks have thick, leathery skin, and their bodies are plump with
blubber. Shaaks serve as the primary source for meat on Naboo, particularly
because of their large rumps, which contain half their weight in extra flesh.
Shaak meat can be stored and prepared easily, and giant cooling warehouses on
Naboo serve this purpose.

Given their weight, most shaaks avoid wetland areas—they sink easily.
Younger shaaks are light enough to swim, and are often seen dousing
themselves with water in the cool lakes or mud banks of Naboo. The fatty
ambergris that makes the younger shaaks extremely buoyant is used as a base
for expensive perfumes for which Naboo has become famous. In addition, their
hides are used to make a variety of excellent leather goods.
Shaaks are gentle and plodding, and while they are sometimes used as pack
animals, they do not usually serve as mounts. When they do serve as mounts,
they must frequently rest since they are not generally strong enough to carry
passengers.

DESIGNATION: NONSENTIENT
HOMEWORLD: NABOO
AVERAGE HEIGHT: 1.5 METERS
PRONUNCIATION: SHĂK

NOTABLE APPEARANCE: EPISODE II: ATTACK OF THE CLONES

The Shawda Ubb are a squat, green-skinned, potbellied amphibian species native
to the planet Manpha, which is located in the Outer Rim. Their spherical bodies
are accentuated by twiggy arms and legs, which have three digits apiece. They
have small heads, and their faces are topped by heavy brow ridges. A thin row
of bumps runs from their foreheads down their necks. Like the Quarren and
other water-born species, the Shawda Ubb need to remain moist to keep their
skin from drying and cracking, and in extreme heat conditions they become
mostly listless. Though small, members of this species have several inborn
defenses, the most notable of which is their ability to spit a poison that will
immobilize an opponent for a quarter of a standard hour.
One of the better-known Shawda Ubb is Rapotwanalantonee (known by his
stage name Rappertunie), who played a native instrument called a growdi, a
combination of a water-organ and flute.
DESIGNATION: SENTIENT
HOMEWORLD: MANPHA
AVERAGE HEIGHT: 1 METER
PRONUNCIATION: SHä-DA’ ŬBB

NOTABLE APPEARANCE: EPISODE VI: RETURN OF THE JEDI (SPECIAL


EDITION)
Hailing from the Colonies region planet Lao-man (Sh’shuun in Shi’ido, their
native language) Shi’ido are a species rarely seen around the galaxy. In natural
form, Shi’ido are roughly humanoid, with large craniums, thick limbs, and no
hair. Like Clawdites, they are born with the ability to mimic the form of any
species that is approximately the same mass as themselves. Younger members
of the species can only manage to take the form of other humanoids. Unlike
Clawdites, however, this physical limitation disappears when an individual
reaches the age of around 150 years, allowing older Shi’ido to shift and enlarge
their shape to mimic more complex beings. If Shi’ido attempt a form that is
beyond their normal limits, however, they may be forced to stay in that form
until their body can recover, which can be several weeks.
Shi’ido physiology is extremely flexible. Their thin bones are very dense,
allowing support even in the most awkward mass configurations. Their
physiology includes a series of tendons that can release and reattach themselves
in different formations. They also have a great deal of hidden fleshy mass that
they can access and use to enlarge their shapes. Shi’ido transformations are
made complete by the use of telepathic suggestions imposed upon viewers,
painting the image of what they want the observers to see in their minds. This
helps cover over any inaccuracies in the Shi’ido’s transformation, but it is
extremely difficult to maintain. Older Shi’ido have more mastery over this
talent.
Shi’ido are a long-lived species: some of the oldest members of the race are
five hundred standard years old. For this reason, they’ve developed an acute
interest in learning about the universe and all the people in it—learning
something new makes traveling from their solitary world worthwhile.
DESIGNATION: SENTIENT
HOMEWORLD: LAO-MAN (SH’SHUUN)
AVERAGE HEIGHT: 1.8 METERS
PRONUNCIATION: SHĒ-Ē’-DŌ

NOTABLE APPEARANCE: GALAXY OF FEAR (NOVEL)


Skakoans are mammalian humanoids native to the highly pressurized, methane-
atmosphere world of Skako in the Core World region. This world is a teeming
metropolis much like Coruscant, though its architecture is not as aesthetically
pleasing. Visitors to Skako must wear a special pressure suit to survive because
of the harsh environment there. Likewise, a Skakoan must wear a pressure suit
to survive offplanet. Skakoans cannot breathe oxygen or survive in the standard
air pressure of most planets, but they are acclimated to most high-pressure
worlds. As a result, few outsiders have seen what a Skakoan really looks like.
However, some exobiologists have discovered, from obtained research
specimens, that under their pressure suits Skakoans look like gaunt humans,
with folds of grayish white skin draped over slight skeletons. Their faces are
sunken with leering eyes, a flattened nose, and a toothless, scowling mouth.
Skakoans wear three varieties of pressure suits, depending on their work or
the outer environment they must visit. Generally, a Skakoan pressure suit
consists of two pieces: a full-body membrane layer (including a head carapace),
and a durasteel containment unit for the face, neck, and torso. The membrane
layer is flexible, but the required durasteel containment units of the medium-
and heavy-pressure suits are not. Methane cells are located within the
containment unit, and connect to the faceplate via alloy encased tubing. All the
suits are fitted with a vocalizer that allows a Skakoan to be heard, but the result
is a very distorted speech pattern. Skakoan pressure suits are known to come
with certain dangers, primarily that the suits will explode if punctured. Due to
the methane gas the suit contains for the Skakoan to breathe, such an
explosion can cause a great deal of damage to the surrounding area and anyone
in the vicinity. As a fail-safe, however, all Skakoan pressure suits are self-
repairing to prevent ruptures. Skakoan pressure suits are only manufactured on
Skako, as the Skakoans will not trust their production to offworlders.
Skakoans rarely leave their homeworld, fearing an accidental death from suit
depressurization. When they are seen offworld, it is a demonstration of the
strength of their belief in their undertaking. Because Skakoans are usually
encountered in their pressure suits, other peoples rarely if ever see physical
manifestations of their emotional reactions, such as body language and facial
expressions. This leads to the misconception that they are passionless robots.
In fact, their emotions are the one thing that truly controls them; in particular,
their hatred and xenophobia keep them in virtual isolation from the galaxy at
large.
Skakoans are shrewd, manipulative, severe beings bent on self-preservation
at all costs. They are supremely logical, expending most of their creative energy
on scientific and engineering endeavors. Any other problems they face are met
with logical, calculated solutions. They are so engineering-minded that they
speak in a formulaic machine language called Skakoverbal, which is similar to
Bocce and also contains elements of Binary. Their written language is called
Skakoform; it is often mistaken for engineering schematics or circuit diagrams.
The Skakoan people are known for their technological and engineering
prowess, though they have not been a part of the galactic trade scene since the
time of the Old Republic. During that period, they were the principal members
of the Techno Union, a galaxywide association of megacorporations that had
representation in the Galactic Senate. The Techno Union met its end when it
joined the Separatist movement led by Count Dooku. It was expelled from the
Senate at that time, and the Skakoan government decided to leave the Republic
as well. Through the Clone Wars, Skakoan technology was pivotal, but when
the Empire rose, the Techno Union and its nonhuman leaders were crushed.
The Techno Union’s member companies were put under Imperial control and
the Skakoans returned to their world, angry and spiteful toward the humans
who’d spawned the new galactic government. When the Empire fell and the
New Republic was born, the Skakoans did little to leave their seclusion. Having
little trust for humans, they rejected any overtures the New Republic made to
encourage them to return to galactic society. They also flatly refused to share
any new technological advancements they’d made with the business community.

DESIGNATION: SENTIENT
HOMEWORLD: SKAKO
AVERAGE HEIGHT: 1.75 METERS
PRONUNCIATION: SKĂ-KŌ’-ĂN

NOTABLE APPEARANCE: EPISODE II: ATTACK OF THE CLONES

Originally nomadic herders, the Skrillings of Agriworld-2079 on the spinward


edge of the Mid Rim are stocky humanoids with wrinkled gray skin, stubby
fingers, and deep-set eyes. They have multiple rows of needle-like teeth and a
bony crest starting at the top of their bald heads, descending to the napes of
their necks. Skrillings do not have nostrils, instead breathing through a series of
eight tubes that vertically line the fronts of their faces. Skrillings are slow-
witted, sulky, greedy scavengers. Most are bright enough, however, to know
when they have pestered another being to the point of violence and will at least
temporarily leave that person alone.
Skrillings are typically avoided by other sentient species for their unusual
habits, most of which violate the galactic norm for civilized beings. They are
known, for instance, for stealing battlefield corpses, with an unusual talent for
appearing on worlds where battles have been fought and unclaimed bodies can
be found. They are regarded as whiners who feed on carrion and uncooked,
spoiled meat that would make other beings deathly sick. If Skrillings have
decided they want something, they will repeatedly and unceasingly request the
item from its owner, even following that individual to other worlds and star
systems to obtain the object of their desire. However, this behavior is in fact
the result of oppression. When the M’shinni colonized the Skrilling homeworld,
they fenced in the Skrilling herds and claimed their lands, leaving Skrillings
desperate for a way to survive. They managed to integrate themselves into
M’shinni colonies as beggars.
Skrillings now travel the galaxy in starships they piece together from
derelicts. They can often be found among criminal organizations and on planets
of tyrants—which so often provide reliable supplies of corpses and carrion—
although many were valuable spies for the Rebel Alliance during the Galactic
Civil War, passing unnoticed to gather information.

DESIGNATION: SENTIENT
HOMEWORLD: AGRIWORLD-2079
AVERAGE HEIGHT: 1.7 METERS
PRONUNCIATION: SKRĬ’-LĬNG

NOTABLE APPEARANCE: EPISODE VI: RETURN OF THE JEDI

Space slugs are large, toothed, silicon-based gastropods that survive in the cold
vacuum of space, feeding on stellar energy emissions, minerals from asteroids,
and small vacuum-breathing creatures such as mynocks. They primarily inhabit
asteroid fields, where food is plentiful. Most space slugs measure less than ten
meters in length, although they have been reputed to grow large enough to
swallow small spaceships whole. In cases such as this, the mynocks they
swallow are more likely to become internal parasites, rather than nourishment.
These creatures have a highly developed, genetically endowed spatial sense
that allows them to calculate the trajectory and speed of every moving body in
their area. This primal sense helps them to target food and to move between
planetary bodies.
Like most gastropods, space slugs reproduce asexually. They will carry the
young for a few months, then give birth. The newborn slug inherently knows
how to survive on its own, and will leave the parent to seek out its own life.
Space slugs are prized by sentients for their organs and body parts, which
industrial manufacturers use to produce special lubricants and fibers. Some
space stations and shipyards also keep space slugs on hand to reduce the
mynock population, though their size is carefully regulated.

DESIGNATION: NONSENTIENT
HOMEWORLD: HOTH ASTEROID BELT
AVERAGE LENGTH: 10 METERS
PRONUNCIATION: SPĀS’ SLŬG
NOTABLE APPEARANCE: EPISODE V: THE EMPIRE STRIKES BACK

The giant swamp slug of the planet Dagobah in the Outer Rim is a gastropod
that eats nearly anything it can pull into its wide, lipless mouth, animal or
vegetable. Growing to a maximum length of eight meters from head to toe, this
beast uses its size as a key natural defense. It has six small legs that enable it to
move along the bottom of swamps, rivers, and lakes. Its large, orange eyes can
see clearly beneath the murky waters, while two antennae on the top of its
head act as sonar, sending signals around the creature’s body to determine its
distance from the bottom and banks.
These creatures possess a minimal number of vital organs, making it difficult
to kill them. As a result, swamp slugs do not fear many predators, and enjoy
their position at the top of the Dagobah food chain. Their only two concerns
are feeding and reproducing.
Like most gastropods, the swamp slug is a hermaphrodite, and it reproduces
without external fertilization. The creature will simply become pregnant and
bear a child, which is born completely aware of how to survive. Although it can
survive on its own, the baby swamp slug will usually stay with its mother for
several months while it gets accustomed to its environment.
Because swamp slugs can eat practically anything, they have no trouble
finding food. Anything pulled into a slug’s maw is pulverized into digestible
pieces by the thousands of tiny grinding teeth that line its throat.
Swamp slugs are closely related to nos monsters, an aquatic monster from
the Utapaun depths. These beasts live in low-light to pitch-black grottoes,
where their eyes have adapted to the conditions. They are fascinated by any
lighted object that passes nearby. Capable swimmers and surprisingly fast on
land, they are typically able to catch what interests them.
DESIGNATION: NONSENTIENT
HOMEWORLD: DAGOBAH / UTAPAU
AVERAGE LENGTH: 8 METERS
PRONUNCIATION: NŎS-MŎN’STĔR

NOTABLE APPEARANCE: EPISODE V: THE EMPIRE STRIKES BACK AND


EPISODE III: REVENGE OF THE SITH

Tin-Tin Dwarfs are actually known formally as the Tintinna, a species from the
little-known, rarely visited, primitive Outer Rim world of Rinn. They are a
rodent-like species very similar to Ranats, and are considered to be distant
relatives.
Unlike their cousins, whose incisors emerge from their bottom jaw, the
Tintinna have simple, small, rodent incisors that emerge from the tops of their
mouths. They have black, mouse-like eyes, small round ears, and soft brown fur.
Small pink paws sport nimble digits, and they look, simply, like giant mice.
Because of their environment, they often give off a pleasant, wood-chip smell.
Tintinna live in underground burrows that they dig out without the benefit of
tools. They line their earthen homes with wood chips, leaves, and other natural
materials that serve to keep them warm and dry. They chew the wood for this
purpose, as well as to wear down their teeth, which otherwise may grow to
uncomfortable lengths.
Because their planet is remote, Tin-Tin Dwarfs are rarely seen off their
homeworld. Traders and smugglers use Rinn as a backwater hiding place, so
some Tintinna have been known to befriend spacers and hitch rides offworld.
This is an easygoing, pleasant, and curious species, always looking to learn new
things about the universe. Tintinna are quick learners, and when exposed to
technology, they begin to understand it almost immediately. Spacers have
therefore found them useful as teammates and lookouts, because of their highly
sensitive rodent hearing and eyesight.

DESIGNATION: SENTIENT
HOMEWORLD: RINN
AVERAGE HEIGHT: 1 METER
PRONUNCIATION: TĬN’-TĬN DWäRF (TĬN-TĬN’-ä)

NOTABLE APPEARANCE: STAR WARS EPISODE IV: A NEW HOPE (RADIO


DRAMA, BBC)

Troigs are a two-headed humanoid species native to Pollillus in the Vannell


planetary system beyond the Koornacht Cluster of the Deep Core. Each head
is capable of thought and speech, so it is most accurate to consider Troigs as
two individuals who share a body. Troigs have four arms, two of which are
controlled by each head. They have a primary hand and three off-hands. As
such, they lack coordination unless the heads work together. In contrast, the
personality and sense of identity of a Troig is a somewhat coordinated effort.
The left head and identity is the Saprah (the source of “blood humors,” or
strong emotions such as love, anger, and passion), while the right head and
identity is the Saprin (the source of “breath humors,” or loyalty, faith, and
cunning). The identities look out for each other, so they are not often caught
unawares. Most Troigs have two heads, although when the rare Troig is born
with more than two, it is a cause for celebration.
The names of each head of a Troig are said together on Pollillus (FodesinBeed,
for example), but are commonly split by offworlders (Fode and Beed).
The concept of two individuals sharing a body has long been the subject of
debate in the medical and ethical communities. During the years of the Empire,
a Troig named DwuirsinTabb raised a controversy regarding what to do when
the health of one threatens the other. Dwuir sought to be separated from
Tabb, who was described as mentally disturbed and suicidal. As Troig
technology at the time did not permit this, the Troigs appealed for assistance
offworld. The ethical implications of the surgery were complex—it would have
resulted in the death of one of the heads. There is no record that a surgery was
ever performed, and the whereabouts of DwuirsinTabb are unknown.
DESIGNATION: SENTIENT
HOMEWORLD: POLLILLUS
AVERAGE HEIGHT: 2 METERS
PRONUNCIATION: TROIG

NOTABLE APPEARANCE: EPISODE I: THE PHANTOM MENACE

The Umbarans are quiet, pale humanoids from the world of Umbara in the
Ghost Nebula, one of the gloomiest systems tucked away in the farthest
reaches of the galaxy. Their pale skin coloration is due to the world’s limited
sunlight. Their sunken eyes are also sensitive to bright illumination because of
their world’s eternal twilight.
Umbarans have been a political presence from the earliest years of the Old
Republic, and yet they are never seen in great numbers. Their specter-like
visages haunted the galactic political scene for generations. They have long been
objects of fear and suspicion because of their subtle ability to influence others.
Umbaran society is built on a finely detailed caste system of nearly a hundred
levels, and only those of the top ten castes are allowed to leave their world.
Umbarans bear and raise their children as humans do for the most part, though
from early childhood they are schooled in the ways of politics and intrigue to
gain prestige among their class, with the hope of rising into the next class.
Moving between caste levels is possible because they are so numerous; it is the
ultimate ambition of every Umbaran. Through spying, political maneuvering,
blackmail, subterfuge, and cool assassination, they move themselves from level
to level. Umbarans of the highest caste are considered royalty (called Rootai),
and they form a council that rules their world.

When a plot to move up in societal rank fails, however, the result can be
devastating for individual Umbarans and their families. If, for instance, Umbarans
attempt assassination and fail, they are imprisoned, and their family is dropped
to one of the lowest caste levels. Depending on the rank of the individual they
tried to kill, they may end up with a death sentence for themselves, and
perhaps for their entire family.
As harsh as this may sound, assassination is attempted quite often because
most Umbarans feel the attempt is worth the risk. Those able to kill and
replace a high-ranking Umbaran are well rewarded with prestige for themselves
and their families. If they fail and die, it is still better than dropping to the
lowest of castes—which, to most Umbarans, is a fate worse than death.
When Umbarans attempt assassination, they prefer to do it through sly,
hidden means. Attempting murder with such messy weapons as blasters or
vibroblades is considered completely lacking in refinement. Umbarans will use
more subtle, elegant means to kill someone, such as microscopic poison darts,
nanotechnology, undetectable poisons, and small, stylish stiletto-like knives
called vootkar. Umbarans will also wear, when spying or making such attacks, a
special garment known as a shadowcloak that uses special sensors allowing
wearers to blend in with their surroundings, making them virtually undetectable
to those with normal vision.
During the rise of the Empire, Umbarans used their influence to secure favor
with the new government. The Emperor found them extremely useful in
carrying out his Jedi Purge, for Umbaran spies were skilled in tracking down Jedi
in hiding. They were also good at weeding out Imperial officers who were out
for their own agendas rather than those of their superiors. The Emperor chose
an Umbaran to be one of his own top aides, finding Umbaran secrecy beneficial
when hatching his plots. When the Rebellion became a threat, they were
excellent at exposing Rebel sympathizers in the Senate and other levels of
government.
When the Emperor was killed, Umbarans retreated quickly to their
homeworld, fearing reprisals from members of the Alliance and the Imperial
Remnant. Since the formation of the New Republic, they have rarely, if ever,
made forays into galactic society, and galactic society prefers it that way. They
are enigmatic, scheming, and unreadable beings who only desire power and
prestige. Masterful at confusing and mystifying others, they never make known
to others their agendas. Most Umbarans have a dark, cruel sense of humor—
they enjoy seeing their victims bewildered, perplexed, or demoralized.
There is a great deal of debate as to whether Umbarans’ ability to influence
others is tied to some Force mind control ability, or if they are just really
talented communicators. Since they are secretive, shunning any close ties with
outsiders, in-depth study of this issue has been impossible.
Rumors abound of Umbarans taking control of, and/or becoming influential
in, major underworld crime syndicates including the Black Sun and others. It’s
been suggested that they have offered their services to smugglers, influential
corporations, mercenary organizations, pirates, and other nefarious persons
and institutions. Their key motivation, of course, is power. Umbaran spies have
also been noticed slinking around the many levels of Coruscant, no doubt
keeping a discerning eye on galactic politics. Whether they will attempt a return
to the Senate halls is anyone’s guess, though they may wait a good long while in
the hope that their reputation as conniving backstabbers fades with the passage
of time.
DESIGNATION: SENTIENT
HOMEWORLD: UMBARA
AVERAGE HEIGHT: 1.8 METERS
PRONUNCIATION: ŌŌM-BäR’-ĂN

NOTABLE APPEARANCE: EPISODE II: ATTACK OF THE CLONES

The Vratix are a highly intelligent insectoid species native to the world Thyferra
in the Inner Rim. They are the creators of the miraculous healing substance
known as bacta. Tall beings with greenish gray skin and black bulbous eyes, they
stand upright on four slender legs—two long and two short. Triple-jointed
arms extend from their shoulders, ending in long, three-fingered hands. At their
elbow joints they have sharp spikes, which are often used in hand-to-hand
combat. Two skinny, floppy antennae on their small heads give them very acute
hearing. A thin, long neck connects the head to their scaly torsos. Vratix
reproduce asexually.
Vratix excrete a chemical called denin that changes the color of their skin as
an expression of emotion. This coloration is connected to their language, which
is expressed in high-pitched voices, punctuated by clicking sounds. Because of
their continuous trade relationship with other races, Vratix can speak and
comprehend Basic. They also possess limited telepathic ability, allowing them to
share thoughts with fellow Vratix whom they know well.
Bacta is a translucent solution of alazhi and kavam bacterial particles exuded
from the skin of the Vratix themselves. Combined with a liquid called ambori,
the solution acts like a body’s own vital fluids to heal all but the most serious of
wounds. Bacterial particles actually seek out the injuries and promote amazingly
quick tissue growth without scarring.
Vratix culture centers on a type of hive mentality, and single Vratix usually
refer to themselves with their hive name. They also use the plural when
referring to themselves—preferring we to I, for example.
Like most worker insects, the Vratix are a very practical people. All industry
and creative effort goes into producing items for everyday use. The concepts of
art, music, and other forms of creative expression elude their understanding.
They are very calculating, examining problems from every angle before
proceeding toward a solution. They are somewhat detached from their
emotions, and while they are natural healers, they see the practice of medicine
as a mechanical or biological practice rather than one of compassion.
DESIGNATION: SENTIENT
HOMEWORLD: THYFERRA
AVERAGE HEIGHT: 1.8 METERS
PRONUNCIATION: VRĀ’-TĬX

NOTABLE APPEARANCE: X-WING ROGUE SQUADRON: THE BACTA


WAR (NOVEL)

The natives of the Deep Core planet Vultper are thick, barrel-chested,
carnivorous reptiles with six tusk-like growths protruding from their long,
tapering snouts. At the top of their heads, two pointed ears jut straight
upward. They also have yellow-green eyes with snake-like black pupils that
enable them to see in low-light conditions, but with poor depth perception. As
a result, they use echolocation to sense where they are. Their two arms end in
clawed hands, the amputation of which, uniquely, due to their lack of a central
brain, will cause aphasia. They are otherwise very dexterous and hardy,
considering that they are constantly subject to toxic environmental conditions.
These traits give Vulptereens some degree of success at Podracing, a natural
endeavor, as the planet is home to one of the galaxy’s largest Podracer
production facilities.
Although Vulpter was once a beautiful world of grasslands, forests, and other
environments, it became a polluted wasteland during the Old Republic, the
product of overindustrialization and exploitation at the hands of the Trade
Federation. The world was for decades the dumping ground of the Federation,
which saw the planet as only a factory and its inhabitants as inferior. One city
was inhabitable for every five, there were no surface animals left, and the
residents suffered from diseases caused by the toxic air they breathed and
water they drank. Instead of leaving, however, Vulptereens held on to the
world they called home.
The planet was considered so insignificant it was often left off star charts,
first by the Trade Federation and then the Empire. After it came to power, the
Empire blockaded the planet, not considering it worthy of even food shipments,
causing widespread rioting and famines. However, the Rebel Alliance used the
world as a safe haven and, after the Galactic Civil War, began successful
reclamation efforts.

DESIGNATION: SENTIENT
HOMEWORLD: VULPTER
AVERAGE HEIGHT: 1 METER
PRONUNCIATION: VŬLP’-TĔ-RĒN

NOTABLE APPEARANCE: EPISODE I: THE PHANTOM MENACE

Vurks are nomadic, amphibious reptomammals native to the isolated planet


Sembla in the Outer Rim, near the Tion Hegemony. Tall bipedal humanoids,
they have a large, upswept headcrest that comes to a blunt, thin, tapered end
above two deep-set dark eyes. Two arms end in large, three-fingered hands;
their skin is a leathery gray-green. As befitting amphibious beings, female Vurks
give birth underwater, and midwives are venerated in their culture for the
service they provide.
As a planet, Sembla is in transition and has not yet been the subject of much
study. Its warm seas are divided by volcanic ridges that are still slowly forming
continents. Perhaps because their planet is still evolving, as a species Vurks are
seen as doing the same. This world does not have heavy industry, and the
species did not develop space travel on its own. Generally, Vurks are
considered primitive by the rest of the galaxy, but this is inaccurate. The Vurks
are highly intelligent and have a well-developed philosophical tradition that
respects individual freedom, places a premium on integrity, and encourages self-
reflective honesty about oneself. A Vurk will behave consistently with these
beliefs in all matters. Given their calm, compassionate nature, Vurks are thus
skilled diplomats and negotiators.
This is not to say they will not defend themselves. Vurks are worthy
opponents—they see protecting themselves and their charges as extensions of
personal integrity. In fact, a Vurk Jedi served the Old Republic.
And Sembla remains today much as it was during that time. Not receiving
much attention on a galactic scale and being off most trade routes, it escaped
the invasion of the Yuuzhan Vong. It had not yet sent sufficient numbers into
the galaxy at large to be asked to join the New Republic or the Galactic
Federation of Free Alliances.
DESIGNATION: SENTIENT
HOMEWORLD: SEMBLA
AVERAGE HEIGHT: 2.1 METERS
PRONUNCIATION: VûRK

NOTABLE APPEARANCE: EPISODE II: ATTACK OF THE CLONES

Womp rats are a carnivorous, ill-tempered, and plentiful rodent species native
to the desert world of Tatooine. There are a couple of different varieties of
these creatures, but for the most part they all exhibit the same features.
Depending on the breed, womp rats can grow to be upward of three meters
long, and they frequently travel in packs to overwhelm their prey—which
includes dewbacks and banthas. They primarily live in the caves of Beggar’s
Canyon and the Jundland Wastes.
Like most rodents, womp rats possess keen eyesight, hearing, and smell.
Their fur is usually brown, tan, or gray, and their orange eyes refract sunlight.
Womp rats have sharp claws and teeth that can easily slice through flesh,
enabling them to kill and eat just about any creature they encounter. Their
long, narrow tails are quite strong, and can be used to whip around their prey’s
legs to drag it off its feet. A ridge of spiky, dark fur forms a line down the length
of their spines. They reproduce at an alarming rate in broods of sixteen or
more at a time.
The most common womp rat is the variety that lives in the Beggar’s Canyon
region of Tatooine. These usually grow no larger than two meters, but are well
known for attacking Jawas and raiding the storehouses of moisture farmers in
the region. Another variety, larger than the Beggar’s Canyon type, is sometimes
called the mutant womp rat. Mutant womp rats are found in the Jundland
Wastes, and are known for the long, wing-like ears growing from their heads.
These creatures appeared mysteriously a short time after the Empire came to
Tatooine, and rumors persist that they evolved from Beggar’s Canyon rats that
raided caustic substances in Imperial waste dumps. They are not as numerous,
and do not reproduce as often as the regular Beggar’s Canyon womp rats.

DESIGNATION: NONSENTIENT
HOMEWORLD: TATOOINE
AVERAGE LENGTH: 2 METERS
PRONUNCIATION: WŎMP’ RĂT

NOTABLE APPEARANCE: EPISODE IV: A NEW HOPE

Very little is known about this species. Exhaustive research by several groups of
investigators has been unable to locate a homeworld for this species, or even
more than three individual members. And yet the contributions of those three
individuals have earned them mention here. Unfortunately, most of what we
know is sketchy at best, leaving much room for conjecture. What we do know
is that each of the three was a Jedi Master. While they may not typify their
species and there is no firm evidence to indicate that every member of the
species is Force-sensitive, it is a considerable fact that must be mentioned.
This unnamed bipedal humanoid species is typified by a short stature, large
pointed ears, and mottled green-toned skin. They have three gnarled fingers
(one opposing) on each of two hands, as well as five-toed feet, with three toes
in front and two in back. Two males and a female have been observed.
Although they have hair, it is wispy for the males and thins as they age. Life span
is unknown, but records indicate that they are extraordinarily long-lived. Jedi
Grand Master Yoda is said to have been nine hundred standard years old at the
time of his death, and Master Yaddle lived for more than four hundred years.
The first recorded member of this species is Master Vandar, a Jedi Master four
thousand years before the Battle of Yavin, but records could not be found
confirming his age. This species was well known for its members’ wisdom,
deliberation, and compassion, as well as their mirthful sense of humor.
However, they were also known for their strange tastes in food, often
consuming meals that others could not even bear to smell.

DESIGNATION: SENTIENT
HOMEWORLD: UNKNOWN
AVERAGE HEIGHT: 66 CENTIMETERS
PRONUNCIATION: UNKNOWN

NOTABLE APPEARANCE: EPISODE VI: THE EMPIRE STRIKES BACK

The Yuzzum of Endor, not to be confused with the Yuzzem of Ragna III, are an
intelligent yet primitive species with round, fur-covered bodies, long, thin legs,
and wide mouths that show protruding teeth. They often travel in groups,
hunting down ruggers—the rodents that are their primary source of food.
Yuzzum actually vary widely in appearance. Some have sharp fangs, while
others have blunt teeth. Some have thick, woolly coats; others, short fur.
Hence, the term Yuzzum actually refers to a class of migratory, fur-bearing
mammals on Endor. Developmentally they are at the same level as their
diminutive Ewok neighbors, defending themselves from predators and outsiders
with spears and other primitive weapons. Their livelihood depends upon their
large size, which often intimidates predators and even drives them away.
The Yuzzum people communicate in a language made up of musical elements,
and it is sung rather than spoken. For this reason, their voices retain a gravelly
tone, and many Yuzzum are hailed as excellent singers. Those Yuzzum who
have managed to leave Endor—very few ever really do—often end up singing
for their suppers.
DESIGNATION: SENTIENT
HOMEWORLD: MOON OF ENDOR
AVERAGE HEIGHT: 2.5 METERS
PRONUNCIATION: YŬZ’-ZŬM
The extremely attractive Zeltrons are a somewhat near-human species native
to the planet Zeltros, located on the edge of the Outer Rim and Unknown
Regions. While they share some characteristics with humans, Zeltrons, like the
Chiss, are now considered a distinct species from humans due to genetic
differences. Their skin is bright pink, a special pigmentation that develops from
a reaction to their sun’s radiation. The Zeltron people have the ability to
project powerful pheromones, much like those emitted by Falleen. These can
be activated at will and can affect a specific individual or entire groups at the
same time. Zeltrons will go to any length to please guests, and they get
pleasure from being hospitable, holding massive celebrations for practically any
event. They are extremely promiscuous, and extremely proud of their sexuality.
Zeltrons are also empathic, able to sense the feelings of others as well as
project their own. For this reason, love and comfort are extremely important
to them. Sharing positive emotions is deemed to be to everyone’s benefit, while
sharing negative emotions is not. In accordance with this, Zeltros’s democratic
government will go to great lengths to make sure no one on the planet is
unhappy. Zeltros has had few tyrants or despotic rulers, because they cannot
commit atrocities without experiencing another’s pain. Zeltros has, however,
been invaded twelve times in the past six centuries. But most invaders, because
of Zeltrons’ pheromones, have given up their hostile intentions and joined in
the nonstop festivities. Hence, Zeltrons don’t worry about such trivial matters
as planetary defenses or military forces. They are able fighters, though, and they
stay in peak physical condition at all times.
Zeltron technology is on par with that of most spacefaring worlds. They are
capable of space travel, use advanced agricultural and industrial methods, and
enjoy excellent knowledge of medicine, particularly antibiotics. Because of their
popularity, and because they spend their lives pursuing gratification, Zeltrons
are quite common in the galaxy, particularly at spaceports, where they can find
many prospective mates.
DESIGNATION: SENTIENT
HOMEWORLD: ZELTROS
AVERAGE HEIGHT: 1.7 METERS
PRONUNCIATION: ZĔL’-TRŎN

NOTABLE APPEARANCE: STAR WARS #70 (MARVEL COMICS)


The pronunciation of a species’ name will vary depending on the accent
inherent to the speaker’s home planet. The pronunciation guide below lists
some key pronunciation symbols used in most standard dictionaries that will
guide you in articulating the names of alien species. Note: an apostrophe (’) is
used after the emphasized syllable in each name.

Vowel sounds:
ă: short a sound as in the word bat and act.
ā: long a sound as in the word age or rate.
ä: open a sound used for words like part, calm, or father. It duplicates the short o sound of the word hot.
ĕ: short e sound used in edge or set.
ē: long e sound used in equal or seat.
ēr: this vowel sound before r may range from ē through ĭ in different dialects.
ĭ: short i sound used in hit or pit.
ī: long i sound used in bite or whine.
ŏ: short o sound used in hot and pot.
oi: a diphthong vowel sound that is a combination of an ō and an ē, such as in the words boy and toy.
ō: long o sound used in moan and tone.
ō ō: long o sound used in toot and hoot.
ô: relatively long o used in order and border.
ŏŏ: short double o sound used in book and tour.
ŭ: the short u sound used in up and sum.
ûr: the u sound used in turn and urge.

Consonants:
kh: a hard k pronounced at the back of the throat, such as loch or ach.
hw: a soft w sound used in the words who and what.
As the varied peoples of the galaxies matured and headed for the stars, they
charted trade routes, fought wars, made alliances, and established galactic
society as it is presently known. This time line of pivotal events in the history of
alien species movement and development demonstrates the formation of the
panorama of galactic history and culture.

Circa 5,000,000,000 B.B.Y.


The galaxy is formed, many believe, by the gravitational collapse of an immense
cloud of dust and gas spanning 1,000,000 light-years, made up of four hundred
billion stars. Around half of these have planets that could support some form of
life. Ten percent of those developed life, and one in a thousand of these worlds
developed sentient life (about twenty million forms of sentient life).

Circa 3,000,000 B.B.Y.


An asteroid strikes Vinsoth, destroying most life on this planet. Surviving
species evolve into the Chevin.

Circa 2,000,000 B.B.Y.


Wookiees begin to evolve on Kashyyyk, establishing dominance as climbers of
the wroshyr trees.

Circa 57,000 B.B.Y.


Early humanoid settlements are established on Utapau.

Circa 35,000 B.B.Y.


A species known as the Rakata conquers much of the galaxy at the time,
forming the “Infinite Empire.” Rakata are credited with building Centerpoint
Station, and reputedly turn Tatooine into a desert world through their special
manipulations.
The ancient Killiks are driven from their homeworld of Alderaan and their
colony on Alsakan (presumably by a species known as the Architects). They
witness the creation of the Maw in the Corellian system.

Circa 27,500 B.B.Y.


The first human colonists arrive on Alderaan and its surrounding worlds.

Circa 26,000 B.B.Y.


The ancient Nikto discover the M’dweshuu Nova and form a religion called the
Cult of M’dweshuu, which dominates the entire culture.

Circa 25,200 B.B.Y.


The Rakatan Empire falls due to a plague that affects only their people and a
subsequent rebellion. The Rakata are driven to near-extinction.

Circa 25,100 B.B.Y.


The Klatooinians, Vodrans, and Niktos sign the Treaty of Vontor, binding them
to the Hutts as permanent slaves.
The Hutts defeat Xim the Despot and take over his criminal empire.
Corellian scientists perfect their version of the hyperdrive based on the
archaic Rakatan Force-powered device.

Circa 25,000 B.B.Y.


Galactic exploration begins on a wider scale, establishing the Perlemian and the
Corellian Run trade routes.
A remnant of the Taungs, a militaristic, near-human, gray-skinned race from
Coruscant, relocates to Mandalore and renames the world for their leader
Mandalore the First—forming the basis for the present human Mandalorian
culture.
Under the rule of benevolent Queen Rana, Duros scientists develop
interstellar flight. They begin to explore the galaxy and build space cities. They
establish a colony on Neimoidia.

Circa 17,000 B.B.Y.


The Arkanians take a sampling of six-armed Xexto to Quermia and, through
experimentation, form a new race known as the Quermians.

Circa 15,000 B.B.Y.


The Aqualish (Aquala and Quara) fight a civil war, and an offworld exploratory
vessel lands on their world. The two races unite to kill the visitors while taking
their ship intact. After learning the secret of starship engineering, they cobble
together an armada that leaves their star system to conquer other systems.
They are defeated by the New Republic and are demilitarized.
The Hutts co-opt a planet named Evocar in the Y’Toub system, displace its
citizens, and rename it Nal Hutta or “Glorious Jewel.” They move their entire
civilization to this world, abandoning their home world of Varl.

Circa 15,000 B.B.Y.


The Yuuzhan Vong are expelled from their sentient homeworld of Zonama
Sekot and cut off from the Force, sending them on a search for a new
homeworld and motivating their goals of conquest.

Circa 10,000 B.B.Y.


The Gran begin their recorded history.
Solar flares destroy most of the plant life on Kubindi, causing the (then)
herbivorous Kubaz to feed on insects to survive, and launching their focus on
insect farming and cuisine as a species trait.

8,000 B.B.Y.
The Gran found colonies on Hok and Malastare.

Circa 7,000 B.B.Y.


The Devaronians develop star travel.

Circa 4,500 B.B.Y.


The Barabels of Barab I are embroiled in a civil war that nearly destroys their
species. An unknown Jedi mediates a truce that is never broken. The Barabels
are consequently eternally indebted to, and respectful of, the Jedi.

Circa 4,030 B.B.Y.


Jedi Master Arca Jeth and a band of Jedi destroy the Lorell Raiders, and the
women of the Hapes Cluster, freed from the Raiders’ dominance, form a
matriarchal society on Hapes.

Circa 3,970 B.B.Y.


The Lorrdians are subjugated by the Argazdans, who forbid them to speak with
one another. They create a new language of facial tics, expressions, and hand
gestures. They also become well versed in reading body language.
3,670 B.B.Y.
Jedi Knights free the Lorrdians from their slavery at the hands of the Argazdans.
The Lorrdians later become very vocal critics of slavery.

Circa 3,500 B.B.Y.


The Iktotchi are discovered by the Republic.

Circa 3,000 B.B.Y.


Pioneer Freia Kallea establishes the Hydian Way hyperspace route, opening up
new sectors of the galaxy to exploration and colonization.

Circa 1,500 B.B.Y.


As a means of preventing unending wars between their species and the
Quarren, the Mon Calamari attempt a daring social experiment to civilize their
opponents. They capture a million Quarren, take one generation of their
children, and educate them among the Mon Calamari, making that generation
more sympathetic to their enemies. While the experiment works, it creates
lasting resentment on the part of the Quarren.

600 B.B.Y.
The first recorded domesticated rancors are reported on Dathomir.

Circa 500 B.B.Y.


Archaeological excavation begins at Polis Massa.

490 B.B.Y.
The Corporate Sector is formed, encompassing dozens of unexplored worlds.

350 B.B.Y.
The Trade Federation is established. Neimoidians serve pivotal roles in its
formation and administration.

Circa 300 B.B.Y.


The Techno Union discovers Mustafar.

300 B.B.Y.
The Bothans start to master intelligence gathering, exploiting it for political
gain.
The Bith engage in a civil war, destroying their planetary environment. Bith
change their culture, repressing their emotions to prevent further wars.

200 B.B.Y.
The Dressellians are discovered by the Bothans, who, upon seeing their
potential, leave them to evolve without interference.

120 B.B.Y.
Old Republic scouts come to Elom, and encounter the industrialized but not
spacefaring Elomin. They subsequently set up trade and mining operations,
which leads to the Elomin’s first encounter with the other species on their
world, the subterranean Elom.

100 B.B.Y.
The Gungans of Naboo fight off unknown invaders of their world, assembling
their first Grand Army.

32 B.B.Y.
The Kaminoans of Kamino, at the behest of Chancellor Palpatine (and secretly
Count Dooku), start the process of creating a clone army based on the
template of Mandalorian Jango Fett. These clones soon make up the Grand
Army of the Republic, serving as the basis for the Clone Wars and later
becoming the core of the Imperial Army.

25 B.B.Y.
A group of Yuuzhan Vong land on the obscure planet Bimmiel, and begin
surveying the surrounding sectors for the coming invasion.

22–19 B.B.Y.
A Separatist faction arises in the Republic, calling itself the Confederacy of
Independent Systems. Forming a droid army that threatens the Republic, the
conflict escalates to war, causing chaos and uprisings throughout the galaxy.

20 B.B.Y.
A space battle between a Republic cruiser and a Separatist science vessel
named Gahenna (carrying a poisonous defoliant developed for the war)
contaminates the world Honoghr. The native Noghri suffer in silence for
several years as the vegetation on their world dies.
19 B.B.Y.
Palpatine declares himself Emperor, bringing about the rise of High Human
Culture: the ideology that humans are inherently superior to aliens. Many aliens
find their rights and freedoms restricted or revoked and face prejudice
encouraged by the New Order.
The Empire enslaves the Wookiees and bombs their cities. The Trandoshans
hunt those who escape the beleaguered world.
Caamas, a peaceful and noble world loved throughout the Empire, is
completely ravaged by unknown attackers. Caamasi are relocated to refugee
camps, one being Alderaan.
Darth Vader offers environmental aid to the Noghri people on Honoghr in
return for their servitude. Vader then orders his staff to further contaminate
the world to keep them enslaved.
Senior Anthropologist Hoole exiles himself from his homeworld of Sh’shuun,
beginning his most famous studies of other species.

11 B.B.Y.
Imperials discover the planet Maridun, home of the Amanin, and establish bases
there. They later take the Amanin for slaves.

10 B.B.Y.
Miners looking for valuable Lowickan firegems in the Lowick asteroid belt
discover the Pa’lowick species. Not long afterward, their unique vocal talents
become legendary.

9 B.B.Y.
A “death wave” (only the fifth recorded in Chadra-Fan history) occurs on Chad
as ocean floor quakes create massive tsunamis. Hundreds of thousands of
Chadra-Fan are killed.

7 B.B.Y.
On the planet Falleen, scientists under Darth Vader’s orders develop a
biological weapon that accidentally infects the Falleen populace. To protect the
Empire from the virus, Darth Vader orders a bombardment of the planet. More
than two hundred thousand Falleen die.

1–0 B.B.Y.
Mon Mothma issues a Declaration of Rebellion, distributed by holo to
thousands of galactic worlds, which openly declare their allegiance to the
Alliance. These worlds are quickly suppressed, but the event shines a new light
of hope for oppressed species in the galaxy.

0 B.B.Y.
The world Alderaan is destroyed by the Death Star.
Firrerre is destroyed by Hethrir, a student of Vader. The Firrerreo people
are either killed or enslaved.

4 A.B.Y.
Anakin Skywalker (Darth Vader) kills Emperor Palpatine ending his rule and
persecution of all nonhumans.
The Ssi-ruuvi Imperium attacks at Bakura, and is repelled.

7.5 A.B.Y.
Remnants of the Empire release a deadly plague, the Krytos virus, which targets
nonhumans on Coruscant.
Rogue Squadron liberates Thyferra from rogue Imperial Admiral Ysanne
Isard’s control, and freeing up bacta production. The Vratix assume control of
bacta production.

9 A.B.Y.
The Noghri pledge their service to the Alliance and help defeat Admiral
Thrawn.

16–17 A.B.Y.
The Yevetha threaten the New Republic and are defeated.

19 A.B.Y.
The New Republic discovers that Bothans were involved in the destruction of
Caamas.

23–24 A.B.Y.
A radical political movement called the Diversity Alliance is formed, which
spouts alien superiority and the genocide of the human species. After an
attempt to infect worlds with a plague, the Diversity Alliance is disbanded.

25 A.B.Y.
The Yuuzhan Vong begin their conquest of the galaxy.
The Yuuzhan Vong pull the moon Dobido down upon the world of Sernpidal,
killing the famed Wookiee Chewbacca.
The Yuuzhan Vong decimate the garden world of Ithor to eliminate the
bafforr trees that weaken Yuuzhan Vong vonduun crab armor.

26 A.B.Y.
The Yuuzhan Vong annihilate Nal Hutta, driving the Hutts from the system. In
addition they attack Rodia, Druckenwell, Falleen, and Kalarba in an attempt to
cut off the Corellian Run. In the end, they terraform Duro to use it as a
launching point to attack the Core Worlds.

27 A.B.Y.
The Yuuzhan Vong conquer Coruscant and begin to terraform the world.

28 A.B.Y.
The New Republic wins a critical battle against Yuuzhan Vong at Ebaq 9, causing
the invaders to begin stretching their resources.
The New Republic is restructured. Under a new constitution, the Galactic
Federation of Free Alliances (or the Galactic Alliance) is formed, allowing a new
federalism that clearly defines the balance of power among the judiciary, the
Senate, and the planetary governments.

28.2–28.7 A.B.Y.
The Yuuzhan Vong conquer Barab I, Rutan, and Belderone.

29 A.B.Y.
Mandalorian Supercommandos led by Boba Fett drive the Yuuzhan Vong from
the Caluula sector. This further defeat causes the Yuuzhan Vong to retreat to
Coruscant in desperation.

35–36 A.B.Y.
Stirred from their obscurity by the arrival of three refugees from the Yuuzhan
Vong War, the Killiks begin an expansion into territories decimated in the wake
of the Yuuzhan Vong. Absorbing entire peoples into its hive mind, corrupted by
a dark Jedi, the Colony threatens to succeed in its conquest where the Yuuzhan
Vong failed.
The Killik expansion is repelled, when the core of the Dark Nest, Dark Jedi
Lomi Plo, is defeated and Raynar Thul is removed from the hive mind.
Agents of Chaos I: Hero’s Trial • Star Wars: The New Jedi Order,
Book 4, James Luceno, Del Rey Books, 2000

Agents of Chaos II: Jedi Eclipse • Star Wars: The New Jedi Order,
Book 5, James Luceno, Del Rey Books, 2000

Alien Anthology • Wizards of the Coast, 2001


Alien Encounters: The Star Wars Aliens Compendium •
Paul Sudlow et al., West End Games, 1998

Ambush at Corellia • Star Wars: The Corellian Trilogy, Book 1, Roger


MacBride Allen, Bantam Books, 1995
Anakin • one-shot comic, Dark Horse Comics, 1999

The Art of Star Wars Episode I: The Phantom Menace •


Jonathan Bresman, Del Rey Books, 1999

Assault at Selonia • Star Wars: The Corellian Trilogy, Book 2, Roger MacBride Allen, Bantam Books,
1995
The Bacta War • Star Wars: X-Wing, Book 4, Michael A. Stackpole, Bantam
Books, 1997

Balance Point • Star Wars: The New Jedi Order, Book 6, Kathy Tyers, Del
Rey Books, 2001
Before the Storm • Star Wars: The Black Fleet Crisis Trilogy, Book 1,
Michael P. Kube-McDowell, Bantam Books, 1996

The Cestus Deception • Star Wars: Clone Wars, Steven Barnes, Del
Rey Books, 2005

Children of the Jedi • Barbara Hambly, Bantam Books, 1995


Classic Star Wars • twenty-issue series, Archie Goodwin and Al
Williamson, Dark Horse Comics, 1992–1994

Coruscant and the Core Worlds • Wizards of the Coast, 2003


The Courtship of Princess Leia • Dave Wolverton, Bantam Books,
1994

The Crystal Star, • Vonda McIntyre, Bantam Books, 1995

Dark Apprentice • Star Wars: Jedi Academy, Book 2, Kevin J. Anderson, Bantam Books, 1994
Dark Empire • six-issue series, Tom Veitch, Dark Horse Comics, 1991–
1992

Dark Empire Sourcebook • Michael Allen Horne, West End Games,


1993
Dark Force Rising • Star Wars: The Thrawn Trilogy, Book 2, Timothy
Zahn, Bantam Books, 1992

Dark Force Rising Sourcebook • Bill Slavicsek, West End Games,


1992

Dark Horse Presents Annual, 1999 • “Luke Skywalker’s Walkabout,” Phil Norwood, 1999
Dark Journey • Star Wars: The New Jedi Order, Book 10, Elaine
Cunningham, Del Rey Books, 2002

Dark Lord: The Rise of Darth Vader • James Luceno, Del Rey
Books, 2005
The Dark Rival • Star Wars: Jedi Apprentice, Book 2, Jude Watson,
Scholastic, 1999

Dark Tide: Onslaught • Star Wars: The New Jedi Order, Book 2, Mike
Stackpole, Del Rey Books, 2000

Dark Tide: Ruin • Star Wars: The New Jedi Order, Book 3, Mike Stackpole, Del Rey Books, 2000
Darksaber • Kevin J. Anderson, Bantam Books, 1995

Destiny’s Way • Star Wars: The New Jedi Order, Book 14, Walter Jon
Williams, Del Rey Books, 2003
Droids • ongoing series, Dark Horse Comics, 1995

Edge of Victory I: Conquest • Star Wars: The New Jedi Order, Book 7,
Greg Keyes, Del Rey Books, 2001

Edge of Victory II: Rebirth • Star Wars: The New Jedi Order, Book 8, Greg Keyes, Del Rey
Books, 2001
Empire’s End • two-issue series, Tom Veitch, Dark Horse Comics, 1995

Enemy Lines I: Rebel Dream • Star Wars: The New Jedi Order, Book
11, Aaron Allston, Del Rey Books, 2002
Enemy Lines II: Rebel Stand • Star Wars: The New Jedi Order, Book 12,
Aaron Allston, Del Rey Books, 2002

The Essential Guide to Planets and Moons • Daniel Wallace,


Del Rey Books, 1998

The Ewok Adventure • “Caravan of Courage,” MGM/UA, 1984


The Final Prophecy • Star Wars: The New Jedi Order, Book 18, Greg
Keyes, Del Rey Books, 2003

Force Heretic I: Remnant • Star Wars: The New Jedi Order, Book 15,
Sean Williams and Shane Dix, Del Rey Books, 2003
Force Heretic II: Refugee • Star Wars: The New Jedi Order, Book 16,
Sean Williams and Shane Dix, Del Rey Books, 2003

Force Heretic III: Reunion • Star Wars: The New Jedi Order, Book 17,
Sean Williams and Shane Dix, Del Rey Books, 2003

Galaxy Guide 2: Yavin and Bespin • Jonathan Caspian et al., West End Games, 1989
Galaxy Guide 4: Alien Races • Troy Denning, West End Games,
1989

Galaxy Guide 12: Aliens: Enemies and Allies • C. Robert Carey


et al., West End Games, 1995
Galaxy of Fear • Books 1–12, John Whitman, Bantam Books, 1997–1999

Geonosis and the Outer Rim Worlds • Wizards of the Coast,


2004

Han Solo and the Corporate Sector Sourcebook • Michael Allen Horne, West End
Games, 1993
Han Solo and the Lost Legacy • Star Wars: Han Solo Adventures, Book
3, Brian Daley, Del Rey Books, 1979

Han Solo at Stars’ End • Star Wars: Han Solo Adventures, Book 1, Brian
Daley, Del Rey Books, 1979
Hard Contact • Star Wars: Republic Commando, Karen Traviss, Del Rey
Books, 2004

Hard Merchandise • Star Wars: The Bounty Hunter Wars, Book 2, K. W.


Jeter, Bantam Books, 1999

Heir to the Empire • Star Wars: Thrawn Trilogy, Book 1, Timothy Zahn, Bantam Books, 1991; six-
issue comics adaptation, Mike Baron, Dark Horse Comics, 1995–1996
Heir to the Empire Sourcebook • Bill Slavicsek, West End Games,
1992

Hero’s Guide • Wizards of the Coast, 2003


The Hidden Past • Star Wars: Jedi Apprentice, Book 3, Jude Watson,
Scholastic, 1999

The Illustrated Star Wars Universe • Kevin J. Anderson and


Ralph McQuarrie, Bantam Books, 1995

The Jedi Academy Sourcebook • Paul Sudlow, West End Games, 1996
Jedi Search • Star Wars: Jedi Academy, Book 1, Kevin J. Anderson, Bantam
Books, 1994

Jedi Trial • Star Wars: Clone Wars, David Sherman and Dan Cragg, Del Rey
Books, 2004
The Joiner King • Star Wars: Dark Nest, Book 1, Troy Denning Del Rey
Books, 2005

The Krytos Trap • Star Wars: X-Wing, Book 3, Michael A. Stackpole,


Bantam Books, 1996

Labyrinth of Evil • Star Wars: Episode III Prequel, James Luceno, Del Rey Books, 2005
Lando Calrissian and the Mindharp of Sharu • Star Wars: Lando
Calrissian Adventures, Book 1, L. Neil Smith, Del Rey Books, 1983

Lando Calrissian and the Starcave of Thonboka • Star Wars:


Lando Calrissian Adventures, Book 3, L. Neil Smith, Del Rey Books, 1983
The Last Command • Star Wars: The Thrawn Trilogy, Book 3, Timothy
Zahn, Bantam Books, 1993; six-issue comics adaptation, Mike Baron, Dark Horse
Comics, 1997–1999

The Last Command Sourcebook • Eric Trautmann, West End


Games, 1994

Lightsabers • Star Wars: Young Jedi Knights, Book 4, Kevin J. Anderson and Rebecca Moesta, Berkley
Books, 1995
Lyric’s World • Star Wars: Junior Jedi Knights, Book 2, Nancy Richardson,
Berkley Books, 1995

The Mandalorian Armor • Star Wars: The Bounty Hunter Wars, Book 1,
K. W. Jeter, Bantam Books, 1998
Medstar I: Battle Surgeons • Star Wars: Clone Wars, Michael Reaves and
Steve Perry, Del Rey Books, 2004

Medstar II: Jedi Healer • Star Wars: Clone Wars, Michael Reaves and
Steve Perry, Del Rey Books, 2004

The Movie Trilogy Sourcebook • Greg Farshtey and Bill Smith, West End Games, 1993
The New Essential Chronology • Daniel Wallace, Del Rey Books,
2005

The New Essential Guide to Characters • Daniel Wallace, Del


Rey Books, 2002
The New Jedi Order Sourcebook • Wizards of the Coast, 2002

The New Rebellion • Kristine Kathryn Rusch, Bantam Books, 1996

Outbound Flight, • Timothy Zahn, Del Rey Books, 2006


The Paradise Snare • Star Wars: The Han Solo Trilogy, Book 1, A. C.
Crispin, Bantam Books, 1997

Planet of Twilight • Barbara Hambly, Bantam Books, 1997


Prophets of the Dark Side • Paul Davids and Hollace Davids, Bantam
Books, 1993

Rebel Dawn • Star Wars: The Han Solo Trilogy, Book 3, A. C. Crispin,
Bantam Books, 1998

Rogue Planet • Greg Bear, Del Rey Books, 2000


Rogue Squadron • Star Wars: X-Wing, Book 1, Michael A. Stackpole,
Bantam Books, 1996

Secrets of Tatooine, • Wizards of the Coast, 2001


Shadows of the Empire • Steve Perry, Bantam Books, 1996; six-issue
series, John Wagner et al., Dark Horse Comics, 1996

Shadows of the Empire Sourcebook • Peter Schweighofer, West


End Games, 1996

Shatterpoint • Star Wars: Clone Wars, Matthew Woodring Stover, Del Rey Books, 2004
Shield of Lies • Star Wars: The Black Fleet Crisis Trilogy, Book 2, Michael P.
Kube-McDowell, Bantam Books, 1996

Showdown at Centerpoint • Star Wars: The Corellian Trilogy, Book 3,


Roger MacBride Allen, Bantam Books, 1995
Specter of the Past • Star Wars: Hand of Thrawn, Book 1, Timothy Zahn,
Bantam Books, 1997

Splinter of the Mind’s Eye • Alan Dean Foster, Del Rey Books, 1978;
four-issue series, Terry Austin et al., Dark Horse Comics, 1995–1996

Star by Star • Star Wars: The New Jedi Order, Book 9, Troy Denning, Del Rey Books, 2002
Star Wars • ongoing series, Marvel Comics, 1984–1987

Star Wars • National Public Radio dramatizations, Brian Daley, 1981;


published by Del Rey Books, 1994
Star Wars Adventure Journal • twelve-issue series, edited by Peter
Schweighofer, West End Games, 1994–1997

Star Wars Battlefront • video game, LucasArts Entertainment

Star Wars: Behind the Magic • CD-ROM, LucasArts Entertainment, 1997


Star Wars—Clone Wars • animated, Volume 1, 2003

Star Wars—Clone Wars • animated, Volume 2, 2003


Star Wars Encyclopedia • Steven J. Sansweet, Del Rey Books, 1998

Star Wars Episode I: The Phantom Menace • film, Lucasfilm


Ltd., 1999; novelization, Terry Brooks, Del Rey Books, 1999

Star Wars Episode I Insider’s Guide • CD-ROM, LucasArts,


1999
Star Wars Episode II: Attack of the Clones • film, Lucasfilm Ltd.,
2002; novelization, R. A. Salvatore, Del Rey Books, 2002

Star Wars Episode III: Revenge of the Sith • film, Lucasfilm Ltd.,
2005; novelization, Matthew Stover, Del Rey Books, 2005

Star Wars Episode IV: A New Hope • film, Twentieth Century Fox, 1977; novelization,
George Lucas, Del Rey Books, 1976
Star Wars Episode V: The Empire Strikes Back • film, Lucasfilm
Ltd., 1980; novelization, Donald F. Glut, Del Rey Books, 1980

Star Wars Episode V: The Empire Strikes Back • National Public


Radio dramatization, Brian Daley, 1983; published by Del Rey Books, 1985
Star Wars Episode VI: Return of the Jedi • film, Lucasfilm Ltd.,
1983; novelization, James Kahn, Del Rey Books, 1983

Star Wars Galaxies • video game, LucasArts Entertainment

Star Wars Jedi Knight: Jedi Academy • video game, LucasArts Entertainment
Star Wars: Knights of the Old Republic • video game, LucasArts
Entertainment

Star Wars: Knights of the Old Republic II: The Sith Lords •
video game, LucasArts Entertainment
Star Wars Monopoly Game •; Parker Brothers, 1996

Star Wars Republic Commando • video game, LucasArts


Entertainment

Star Wars: The Roleplaying Game • second edition, Bill Smith, West End Games, 1992
Star Wars Sourcebook • Bill Slavicsek and Curtis Smith, West End
Games, 1987

The Swarm War • Star Wars: Dark Nest, Book 3, Troy Denning, Del Rey
Books, 2005
Tales from the Mos Eisley Cantina • edited by Kevin J. Anderson,
Bantam Books, 1995

Tales of the Bounty Hunters • edited by Kevin J. Anderson, Bantam


Books, 1997

Tales of the Jedi • five-issue series, Tom Veitch, Dark Horse Comics, 1993–1994
Tales of the Jedi: Dark Lords of the Sith • six-issue series, Tom
Veitch and Kevin J. Anderson, Dark Horse Comics, 1994–1995

Tales of the Jedi: The Freedon Nadd Uprising • two-issue series,


Tom Veitch, Dark Horse Comics, 1994–1995
Tales of the Jedi: The Golden Age of the Sith • five-issue series,
Kevin J. Anderson, Dark Horse Comics, 1996–1997

Tales of the Jedi: Knights of the Old Republic • five-issue series,


Tom Veitch, Dark Horse Comics, 1994

Tales of the Jedi: The Sith War • six-issue series, Kevin J. Anderson, Dark Horse Comics,
1995–1996
Tales of the Jedi Companion • George R. Strayton, West End
Games, 1996

Traitor • Star Wars: The New Jedi Order, Book 13, Matthew Woodring
Stover, Del Rey Books, 2002
Triple Zero • Star Wars: Republic Commando, Karen Traviss, Del Rey
Books, 2006

The Truce at Bakura • Kathy Tyers, Bantam Books, 1993

Tyrant’s Test • Star Wars: The Black Fleet Crisis Trilogy, Book 3, Michael P. Kube-McDowell,
Bantam Books, 1997
Ultimate Adversaries • Wizards of the Coast, 2004

Ultimate Alien Anthology • Wizards of the Coast, 2003


The Unifying Force • Star Wars: The New Jedi Order, Book 19, James
Luceno, Del Rey Books, 2004

The Unseen Queen • Star Wars: Dark Nest, Book 2, Troy Denning, Del
Rey Books, 2005

Vader’s Fortress • Star Wars: Junior Jedi Knights, Book 5, Rebecca Moesta, Berkley Publishing
Group, 1995
Vector Prime • Star Wars: The New Jedi Order, Book 1, R. A. Salvatore,
Del Rey Books, 1999

Vision of the Future • Star Wars: Hand of Thrawn, Book 2, Timothy Zahn,
Bantam Books, 1998
Wedge’s Gamble • Star Wars: X-Wing, Book 2, Michael A. Stackpole,
Bantam Books, 1996

The Wildlife of Star Wars: A Field Guide • Terryl Whitlatch and


Bob Carrau, Chronicle Books, 2001

X-Wing Rogue Squadron • ongoing series, Dark Horse Comics, 1995–1999


Yoda: Dark Rendezvous • Star Wars: Clone Wars, Sean Stewart, Del
Rey Books, 2004
ANN MARGARET LEWIS began her career writing children’s
stories, comic book stories, and activity books for DC
Comics. She has contributed to several media
magazines, books, and websites, and is the author of
the first Star Wars: The Essential Guide to Alien Species.
She inhabits a section of our universe known as the
Bronx in New York City with her life mate, Joseph
Lewis, her toddler offspring, Raymond Allen Lewis, and
a member of a feline species whose name is Camille.

HELEN KEIER has had a varied career, including advanced


training as a research psychologist and statistician. She
currently works as an online learning specialist and
technical trainer and writer. Helen has written for
several genre and media websites and is a past
contributor to Star Wars Insider, the official Lucasfilm
magazine. She lives in New York City with her son,
Vince Skrapits, and two cats, Wedge Antilles and
Aurra Sing.
CHRIS TREVAS grew up playing with lightsabers and
Wookiees in the suburbs of Detroit, Michigan. He
attended the College for Creative Studies before
beginning his official Star Wars career in 1995. Since
then he has created artwork for a multitude of Star
Wars projects, including books, magazines, games,
trading cards, packaging, and toys. Chris is also a
writer and illustrator for Star Wars Insider magazine.
Visit him online at www.christrevas.com.

WILLIAM O’CONNOR was born on Long Island, New York,


in 1970. He began studying art formally at the age of
ten. After receiving a BFA from Alfred University in
1992, he continued his studies as an illustrator in
Manhattan, where he quickly became a familiar face in
the gaming and publishing field. Working with clients
such as Wizards of the Coast, Hasbro, HarperCollins,
AEG, The History Channel, and Doubleday Books,
William has created thousands of paintings and
drawings for hundreds of projects. The artist now
keeps his studio in New Jersey, where he illustrates and paints, and also teaches
in his free time. You can visit him at www.wocillo.com.

You might also like