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Vorpal Blades

PostPosted: Thu Mar 02, 2006 7:52 pm


A-C

Species
This is a list of most of the known species in the Star Wars Universe. It will come after the planets list. The list is here so people can read about all the different species and choose different ones so there can be variety in the guild as opposed to everyone being human.

(Species list originally made by Tanamon)


(EDIT By: TahiriVeilaPanjrinanu

Full Species List Here!)


A

Abyssin:
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The Abyssin are an alien race native to the planet Byss. These tall humanoids have long, well-muscled limbs and a single, slitted eye. The eye of the Abyssin has twin lenses and dual focal planes, which allows the Abyssin some measure of depth perception. They have incredible regenerative ability, and actually consume their own body mass and rebuild cells. An average Abyssin body cell is replaced every 80 hours. Many of the normal organs found in pairs in other races are singular in the Abyssin, but can be regenerated if injured.

They are a nomadic race, with no substantial exports. Thus, the planet has been relatively ignored by traders. The primary visitors to the planet are slavers who come to export the Abyssin themselves. When two tribes of Abyssin meet, they will either enter into a Trade (if water and food are plentiful, gaunts, weapons, or young are exchanged) or a Blooding (a fight to the death for water rights).

The Abyssin have greenish-tan skin and long arms that reach to the ground when they walk. Their hands end in sharp claws. Although Abyssin can live to be over 300 years in age, their ability to regenerate gradually decreases. Those Abyssin who can no longer regenerate themselves usually walk into the desert and die. Those that refuse to die are ritually stoned by younger Abyssin.

Advozse:
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The Advozsec are an alien race characterized by their short stature, large black eyes, and enlarged cranium. Their skulls are punctuated by a short, thick horn which protrudes from the center of their forehead. Their ears are pointed. Their large eyes allow them to see in the murky light.

Native to the planet Riflor, the Advozsec have evolved in the planet's dense, ash-filled atmosphere. Riflor's constant tectonic activity has instilled a sense of skepticism and pessimism, as the Advozsec cities are continually being rebuilt after natural disasters. A herbivorous race, the Advozsec have developed technology that mirrors much of the galaxy, although they tend to build it on a smaller, more transportable scale.

Alderaanian
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Alderaanians are well known for the beautiful structures on their planet. Every city and structure on Alderaan is specially made to blend into the natural surroundings and bring them closer to the nature of their homeworld. Due to their innate ability to create structures that look more like natural creations than man-made ones, Alderaanian architects are widely sought. The Alderaanian culture is one that respects all life and nature, believing that each life is a sacred thing and is not to be thrown away. Alderaanians are widely known for their diplomacy which they skillfully employ to avoid all conflict. Their skills in diplomacy were so good, that Alderaan has been virtually left untouched by the galactic conflicts over the thousands of years. Due to their peaceful nature, handling fire arms is not common knowledge. Even the planetary police force has very few weapons that could do lethal damage.

Anzati
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The Anzati race is a unique species in the galaxy as they do not exist in a similar fashion to other species. They are ancient, rumoured to be one of the first to ever roam the galaxy. With the average Anzati reaching 1.7m in height, they look almost exactly like humans, except they do not have a biological rhythm. They live off the life essence of other sentient beings, this is also referred to as Soup or Luck.

It is believed that Anzati are one of the oldest species, one of the original, yet because of their reclusive mannerisms and desire of the essence much has contributed to the myth of the Anzati. According to most reports, because Anzati are loners, it has thus contributed to the false impressions that they are vampires.

They access the essence through prehensile proboscises they keep coiled in pockets in each of their cheeks. They are predators who mesmerize victims through a telepathic mind control, which gets stronger the closer they are. Habitually the Anzati stalk their prey and corner them. The extraction of soup begins when they uncoil the proboscises, insert them through the victim's nostrils and then attach to the brain. Some Anzati are known to keep their prey alive for future feedings. The need for this is believed to related to the fact Anzat cannot sustain life.

This drive to fill the void for soup is something that consumes the Anzati way of life. Some Anzati regard other species as cattle and a meal, while others try to control their needs.

They do not reproduce often and their parents do not name their offspring. Anzati often adapt human names to blend in with their surroundings. Youthful Anzati reach puberty at approximately one hundred years of age and leave Anzat to hunt for soup. This soup gives the Anzati race a perceived form of immortality, seemingly never succumbing to old age, able to sustain life for over a thousand years with little resemblance of aging. However, as the Anzat ages, the urge for soup grows, often resulting in isolation from their peers, self-destruction and increased feedings.

Aqualish
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The Aqualish are a walrus-faced race of bipeds from the planet Ando. There are two castes of Aqualish society. The higher caste has hands which are articulated webs with opposable thumbs, and is known as the Quara. The lower caste has clawed hands, rather than the webbed ones, and is known as the Aquala. The distinction between levels is very great; webbed Aqualish hold governmental and commercial positions, while the clawed Aqualish are usually left to become bounty hunters and smugglers.

They are a belligerent yet technologically advanced race. The Aquala live in vast sailing ships, while the Quara live on the planet's small islands. They have a long history of civil war, and have destroyed Ando's sister planet because of it. The war was initiated by the Aquala, who blamed the Quara for the declining harvests of fish. The war lasted until an exploration ship landed on Ando. The two groups banded together and killed the ship's crew. Eventually, the non-technical Aqualish discovered how to fly the ship, and even learned how to build their own.

The old grudges soon re-surfaced, though, and the two factions took their battle to Ando's sister planet. When the Empire arrived, the war-loving Aqualish tried to overthrow them. The sheer might of the Empire battered the Aqualish into submission, but it instilled a deep hatred in the Aqualish culture.

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

Arcona live in loose, family-based collectives called nests that are ruled over by the Grand Nest. The society arose from the need to protect the young Arcona. The need for community is so strong that Arcona lack a sense of individuality; they rarely speak of themselves in the first person and instead use the pronoun "we."

Cona has been a source of metals and minerals for galactic corporations for centuries, and in that time, a peculiar blight has hit the Arcona populace. The results of salt -- simple sodium chloride -- interacting with their optic nerves creates an addictive, hallucinatory array of colors in their vision. As a deadly side effect, the salt destroys their ammonium-utilizing pancreatic organ. Arcona salt addicts will do whatever they can to feed their addiction, while Arcona non-addicts will attack those smuggling salt to Cona. The female Arcona, which are generally less responsible than the male, form the bulk of the addict population. Addicts need 25 grams of salt per day, or they will suffer physiological pangs of withdrawal. Arcona salt addicts are easily recognized by the color of their eyes -- they are a glittering gold instead of the usual green color.

B

Barabel
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The Barabel hail from the dark, humid world of Barab 1. They are large reptillian humanoids with black keratin scales covering their bodies. Their bulging, slitted eyes are set above huge mouths filled with needlelike teeth that often reach five centimeters in length. they stand between 1.9 meters and 2.2 in height.

Barabels evolved from nocturnal predators, so they have very good eye sight both during the day and in the darkness of the night. They also have a layer of fat that retains heat, so they fight well in both sunbaked heat and freezing cold temperatures.

Barabel culture remains primitive by galactic standards and relies on a strong clan structure. They have small communities that are located in warrens of underground caves and tunnels. Barabels are mean-spirited, short-tempered, and confront things in a aggresive manner. The only exception to this is their siblings, parents and mates; which they are genuinely affectionate toward their offspring.

Bith
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The Bith are a race of pale-skinned aliens with large skulls and long, splayed fingers. Their ancestral origins are hard to discern, because their bodies contain no trace of anything but Bith information. They have evolved into a race which excels in abstract thinking, although they lack certain instinctual emotions like fear and passion. Their huge eyes lack eyelids because they have evolved past the need for sleep, and allow them to see in minute detail. The thumb and little fingers on each hand are opposable, and their mechanical abilities are known throughout the galaxy.

They are native to the planet Clak'dor VII in the Mayagil system. They quickly developed advanced technologies, among them the use of deadly chemicals for warfare. A planetwide toxicological war between the cities of Nozho and Weogar - based on the disputed patent rights to a new stardrive - destroyed the once-beautiful planet, and left the Bith the choice of remaining bound there or expanding to the stars.

Immediate survivors were formed to build hermetically-sealed cities, although they quickly realized that it would better preserve their race to travel among the stars. Bith mating is a less than emotional experience, as the Bith race has lost the ability to procreate sexually. Instead, they bring genetic material to a Computer Mating Service for analysis against prospective mates. Bith children are created from genetic material from two parents, which is combined, fertilized, and incubated for a year.

Bomarr Monk
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The B'omarr Monk are a sect of monks who inhabited the wastes of Tatooine. The B'omarr built a huge citadel in the deep desert in order to isolate themselves and concentrate on the physical denial of all senses that is central to their belief system. One thing that is known about the B'omarr is that, when they reach a certain level of spiritual awareness, they have their brains surgically removed from their bodies and placed in a nutrient suspension. The reason behind this ritual stems from their belief that they no longer need their physical bodies to continue their devotion.

Bothan
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Bothans are humanoid aliens and are covered with fur that ripples in response to their emotional state. They have tapered ears and both males and females sport beards. They average 1.6 meters and live slightly longer than humans. Their native planet of Bothawui is a lush planet with cites and vegetation in peaceful coexistence.

Bothans are masters of deception and spying. Their spy networks rival those of the Empire and the Rebel Alliance. They are also outspoken for their beliefs, and are often in political positions. They are also very loyal, and take pride in their loyalty to various Bothan clans. It is documented in the City Hall of the capital city that there are 608 Bothan clans.

C

Cerean
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Cereans are a wise and perceptive race whose binary intellectual capabilities allow them to look at an issue from many different angles, and makes them excellent problem solvers.

While they are renowned for their intellect, their capabilities as leaders in battle go almost unrecognized by scholars. They are docile by nature, but when confronted with life-or-death decisions, they become fierce and fearless individuals, inspiring these traits in those under them when leading a group in battle.

They are very ecologically-minded beings, as their homeworld of Cerea relies on a very fragile balance of flora and fauna to maintain its natural cycles and continue sustaining life. This oneness with nature has proven itself time and again as a quality that helps make them excellent survivors in nearly any planet's wilderness. Cereans throughout the galaxy have made names for themselves as excellent scholars due to their superior logic, excellent ability to retain knowledge, and innate problem-solving skills, making their intellects highly valued by educational institutions everywhere.

Chadra-Fan
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The small, quick witted inhabitants of Chadra, the Chadra-Fan, resemble humanoid rodents, with large ears, dark eyes, and flat, circular noses with four nostrils. The fur-covered, rodent-like Chadra-Fan are blessed with infrared sight and an advanced chemoreceptive smell. These small, one meter tall beings love to have fun. They tend to be flighty and have short attention spans, though they enjoy tinkering with technological items.

Chevin
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Despire their appearance, the Chevin are a technologically advance, carnivorous species belonging to the pachydermal family. The species originated on Vinsoth, a world of rolling plains, with arctic polar regions, and few deserts. The Chevin have thick, wrinkeled gray skin that provides a thick hide of protection, and the ability to regulate their body temperature. The Chevin stand around 2.5 meters on two thick legs that support their bulky frames. They have large heads, which support a trunk that stretches down to the ground. This trunk allows the Chevin to forage for food while watching for predators. Though slow, the Chevin evolved into good, calculating hunters. They hunted in groups, and circled their prey until it was caught by one of their advanced traps. Their culture has forged the species into a greedy one. Chevins are infamous for their lust for money, power, and status. They will accomplish their goals by any means necessary. The Galaxy has come to see Chevin as gamblers, smugglers, blackmailers, and gun runners. They are also notorious as slavers for manipulating the humanoid race of Vinsoth, the Chevin.

Although the Chevin are capable of using weapons of destruction, the Chevin tend to have others do their dirty work, or just force their slaves to do it for them. Though technologically advanced, they did not research their technology. They acquired it from an unknown offworld source, and adapted it to their lifestyle and needs. As a migratory species, the Chevin once walked the plans of Vinsoth. Now with technology, most travel the world on large community platforms, similar to the Ithorians and their herdships. The destitute Chevin tend to employ ground vehicles with wheels, rather than the repulsorlifts that wealthier Chevin put to use. While the Chevin travel on the platforms, the slaves walk and are expected to keep up.

Clawdite
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Clawdites are a genetic offshoot, normal-sized humanoids who can change their appearance at will, of the humanoid natives of Zolan, a planet found somewhere in the Mid Rim. Their development came about by accident, when scientist sought to trigger long-dormant skin-changing genes among the Zolanders to protect them from solar radiation. This event, centuries ago, triggered the divergence of the Clawdite species from the Zolander evolutionary line. Some rumours indicates that radioactive bombardment from outer space was the reason for the change in the Zolanders, rather than a failed experiment, resulting in the creation of this new race.

Their native language of this species is known as clawdite races, consisting mainly of hissing sibilants and stressed, guttural croaks. They are a religious race unlike their cousins’ species Zolander.

Clawdites are able to change the colour, texture, and shape of their skins, allowing a Clawdite to mimic that of another humanoid species of the same general physical shape. This does not allow Clawdites to generate extra limbs or other appendages, but they are able to imitate the texture and patterns of skin-tight clothing. Shape shifting is a special skill which some clawdites have developed their skin-changing talents to a greater degree, allowing them to change the length, colour, shape, and texture of their hair, as well as the coloration of their eyes. This fine control can even be used to alter specific portions of the Clawdite's body. It takes a good deal of patience and practice for the Clawdites to perform this change, furthermore it is an extremely uncomfortable process in which they must endure great pain to shift and maintain a shape other than their natural form. Expert shifters employ special therapeutic oils and meditative techniques to aid their transformations. Depending on the skill of the individual Clawdite, they might simply change their facial appearance or alter their entire body shape. The ability to alter one's shape allowed the Clawdites to blend into enemy camps, where they could gather intelligence for commit crimes.

When they are at "rest," a Clawdite is indistinguishable from a regular Zolander. Known Clawdites, however, have long been ostracized from Zolander society, deemed sinful and impure, and forced to live in secured ghettos. This fact leaded to many conflicts, even several periods of civil war against the Zolanders.

Corellian
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Known throughout the galaxy for their luck and shady dealings, Corellians tend to be very cliquish and trust only family and very close friends. Many Corellians tend to suffer from wanderlust and desire to travel the stars but their close family ties keep bringing them back to their homeworld Corellia.

Due to the big separation from the rich and poor and the fact that they suffer from wanderlust, most young poor Corellians tend to go to work for crime organizations who will usually lend them a ship for services.

Due to their lack of trust of outsiders, Corellians have the tendency to be violent towards any intruders.

Coruscani
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This race of humans inhabit the grand planet of Coruscant. Due to the whole planet being one large city, they lack all real knowledge of farming or other rural activities. Though, over time, they have developed an extreme skill in being able to read people. They have tremendous social skills, which reflects on how most of them grow up to be politicians.

Coway
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An underground-dwelling race of furred humanoids, the Coway inhabit Mimban, the fifth planet in the Circarpous system. This aggressive species has an intense dislike of surface dwellers. When the Empire arrived on Mimban, the Coway avoided them by moving deeper under the surface. Unfortunately, the Imperial mining operation infringed on that space, causing the Coway to rebel with unpredictable spurts of violence.
Near-bottomless shafts built by the extinct Thrella often have side passages called Coway shafts leading to their underground world. One particular Coway shaft, lit by a type of luminous fungi, contains a vast subterranean lake that the Coway cross on large lilypads. The lake houses a dangerous, amorphous pseudopod-creature, and an abandoned Thrella city is located on the lake's far edge. This shaft's 200 Coway live in a primitive village built in a huge natural amphitheater. Their tribes are ruled by a triumvirate of leaders, who appeal to their god Canu for judgment on important matters.

Coway are covered with fine gray down. They are bipedal humanoids, with small eyes and large eyelids, and infrared vision that allows them to see in the dark. Their digestive system utilizes stronger amino acids for digesting uncooked meats, lichens, and fungus that would be poisonous to humans.  
PostPosted: Thu Mar 02, 2006 8:04 pm


D-F

D

Dashade
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By all rights, the Dashade should be extinct. Their world was destroyed by the massive multiple-supernova Cron Drift explosion sparked in the Great Sith War, killing all life on the planet. Four millennia later, sporadic accounts of Dashade-sightings continue, but very little hard data exists since those who see a Dashade rarely live long enough to report it.
During the height of Dashade civilization, the powerfully-built people were ruled by aggressive warlords. The harsh conditions of Urkupp, the sun-scorched resource-poor homeworld of the Dashade, fostered a philosophy of rule by strength. When their early spacefaring efforts revealed to the Dashade a larger galaxy populated by Jedi and the ancient Sith, it only strengthened these ideas.

The Dashade found allies in both the Sith and the Jedi. The ancient Jedi Knights used Dashade combat instructors to hone the warrior skills of their young Padawans. Not only were the Dashade physically resilient opponents, but they showed a partial immunity to Force-based powers. The Sith, too, employed the Dashade, as guards and assassins.

With the devastation of Urkupp, many in the galaxy assumed the Dashade were yet another tragic casuality of the Great Sith War. At least one influential royal Falleen family took steps to preserve their Dashade ranks. The Falleen placed over three dozen Dashade into cryogenic suspension, unleashing the warriors one at a time when a special assignment called for it. These Falleen nobles were the ancestors of Prince Xizor, and he inherited the last Dashade Shadow Killer from that era, a merciless warrior named Ket Maliss.

But he is not the last of his species. New Republic historians have found evidence that Dashade mercenaries may have been employed during the great purge of the Jedi order that accompanied the rise of the Galactic Empire. And perhaps Dashade colonies still exist, founded before the destruction of Urkupp, still waiting to be discovered.

The Dashade are muscular humanoids with high foreheads, a lamprey-like mouth, powerful claws, and a natural ability to dissipate heat that makes them difficult to spot with most life-form sensors.

Defel
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The Defel are a wraith-like race that absorbs normal light through their fur and skin, appearing to be nothing more than a shadow. In ultraviolet light, they appear as short, muscular lupine humanoids with thick fur and unusual, three-jointed fingers. They live underground on the planet Af'El, mining the various metals in the planet's crust and outer core. They can see equally well in normal and ultraviolet lighting, and their eyes appear to glow red in normal light.

Devaronian
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The Devaronian are one of the most unique races in the galaxy, as their male and female sexes are so vastly different in appearance and temperament. The males are docile, non-agressive creatures with smooth, hairless skin and short horns on their heads. They take great pride in their horns, and groom them quite regularly.

The females, on the other hand, are covered in calico fur and do not have horns. They are aggressive by nature, and tend to dominate their culture. It is believed that they are descended from a race of primates that lived in the mountains of Devaron, their homeworld, and that their horns were a genetic mutation that proved useful in fending off predatory birds.

Devaronians are carnivores and generally have an efficient metabolism, consuming nearly every bit of food they eat. This means that they don't go to the toilet as often as other races. Devaronians were one of the first races to discover the secrets to space travel and develop stardrives.

Dresselian
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An alien race native to the planet Dressel, the Dresselians are tall, thin humanoids with heavily-wrinkled skin. They are often referred to as Prune Faces, a description of their long, wrinkled skulls. They are a tenacious race, discovered some 200 years before the Galactic Civil War by the Bothans, though they have remained largely isolationist. They are technologically unadvanced for a culture thousands of years old, but are considered some of the most hardy trailblazers and scouts in military circles.

Dug
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Dugs are slender, powerfully-built beings with a somewhat humanoid build and a unique method of walking. Their strong arms are used as legs, and their lower limbs are used as arms. Dugs have smooth skin, which hangs loose and pouchy around their necks, fin-like ears, and pronounced snouts.
Dugs are known for their ill-tempered demeanor, and many are little more than bullying thugs. Diminutive Dugs often feel the need to throw around their strength in bids to establish dominance. One of the best known Dugs is Sebulba, a Podracing champion from Pixelito on Malastare.

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

E

Ewok
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A diminutive race of furry creatures on the Forest Moon of Endor that resemble small bears. They have large, bright eyes, small black noses, and hands which possess two fingers and an opposable thumb. Although they have no true technology, they have developed a highly developed civilization based on various mechanical devices built from tree limbs, bones, and animal hides. They live in the huge trees of Endor, but have farms and fields on the ground. They are friendly by nature, and have cunning minds capable of solving puzzles. They worship a religion based on the legends of spirits living in the moon's giant trees.

F

Falleen
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Falleen are reptilian humanoids that occupy the Falleen star system. They are a handsome species exotic in appearance with scaled, gray-green skin and a spiny, sharp ridge that extends down the center of each individual's back. This ridge is indicatave of their reptilian nature, as is their ability to change skin color. Female Falleen look slightly different from their male counterparts, in that the spinal ridge is smaller, their skin is lighter, and the ability to change color is somewhat more limited than the males.

Unlike most reptilian species, Falleen grow hair. The females like to wear it long and adorn it with combs and beads. The males wear their hair tied up in a single braid or topknot. In recent years, some females have taken to wearing topknots, in an effort to obtain the same elevated status as is enjoyed by the males.

The species is considered aesthetically pleasing by most humanoids. Although their physique is perceived as well defined and attractive, the widespread acceptance they enjoy is not solely based on appearance. They can exude pheromones at will, and these chemicals are used to control the perceptions of others - perceptions that the Falleen frequently manipulate to their advantage. Falleen pheromones are so powerful, they can produce an almost hypnotic effect, and the manipulations often take on lustful overtones. The Falleen are also a long-lived species, living 250 standard years on the average. Some healthy individuals have been known to live 400 years.

What also makes the Falleen attractive is the aura of mystery in which they have wrapped themselves. They are not a talkative species and tend to be pensive. They do not show emotion in public, and they maintain a great deal of control over their physiology. Culturally, they remain stoic and shun outward signs of passion and anger. They experience emotion, but simply don't show it. As a result, the Falleen regard beings who do show their emotions to be inferior.

They have also harnessed the ability to control their skin color and have learned to use it 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 and mastery. They use their pheromones to enhance the effect and further make a subject susceptible to suggestion. Pheromones may also be used between Falleen as communication tools, although they always suspect duplicity and remain disciplined in order to resist suggestions that may be imposed on them by others.

While the Falleen have employed space travel technology for generations, they rarely venture to the stars. Because they consider the Falleen system to be the bastion of the galaxy's greatest culture, they prefer to manage their own affairs on their homeworld, rather than deal with offworlders. Their music, sculpture, art, and architecture provide a source of great pride for them, although they rarely share them with offworlders.

Falleen society is feudal, with lower houses ruling lower classes of artisans, technical workers, general workers, and slaves. Monarch rulers govern their kingdoms, caring more for internal political intrigues and the display of their wealth, rather wasting resources in waging war against one other. These kings maintain commerce with one another and occasional arguments over boundary disputes are never taken to extremes. Young Falleen nobles will sometimes spend part of their adolescent years on what is called a pilgrimage, a tour of the galaxy that allows them to experience all it has to offer. Most of them return to employ what they have learned when the time comes for them to ascend to the throne.  

Vorpal Blades


Vorpal Blades

PostPosted: Thu Mar 02, 2006 8:41 pm


[ Message temporarily off-line ]  
PostPosted: Thu Mar 02, 2006 8:42 pm


J-M

J

Jawa
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Native to the desert planet Tatooine, Jawas are intelligent, rodentlike scavengers, obsessed with collecting outmoded and abandoned hardware. About a meter tall, they wear rough-woven, homespun cloaks and hoods to shield them from the hostile rays of Tatooine's twin suns. Usually only bright, glowing eyes shine from beneath the dark confines of a Jawa hood; few have ever seen what hides within the shadowed garments. One thing is certain, to other races the smell of a Jawa is unpleasant and more than slightly offensive.

Jawas understand the common language of the Empire, but prefer their natural tongue, a jabbering of low, guttural croaks and hisses intelligible to most inhabitants of Tatooine - at least to those who must deal with them. Jawas also speak a strange, variable dialect of their language that is incomprehensible to non-Jawas; this greatly aids their ability to bargain with outsiders. Moisture farmers often learn the hard way that it is safer to deal with one Jawa than to negotiate with a Jawa committee.

Jawas roam the desert world of Tatooine, collecting abandoned Droids, broken machinery, and any other scraps of advanced technology they find. They travel in enormous, treaded fortress-homes called 'sandcrawlers,' scouring the endless wastes in search of salvage. These migrant mechanics are basically high-tech junk dealers who gather things people throw away and sell them to others. They have even been known to take equipment off a moisture farmer's hands -- especially if it's not guarded or securely locked in place. After a few weeks of rewiring and alterations, these wheeler-dealers may even attempt to sell the equipment back to the original owner -- at a substantial profit, of course. (Most races would consider this treachery and stealing; Jawas consider it good business.)

Jawas are inherently paranoid and fear everything, but apparently have but two natural enemies: Sand people and Krayt Dragons. Sand People are reluctant to attack anything as large as a sandcrawler, but constantly seek opportunities to raid Jawa scavenging parties that wander too far from the mobile fortresses. Krayt Dragons have no such qualms and have been known to attack the giant land vehicles on various occasions.

Though cowards, if pushed too far, Jawas will use their weapons: blasters of their own design, pieced together from parts of a wide variety of mechanical sources. Reports also exist of entire moisture farms being flattened by sandcrawlers. Whether these rare incidents are accidental occurrences or some form of retribution is unknown, but most Jawas would rather scurry away than fight.

In the few cities that rise out of the Tatooine wastes, Jawas can be found excitedly fawning over the vast concentration of vehicles and Droids found there. Often their fear gives way to their obsessive tendencies in the presence of so much high-technology and the creatures must be forcibly and repeatedly frightened away. Many visitors complain of emerging from a cantina to find dozens of Jawas scurrying over their newly polished landspeeders, pawing and drooling disgustingly.

Despite appearances however, Jawas are accomplished repairmen with an innate knack for analyzing machinery. They may not understand robotic theory or repulsorlift engines, but they can get a malfunctioning Droid to work or an unresponsive landspeeder to operate -- at least long enough to sell it to a desperate moisture farmer.

Jawas take no interest in local or far-ranging politics (and probably wouldn't be allowed to if they did) and have shown no inclination toward either the Rebellion or the Empire. Their only interests lie in making deals and acquiring more of their precious technology.

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Kaminoan
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This alien race is native to the planet Kamino. The average Kaminoan is a tall, thin being with pale skin and a small, knob-like skull. The male of the species has a thin ridge encircling their heads, which the females do not display. Their almond-shaped eyes can see in a variety of spectra beyond that of visible light.

The Kaminoans are aloof in nature, preferring to remain isolated and keeping to themselves. The Kaminoans are considered to be one of the most adept species in the creation of clones, although very few beings in the galaxy at large even know of the existence of the Kaminoans. The Kaminoans have been developing and perfecting cloning technology for many centuries prior to the Clone Wars.

It is widely believed that their aloof nature is due, in part, to the genetic manipulation of the Kaminoan gene pool, which has kept the race vital without sacrificing individuality. Many beings speculate that the Kaminoans are cloned, rather than created by natural reproduction and the fact that their native planet has no landmasses is further evidence force these beliefs.

Kel Dor
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The Kel Dor are a race of aliens who have highly developed sensory organs and a natural aptitude for perception. They hail from a world named Dorin, whose position between two black holes gives it a radically different type of atmosphere, one that would be toxic to most beings. The species travels off world often enough that a Kel Dor with a breathing mask is not such an uncommon sight. The sophisticated pair of goggles and breathing mask are required for Kel Dor who leave their homeworld to filter out oxygen atoms, which have proven to be most dangerous to the Kel Dor. Kel Dor are attentive almost to the point of being conspicuous, however their odd behavior is mild in comparison with other alien species.

Kel Dor tend to be relatively quiet but attentive, waiting in the wings and learning as much as possible before jumping into a situation. They are often said to possess a power that allows them to see all issues in black and white. They usually press for quick, simple justice, even if that means placing matters into their own hands. They are generally cooperative and helpful, but like any species they have their flaws. They are sometimes seen as nosy, but then the next moment their perceptiveness provides them with wisdom and insight into almost any situation.

The majority of the Kel Dor are regular-sized beings, typically a little larger in build than other species, but what they lack in physical strength they make up for in perceptiveness. They have skin of varying tones, from orange to red, even blue and green, whom of which the society states as blessed. They are typically around 1.6-1.9 meters in height. Their external sensory organs can sometimes have a frightening appearance, with all the lumps and coils on their head, and their breath masks can be quite intimidating.

The other subspecies of Kel Dor are the warrior Kel Dor. Though they are a minority of the population, their involvement in the culture is colossal. They share the basic attributes of the normal Kel Dor, except for their physique. Though remaining relatively the same height, their bodies and muscles can reach to be twice the size of the normal Kel Dor, making them a most formidable combatant. Their heads seem to remain the same size, giving them a most unproportional look to them, which to many races can seem quite humorous. Though, seeing the warriors in battle will quickly wipe the smirk of any person. The Kel Dor warriors, given their enhanced strength combined with the Kel Dor?s superior hand-eye coordination and quick reflexes, are very fierce fighters.

One of the greatest mysteries of the Kel Dor would have to be their enlarged, external sensory organs, which allow them to interpret basic external stimuli as well as extrasensory input. It is said that these organs are the cause of many of the Kel Dor?s magical powers. These powers include the famed ability to enter other beings minds, giving them a telepathy skill that is both feared and envied by species all over the galaxy.

The Kel Dor are usually brought up to be outstanding fighters, yet they are a most peaceful race. Physical violence is usually a final alternative, but when it is needed the Kel Dor excel in it. A youth Kel Dor is usually sent to the Dorin Academy at an early age. There, the child spends a majority of his or her childhood studying martial arts, ground tactics, and other means of warfare. Though, as they adapt their physical skills, they continue to push for knowledge of the mind, studying mathematics, philosophy, mechanics, and other useful subjects.

A strong part of the Kel Dor?s culture was the granting of Guardianship. The Guardians were an elite group of the wisest and most talented warriors of the Kel Dor. Often a Kel Dor noble had to prove himself worthy on numerous occasions, and be popular enough for the monarchy of that time to notice him or her. Actions to prove worthiness varied from settling minor disputes among traders to leading groups victorious in battle. The normal process for Guardianship started with a current Guardian presenting and sponsoring a Kel Dor noble to be granted Guardianship before the monarch of Dorin. If approved, the monarch usually proceeded to arrange an interview with the nominee before making the final decision. If he or she was approved, a large celebration was normally arranged after the ceremony. Upon naming the Kel Dor a Guardian, they must swear an oath of allegiance to the monarch as well as to follow a standard code of living, which was called the Code of Gallantry. Once named a Guardian, the skilled craftsmen of Dorin usually constructed a custom-made sword for the new warrior, which were called Guardian Rapiers. The sword was a symbol of their heritage, as well as an elegant weapon.

Kiffar
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The humanoid Kiffar were very much an isolationist society until relatively recently, having been too preoccupied fighting amongst themselves to develop interstellar technology. Only when happened upon accidentally by a galactic survey team were they drawn into the affairs of the greater galaxy. Since their introduction to other species, their relationships with them have been less than friendly, and often outright hostile. Their nature of assuming that other humans who look vastly different from themselves are part of a different tribe -- and likely hostile -- played a big part of this.

Throughout their history, the Kiffar have placed distinguishing marks on their faces and other exposed parts of their body so that they can be easily distinguished from members of other tribes. Though the practice has become somewhat less popular in recent years following the massive strides towards peace between the tribes, Kiffars who venture offworld generally adorn themselves with these distinguishing marks so that they will know when they encounter another of their tribe, letting them know that this person is one to be trusted, and indicating the same to that person.

The Kiffar are known to be fierce warriors without regard for their own life, riding into battle upon the backs of indigenous animals with only bladed weapons and slugthrowers. This dedication to the cause of the tribe has made them popular mercenaries and bounty hunters in their home system, insuring justice throughout Kiffex.

Klatooinian
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Indentured to the Hutts for millennia, the Klatooinians are nonetheless a proud people with a strong sense of tradition. They evolved on the planet Klatooine in the Si'Klaata Cluster.
The harsh desert environs of Klatooine resulted in a fiercely tenacious species. The Klatooinians greatly revere age and experience, for it is the mark of true strength to survive to an advanced age in so hostile a climate. Klatooinian youngsters are afforded few rights, and the early years of a Klatooinian's life is marked by hard work, ceaseless indoctrination and minimal freedom. Klatooinians can't even find individuality in their own name, since most are named after a limited pool of historical figures. After ten years of strict education, a Klatooinian youth is sold into servitude, where he or she learns a trade.

The Klatooinian reverence for age was exploited by the ancient Hutts. The loathsome gastropods live for centuries, and the primitive Klatooinians regarded them as near-gods for this. The Hutts recruited the Klatooinians, along with the Nikto and the Vodrans, species from neighboring worlds, to wage war against Xim the Despot at the Third Battle of Vontor. From that day on, the Klatooinians were property of the Hutt criminal empire.

Since the Hutt influence spans many planets, the Klatooinians quickly spread throughout the galaxy. Some enjoy limited freedoms, but they are often encountered when Hutt interests are nearby. The Klatooinians have never established a trade relationship or business venture without the approval of the Hutts, and it can be certain that any money earned by such enterprises are at least partially -- if not entirely -- funneled back to the gangsters.

In recent decades, a strong streak of rebelliousness has grown among the younger generations of Klatooinians, bolstered by the seismic political changes that saw the collapse of the Republic. If the Republic was once thought invincible, and it fell, then perhaps too the Hutts could be overthrown.

Kuati
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Native to the planet of Kuat, Kuati people have a long bloodline of possessing a deep knowledge of ships. For years the Kuati have been referred to as the galaxies top ship producers. The planet itself is run by distinct family clans. The community elects a family clan to take control, and that Kuati family tries to maintain a strong genetic structure, and prove themselves more than able to manage the planet and its operations. All Kuati families continued to enhance their bloodlines by using telbuns to birth their children. If a majority of the Kuati family clans feel new leadership is needed, they vote in a new head clan to take over.

Kubaz
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The Kubaz are an alien race hailing from the planet Kubindi. The Kubaz have dark green skin, a prehensile trunk, and large eyes. Their eyes are sensitive to the red spectrum of light, and often wear large goggles when they are away from their homeworld. They tend to be clan-oriented, with each clan protecting its property from other rival clans. The intense solar flares from their planet's sun nearly destroyed the majority of food sources on the planet, and the Kubaz were forced to hunt insects as a staple diet. This led to the rival clans raiding each others' insect farms.

These so-called Hive Wars were resolved when the Kubaz found a way to alter the genetics of their insects to not only improve their reproduction, but to identify each hive by its colorings as property of a certain clan. This newly-formed science of Insecticulture helped keep the rival clans from feuding, and also allowed the Kubaz to expand their horizons. They eventually discovered space travel, and eventually populated three of the 11 worlds orbiting the sun Ku'Bakai. This ability to move off-planet then introduced the Kubaz to their neighbors, the Verpine. Since the Verpine are an insectile race by nature, the space-faring Kubaz found that the Verpine were tasty, and began to hunt them as an additional food source.

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Mimbanite
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Pathetic wretches subjugated by other more powerful species, the once proud Mimbanites are now known by the derogatory term "Greenies." They are the native surface-dwelling inhabitants of Mimban, the fifth planet in the Circarpous system.
Because of certain physical limitations, the Empire did not use the Mimbanites in their slave operations on the world. As such, the Mimbanites eked out a living by begging and scavenging scraps from garbage heaps.

The Mimbanites are genetic cousins to the Coway, a more aggressive and physically stronger species of troglodytes. Scientists believe that several millennia ago, the Greenies left the Coway tribe to strike out on their own, only to meet failure.

Mon Calamari
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The Mon Calamari are a bipedal, amphibious race who share the same homeworld as the Quarren. Many xenobiologists believe the Mon Calamari are descended from squid, but evolved a more humanoid appearance than the Quarren. The males have salmon-colored skin, lobed heads, and protruding eyes. The females are more streamlined, with olive-colored markings on their salmon skin.

The Mon Cal, as they are often called, are shore-dwellers, land creatures who prefer to to live near the water. Early Mon Cal civilizations fed on the creatures they found in the shallows, and developed an advanced aquaculture system. When they discovered the Quarren - the other intelligent race on Calamari, who live in the ocean deeps - the two races combined to create a symbiotic society in which both races flourished.

Together, they built the huge floating cities that populated Calamari's oceans. Unlike the Quarren, the Mon Cal desired to travel to the stars, and began experimenting with space flight. Their first starships were quite successful, but their dreams of a peaceful life in space were cut short. As with most other alien races, the Mon Cal were simply exploring the galaxy when they were discovered by the Empire. However, the Mon Cal were one of the few races that put up a fight in the face of certain doom. The normally-peaceful Mon Cal learned quickly from the tactics of the Imperial invaders, and were able to drive them off.  

Vorpal Blades


Vorpal Blades

PostPosted: Thu Mar 02, 2006 8:56 pm


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Naboo
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The Naboo are one of the races that make their home on Naboo, though the Naboo are the most prominent species while the Gungans tend to keep to themselves. The Naboo are originally settlers that made their way several thousand years ago from the distant planet of Grizmallt. The Naboo sought out a new homeworld due to the dying wishes of their last Queen and discovered the planet of Naboo after many failed exploration attempts made in the past. Though the Naboo share their homeworld with the Gungans, they have for countless years tried to avoid any direct contact with the native inhabitants of the planet, only to establish a trading relationship with each other as they realized it was essential to the survival of both races.

As for the Naboo themselves, they are known for their beautiful structures constructed in such cities as Theed, as well as their elegant forms of art displayed throughout the planet and their nature of being known as a peaceful race. The Naboo are also known for their ability to negotiate as well as their stance on any form of hostility, seeking a peaceful resolution over a potential lethal form of solution. The Naboo have a different approach then most other forms of society as they base each persons status within the society not from age, but on intellectual maturity as in the past there have been several monarchs of the planet whom haven't reached the age of 18, which is considered by most other human races as being an adult.

Nautolan
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The Nautolans were one of two races that evolved on Glee Anselm. They are an amphibious race, which prefers to live underwater. The nature of their home probably accounts for their unusual body strength (scientists have pinned this down to them adapting to underwater pressure) and tails growing from their heads. These headtails actually contain many olfactory receptors, which grants the Nautolans a wide variety of abilities, from an increased sense of smell to the ability to detect pheromones. Other abilities have been hinted at, such as being able to detect changes in body chemistry, but none of these claims have been proven. However, due to the fact that these head tails were developed for underwater usage, they are not as effective on land. The longer a Nautolan lives on land the less effective they become.

When explorers first discovered the planet Glee Anselm and the Nautolans, they thought that they had found another branch of the Twi'lek DNA, however further tests found that the Nautolans were actually native to the planet.

The Nautolans were active participants in the galaxy up to and including the Clone Wars and the period there after. With the founding of the New Order however, the Nautolans were subjugated like many other alien races. They choose simple compliance rather than risk destruction and death. However, with the rebellion growing, more and more Nautolans are openly moving about the galaxy.

Neimoidian
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This race of aliens resembles the Duros in many physical respects, having descended from pure Duros stock when a group of colonists settled on Neimoidia some 25,000 years ago. They have smooth, greenish skin and large, red eyes, although the Neimoidian eye has a pupil which splits it horizontally. They also have a more developed cranium, which is studded with small knobs and bumps. Their mouths are down-turned, giving them a perpetual frown. On their homeworld of Neimoidia, they live in communal hives from the time of their birth, but are given limited access to food sources during their seven years of grubhood. This helps weed out the weak individuals at a very early age, as those grubs which can't find food - or steal it - quickly die. This method of raising their young instills tremendous greed into the young Neimoidians, but it also forces them to become organizational. Since most able Neimodians left their homeworld in search of a better life, the general population of Neimoidia was made up of the weakest of the Neimoidian people. In general, the Neimoidians are entrepreneurial, but are also lazy cowards. They have developed one of the most advanced droid technologies in the galaxy, and use automatons for everything. They developed droid chairs, droid starships, and entire droid armies. They are also very conscious of rank and position, and use all methods of clothing to describe their status. Elaborate headdresses; the cut, color, and texture of the cloth; and the collars and trim of their clothing all have specific indications of rank and position.

Nikto
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The Nikto are a humanoid species that have varying appearances. The many Nikto have been classified as different subspecies, but the true difference is only in color, how many horns one has, and how large its frill is. In general the species can be orange, blue, green and even red. Some sport frills on thier cheeks, and some of those even have horns rimming the ends. Overall the species is very diverse, which led to some separation in culture due to the tendancy in sentients to stick with those who are most like themselves. Its because of this factor that in Nikto history the species divided itself into five different sub-species. They were divided as such; the Red Nikto, Green Nikto, Mountain Nikto, Pale Nikto, and Southern Nikto. This division led to the growth of different cultures, and even today this division is more than just "skin deep" to the Nikto. But this is a barrier that they have overcome. The species was able to unite together and overcome thier differences shortly before the Hutts made first contact with them, and then helped the Nikto become a spacefaring species. Religiously, their kind has had a cult oriented sacrificial religion base. And these different cults rise and fall in popularity as each new discovery the species makes influences thier beliefs. The sacrifices they once made are now no longer a part of thier religion, as they have been able to mature past that, as they did with coming to cope with the species' diversity.

Nimbanel
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The Nimbanese are a humanoid race has hairless, walrus-like heads with stringy reddish beards and lacking tusks. A single member of the species is called a Nimbanel. The Nimbanese race is reptilian, but has a warm-blooded metabolism. As a race, they are regarded as arrogant and snobbish, but they place great value in knowledge and ethics.

Native to the planet Nimban, they evolved from herbivorous creatures faced with increasingly resilient plant species. They have become highly adept at solving complex puzzles and questions, and turned to mental battles when many races would have initiated wars. The Hutts regularly employ Nimbanese as accountants and negotiators.

Noghri
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The Noghri are a race subservient to the Empire, known for their guerrilla techniques. Short in stature, with needle-sharp teeth, steel-grey skin, large dark eyes, and protruding jaws. They were nearly wiped out when two starships battled over Honoghr's surface, their homeplanet. One of them was destroyed, and plummeted to the ground, releasing noxious chemicals and rendering much of the planet uninhabitable.

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Polis Massan
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The Polis Massan are a faceless race of xenobiologists who migrated to the Polis Massa asteroids in search of archeological remains of the Eellayin who?s homeworld was destroyed in some cataclysm which created the asteroids. Little is known of their actual homeworld other than they too come from Subterrel sector, the same area of space that contains their asteroid home. With time they became so associated with the asteroid remains that they became known as: The people of Polis Massan.

Polis Massans are short, thin beings with a flattened and pale face. They have grey hands each with four long, dexterous fingers. Polis Massans are mute and thus use sign language or machines to make their intentions known. Over the centuries, Polis Massans have developed a mildly telepathic brains and deep-focus eyes, due to many of them being miners, medics, or exobiologists. These beings have osmotic membrane faces and growth-rings circling their wiry bodies.

They are very fascinated by other alien species but they retain themselves from interaction with them. Their xenobiological records of the different cultures are believed to contain more information than the libraries at the core worlds, and that is a feat if we consider how rare their open contact with other cultures is.

In one of the rare dealings with outsiders the Polis Massans made contact with the Kaminoans, exchanging some of their xenobiological data for cloning technology. The Polis Massans have adapted this cloning technology for their needs, using it in hopes of reconstructing biological matter they find in their archeological digs. Needless to say, this technology has become very useful in their research of the past.

P'w'ecks
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A smaller version of the Ssi-Ruuk, these act as servents...well slaves to the larger Ssi-Ruuk. the range from 1.3-1.5 meters (about 4 feet) and can weigh up to 200 pounds ( not sure on that ) much like the Ssi-Ruuk they have a great sense of smell and poor vision. They serve on the Ssi-Ruuk ships and ground soldiers, makeing up the majority of both. They are kept obediant by many means. most of the ships have force feilds and traps in sensitive areas of the ships ( hyperdrive system, bridge, ect) to stop them from tampering with systems. If a Ssi-Ruuk ship is captured these traps will also hurt the captors

example: If the Imperals capture a ship and try to walk onto the bridge they will be hurt by what ever device it is that would hurt the P'w'ecks usuially it stuns them. but this is leathal to humans.

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Qiraash
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The Qiraash are a race of near-humans with large cranial cavities. Their brain capacity is about 25% more then other races in the galaxy and that makes them a very intelligent but cocky race. They are a little smaller then humans but have the same physical strength. Although they look very much the same as humans it is not really known where the Qiraash are from.

Researchers have found out that the genetic material of the Qiraash is unlike any found within our own galaxy. The nomad Qiraash that live in the galaxy do not really know where their roots are. It is thought that their roots are derived from the outer rim or maybe even beyond that.

The Qiraash are known for their logic but savage habits. It has been known that they eat there own offspring when they have the feeling they are overcrowding. They seem to have an overdeveloped sense of instinct which makes them do irrational things (although they are typically logical). Fortunately eating their own kind has not occurred in the last 2 centuries. Furthermore this instinct gives them a good feeling for stealth which makes them good thieves or spies.

Quarren
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The Quarren are a humanoid race native to Calamari's deep oceans. They have helmet-shaped heads that are composed of a mass of tentacles set below close-set eyes. They are more accustomed to deep-sea living, and chose to live below the water. Their conservative and solitary nature has led them to be unwilling to trust new ideas or lofty concepts.

When they first came in contact with the shore-dwelling Mon Calamari, the Quarren were hesitant. They eventually began to cooperate with the Mon Cal, and together they developed a symbiotic relationship in which the Quarren provide the raw materials, and the Mon Cal provide the knowledge and expertise; this led to the construction of the huge floating cities that dominate Calamari's oceans. Because of their pragmatic nature, the Quarren did not want to travel and explore the stars, as the Mon Cal did, and this began to create friction between the two races. When the Mon Cal's dream of contact with other stars became the deadly war with the Empire, the Quarren chose to ignore it, leaving the battle to the Mon Calamari who brought it upon themselves.

However, the Quarren could not escape the Empire, and it is rumored that a Quarren helped the Empire evade the Calamarian defenses and overtake the planet. Unfortunately, the Quarren were enslaved along with the Mon Cal. When the Mon Cal resisted Imperial rule, the Empire began destroying the floating cities. This served to unite the two races temporarily, and together they were able to solidify their defenses and drive off the Empire with nothing more than crude weapons. After that, there were a number of Quarren who left the planet, seeking a life among the stars as their neighbors the Mon Cal did.

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Rodian
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The Rodian are a bipedal race with tapir-like faces and multifaceted eyes, native to the planet Rodia, which is located in the Tyrius system. The skin of a Rodian is green in color, and there is very little physical variation within the species. Thus, non-Rodians often cannot tell two Rodians apart. The Rodian race has ears that swivel in their sockets, allowing them to hear in several directions. There is a ridge of spikes which crests their skulls, and their long, flexible fingers are tipped with suction cups.

They are a race of hunters by nature, and bounty hunting seems to hold a place of high esteem. As a race, they evolved as hunters, surviving their planet's tropical environment and establishing a series of war games which lasted for thousands of years. When an Old Republic scout team landed on the planet, the Rodians were there to meet them, armed to the teeth. They annihilated the scout team, and the Grand Protector declared that it was time to take their skills to the stars. Since then, they have not done as well as they had hoped.

Many of the Rodians who make a living off-planet are working as bounty hunters for corrupt crime lords. Their weapon of choice is the thermal detonator, since a widespread explosion tends to kill more than a single blaster shot. Each bounty hunter is obliged to bring a valid record of his or her kill to the Guild on Rodia for logging in the record books. Others are making a living as Imperial lackeys.

Rodians almost wiped themselves out as a race, during a time when the birthrate among females dropped below the level at which they were killing each other off. Harido Kavila, the Grand Protector at the time, devised a way for the Rodian people to funnel their violent tendencies through dramatic plays. The stories revolved primarily around violence, but had a well-defined plot and used the violence to magnify the emotional impact of the plays. The Rodian dramas became well-known throughout the galaxy, in part because they were strong dramas but also because they portrayed the full impact of violence on the perpetrator and his victim.  
PostPosted: Thu Mar 02, 2006 9:26 pm


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Sakiyan
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The Sakiyan are a race of humanoids native to the planet Sakiya. Sakiyans are characterized by their deep, black skin color and their huge crania. They also have pointed ears, giving them an almost devil-like appearance. Most Sakiyans have the ability to see into the infrared spectrum, and have keen senses. They are known for their skills as hunters, and have been sought out for employment as trackers and assassins.

Sanyassan Marauder
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A brutal reptilian species from the planet Sanyassa. Most Sanyassans do not speak Basic, but have their own language and write in hieroglyphs. Many Sanyassans - appropriately also known as "Marauders" - are known to prey on others without any reason at all, which leads many of them to lives as space pirates. However, their skill in space piracy is limited, as even the best pilots among Sanyassans have trouble with the simplest of piloting manoeuvres.

Sanyassans are long-lived and have sturdy bodies. They are two or more meters tall, although dwarf Sanyassans are not uncommon. They are wont to invent lofty titles for themselves within their social structure, but not quite so quick to understand their own invented titles. Most Sanyassans fear being alone, which is why they choose to live cloistered together. Sanyassan society is so warlike that they will choose to maintain barely-working weaponry and armour for decades at almost any cost, rather than to take up a more passive lifestyle. Their rough, four-fingered hands are much more likely to be wrapped tightly around a blaster than tapping away at a computer console.

Shi'ido
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Shi'ido come from the planet Shi'dar in the outer rim. They are a small race of shape-shifting aliens, destined to wander the galaxy in hope of finding the Nartak da Shi'ido, or Life of the Shi'ido. Once found, it is rumored to be able to refertilize their barren wasteland of a planet. They can shift their appearance to any object they have seen. They cannot shift into anything mechanical, such as guns or anything with moving parts. They tend to make good assasians and body guards. Very few have ever been known to be sensitive to the force, and even less have made it to being a Jedi.

Siniteen
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The Siniteen are a humanoid race that is characterized by their huge crania, which are ridged and convoluted as if their brains were directly under their skin. They have incredible mental abilities, and can process huge calculations in their heads; therefore, they have great skills with computers.

Furthermore because of their very developed brain the Siniteen are a very emotional race. It is not hard to upset a Siniteen but on the other hand making them laugh isn't that hard either. Because of their emotions they are a very compassionate and sociable people.

Ssi-Ruuk
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The tall, muscular, Ssi-Ruuk are warm blooded creatures that are not indigenous to the Galaxy. An adult Ssi-Ruuk can stand over 6 feet tall and can weigh close to 750 pounds. They are armed with huge, muscular tails and short well-muscled upper limbs with three clawed prehensile digits which are used as hands making a Ssi-Ruuk a formidable creature. They have long beak-like muzzles which contain sharp teeth. Their sensitive eyes rely on triple eyelids to help them quickly adjust to changes in light. However, they do not rely on vision as humans do. Rather they rely on their nose tongues. These nose tongues are capable of detecting changes in emotions making it hard to deceive a Ssi-Ruuk once he is familiar with the "scent" of a being.


The Ssi-Ruuvi language is a series of honks, whistles and throat clicks. Several of the higher pitches in the Ssi-Ruuvi vocabulary are above the human hearing range.


Instead of wearing clothing they wear bandoleers which carry their tools, weapons, and other equipment (they find the idea of covering the body humorous). They are covered with a thick scaly hide. The hide is so thick that it is known to withstand a blaster bolts and only having minor burns marks to show for it.


The Skin of a Ssi-Ruuk is a representation of his political standing. One color dominates each Ssi-Ruuk's body and it is forbidden to mate with a different colored Ssi-Ruuk.

The Clan of blue Ssi-Ruuk holds most of the political positions. They are the highest caste, thus they recieve the most honor and praise. They tend, as a caste, to be extremely perceptive and ambitious.


The Clan of gold Ssi-Ruuk are the religious caste of Ssi-Ruuvi society.


The Clan of reddish Ssi-Ruuk comprises the bulk of the military. These Ssi-Ruuvi tens to be broader and stronger than the other castes, They have a predatory nature as well.


The Clan of green Ssi-Ruuk is the largest of the castes. This caste is the lowest that still possesses respect. They have never held any position of power, but staunchly uphold the caste system.


The Clan of Drak brown Ssi-Ruuk is considered the "outcastes". This is only because a brown hued Ssi-Ruuk can only be the offspring of the mating of two Ssi-Ruuvi from two different Clans.


Black Ssi-Ruuk are extremly rare, but are known to exist. To the general populace they are a mystery. Once a black scaled infant is identified the state claims parentage and secrets the youngling away. Popular thought is that they are taken away to become assassins and bodyguards for the Ssi-Ruuvi elite.

Sullustan
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This race of small, mouse-like humanoids is distinguishable by their huge black eyes, loose jowls, and pointed ears. They salivate quite often and live underground to avoid Sullust's inhospitable atmosphere. Their ingenuity and adaptability has allowed them to create huge underground cities, and their technology has grown at an incredibly fast rate.

They have an incredible sense of direction, having lived in caves all their lives, and have the uncanny ability to remember a path or map exactly, even after the first time they see it. Thus, many of the Sullustans have become pilots and navigators. Many Sullustans, after the age of 30 standard years, begin to experience corneal defects and must be fitted with special visors.

T

Talz
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The Talz are a culturally and technologically primitive species native to the frigid world of Alzoc III in the Outer Rim system of Alzoc. They stand an average of 2 meters tall and are completely covered in thick, shaggy white fur, with sharp talons capping oversized hands. The only obvious feature of their furry faces is their four black eyes, but it also holds a proboscis through which they speak their buzzing native language and feed. They are gently, kind-hearted beings who are slow to anger.

The four eyes of the Talz are perhaps his or her most remarkable feature. One pair is adapted to see clearly in light so blinding that it might burn the corneas of most other beings, while the other pair can see in near total darkness. The end result is that Talz can see in virtually any lighting conditions and are not blinded by bright flashes.

Most Talz are unaware that a vast galactic civilization exists beyond their world. Imperial scouts discovered them as the New Order was putting a final end to the Republic. The Empire recognized that they had discovered a ready-made slave labor force to extract the mineral wealth of Alzoc III. But all the Talz know is that one day, rocks fell from the sky, and out of these rocks stepped strange beings who forced them to give up their normal routines to make caves. The Talz live in the hope that the strange beings will leave someday so that life can return to normal.

Due to the timing of the world's discovery, the New Order did not log the existence of the Talz, not wanting to be burdened by the Senate regulations relating to the treatment and handling of primitive sentients. Even after the Empire was firmly entrenched, they kept the mines on Alzoc III and the enslaved Talz a secret. As such, the Talz are very rarely encountered anywhere but Alzoc III, and those who do show up elsewhere tend to be in the service of Imperial officials. A few Talz have fled their homeworld and escaped Imperial custody through a variety of means, but those who stray too far from loosely controlled systems on the far fringes of the Outer Rim tend to be captured and sent back to their homeworld.

Most Talz professionals are thugs, although their gentle nature tends to cause them to refrain from actively bullying others. Talz heroes are almost exclusively fringers; once introduced to the concept of high technology, they often take to it well.

Usually, only the rare Talz encountered off Alzoc III will understand Basic, but his proboscis makes it impossible for him to speak it. Although protocol droids are not typically programmed with the Talz language, it is possible to program one with the ability to translate it.

Thyferran
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Thyferrans are human colonist of the planet Thyferra. During the Old Republic it was here that the value and potential of bacta was discovered. The Thyferrans started working together closely with the Vartix to produce bacta. Thyferran society is very company based and competitive. Many of them never leave the planet as they work in the ?family? business.

Because of Thyferra?s low gravity, Thyferrans tend to be rather tall and skinny. The climate is warm and humid, so fashions are usually abbreviated.

Togruta
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The Togruta are a people who pay a great deal of attention to detail, making them excellent and incredibly efficient engineers. They handcraft almost everything produced on their homeworld, in keeping with their traditions of near-perfection as a result of personal inspection of each and every item produced. Their nature is a peaceful one, despite modern myths that they are venomous, which are quite untrue. Only when their homeworld was colonized and they were evicted from their homes did the Togruta take up arms and begin resisting, though in vain. They were subsequently subjugated and enslaved, forced to work their own lands for no pay.

They became a bitter people, and, as a whole, refused to produce goods of the same quality as those they had manufactured when they were a sovereign government. In addition to this, they have taken the claims belonging to settlers and sold them to others, making themselves a profit and costing the settlers dearly. It is likely that within the foreseeable future the Togruta will wage a war of independence and re-establish themselves as a powerful sovereign government, though the consequences of this conflict on the psyche of the Togruta as a whole are as yet unknown.

Toydarian
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This is a race of small, winged humanoids with stout bodies and beaklike noses. Their skin is usually blue on the dorsal side and cream-colored on the ventral side, and their snouts are studded with short, thick tusks.

Like the Hutts, Toydarians are immune to the effects of the Force. Despite their heavy-set appearance, the Toydarian's stomach and bodily tissues are filled with gasses which make them more buoyant. This allows them to remain in the air while their wings beat ten times per second. They have the ability to walk on their thin legs, but spend more time flying in order to stay out of the reach of the land-based predators found on their homeworld of Toydaria.

Trandoshan
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randoshans, 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 that they shed every year. Their orange, supersensitive eyes can see in the infrared range, and they are able to regenerate limbs until they reach middle age. Each of their limbs have three digits with sharp claws. While these claws are excellent for fighting, they aren't very dexterous, making Trandoshans clumsy in certain situations.

This species is extremely violent. Their culture is based on hunting and tracking beings less powerful than themselves. They were one of the first species to ally themselves with the Empire, and were the ones who suggested to the Empire using Wookiees as slave labour. When the Empire took over the Wookiee homeworld of Kashyyyk in the same system as Trandosha, the Trandoshans assisted by hunting down Wookiees that escaped.

Trandoshans worship a female deity known as the Scorekeeper, who awards Jagannath points to Trandoshans based on their success or failure in the hunt. Jagannath points, which refer to the spoils of victory won in mortal combat, are accumulated throughout a Trandoshan's life. Those hunters possessing more points enjoy greater status in society and are considered valuable mates by most females. At death, a Trandoshan presents his points to the mythological Scorekeeper, who determines his place in the afterlife by his merits.

When Trandoshan males have proven themselves successful in the hunt, they return to their homeworld to mate with a convenient 'clutch mother.' These arranged relationships are not considered binding. Once a couple has mated, the female lays her eggs and watches over them until they hatch. From infancy the males are trained as warriors and are shown the many different methods of hunting. As soon as they are old enough, they go on their way into the galaxy to start scoring points for their goddess.

Tusken Raider
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Normally referred to as Sandpeople, these nomadic desert inhabitants on Tatooine roam the Jundland Wastes, where they are often called Tusken Raiders becauseof their notable attack against the human settlement at Fort Tusken. The Sand People have had a deep hatred for humanity. They dress in heavy cloth robes, and have covered their heads with strips of cloth to hold a breath mask and eye protection on.

They have learned how to train the banthas native to Tatooine as mounts, and a marauding group of Tuskens will ride them single file, to hide their numbers. Each raider works with the same bantha for life. When a raider's mount is killed or dies, the raider is left to wander the desert alone. If the bantha's spirit deems it so, the raider will be befriended by another bantha. Otherwise, the raider will die in the sands. On the other hand, if a Tusken is killed or dies, its bantha is turned out into the desert.

Although the Sand People are aggressive and violent by nature, they have deep-seated traditions that they cling to tightly. Young raiders are required to prove their adulthood in various physical activities, the hardest of which is the manhood ritual of hunting down a krayt dragon. While the Sand People have no written language, the most revered member of a Tusken clan is the storyteller. He knows the life-story of every member of his clan, and also knows of the clan's history. The storyteller is required to memorize the histories word-for-word, eliminating any chance for misinterpretation or distortion. Apprentice storytellers often are more hard-pressed to prove themselves than warriors, for a single mistake in reciting the histories means instant death. As violent as their nature is, Sand People stay as far from the moisture farmers as the farmers do them. There are occasional attacks on the more outlying settlements.

A few scientists have claimed the Tuskens have human origins, but the autopsies done on what little dead they leave behind have revealed distinctly engineered eyes and other non-human characteristics.

Twilek
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The world of Ryloth is one of the most unusual planets in the galaxy. Only a small portion of it is habitable, while the rest, a massive amount, is inhabitable. The reason for Ryloth being so inhospitable is that the time it takes to revolve once equals the time it takes to go around the sun. That is why only a small sliver of the planet is actually habitable, a 'twilight' zone, to be precise. This twilight zone is where the Twi'leks live. Twi'leks are simple beings, but with many small advantages over other beings.

Twi'leks live in underground cities on Ryloth, being extremely careful not to venture outside, unless they have a safe way of doing so. Underground, there are not many sources of energy, and so they must use large machines designed to use wind as power. Also, it is usually warm underground, because of the high heat above ground. The Twi'leks underground cities are more like labyrinths than actual tunnels, and can be deadly to visitors. Twi'leks are mostly silent people, keeping to themselves. They look a lot like humans, but Twi?leks often stand taller, measuring an average of two metres height. Despite their height, a Twi?lek?s movements are graceful and delicate.

Twi?leks have many ways of communicating in secret. The majority of the time they speak naturally, with small movements of their lekku (head-tails) to illustrate their conversation. These Lekkus, are often referred to separately by Twi'leks. Tchin is the right tail, Tchun is the left tail.

Other times, when they wish to speak in secret, they can communicate telepathically by using their lekku. This is an ideal way of communication, especially given that Twi'leks are always in the company of other Twi'leks. Their main language is known as Twi'leki, and it's one of the harder languages to master in the galaxy. Aside from their language, Twi'leks only have a few major businesses on their planet. As they are all confined to their underground cities, Twi'leks deal mostly in trading, and rely heavily on the off-world ships.

The major business on Ryloth, and one of the only major businesses is slavery, as amazing as it may seem, but in an advanced form from the regular types of slavery. Twi'lek females will leave the planet and sell themselves as exotic dancers. Ryloth is known all across the galaxy as the best producer of slave girl dancers. This business, however, has created much trouble on Ryloth, and especially in the Twi'lek colonies. Many off-world slavers will land, and attempt to take a fair number of female Twi'leks with them, and then sell them for their own profit, and not that of the the Twi'lek civilization. Twi'lek families and businesses must take extra precaution to prevent these traders from taking their only goods.

The society of Twi'leks is also very different from most planets and civilizations, except for one, the Biths. Twi'leks actually resemble the Biths in their motives, and ideas. In general, Twi'leks are not the humble servants they would appear to be. The large portion of male Twi'leks actually plot and scheme to take over their masters' business, and all affairs. There have been many successful cases where the Twi'lek servants have overrun companies. In one particular case, a single Twi'lek called Bib Fortuna, serving under the crime lord Jabba the Hutt's rule, nearly did succeed at taking Jabba the Hutt's life to be his own. Unfortunately, when Jabba the Hutt was killed, Bib Fortuna was unable to take the crime lord's career, as he was beaten to it. Like Bib Fortuna, most of the Twi'leks will attempt to gain favor and higher positions in their master's business, eventually leaving them in prime positions to take over.

In all, Twi'leks are important creatures, like all creatures, and do the galaxy a service with their businesses. The Twi'lek civilization will continue to prosper, and defend themselves against pirates, slavers, and the other harmful beings in the galaxy.

Twi'leks are given names that follow the following pattern, 'Name'clan.' The apostrophe denotes a pause in the pronunciation of the name. Some Twi'leks who leave the home planet lose the apostrophe and separate their names into two parts. When naming your Twi'lek, emphasize R's, K's, O's, N's & T's. Here are a few examples: Bib Fortuna, Nawara Ven, Lohk'har, Tru'eb, Tal'dira, Kep Fortuna, Nuro Tualin, Tann Gella, Arali Dil, Lyn Me, Car'ulorn, Valsil Torr, Cazne'olan, Dia Passik, Docent Vant, Nolaa Tarkona, Guldus Bemm, Hassla'tak, Kaplin Toologin, Jart Eyan, Koh'shak.

U

Ugnaught
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The Ugnaught are a race of small, pig like creatures known for their mechanical abilities. The Ugnaughts are native to the planet Gentes. There, they have grown to become strong, efficient creatures, able to withstand a great deal of discomfort. However, the planetary hostile environment forces them to move elsewhere. Due to their good teamwork and cooperation skills, many tribes of Ugnaughts were stolen and sold or leased as slaves. One of the nearest planets to Gentes is Bespin, where they have become an integral part of the society on Cloud City. The Ugnaughts are great storytellers, and much of their history is collected and passed on in long tales. There have also been tales about a library where they wrote down all their stories and stored them. Unfortunately, most people never believed that tale because the race is also known for their exaggeration. It is also told that whoever finds the library will have access to a large collection of ancient literature. Because of this, many have devoted their lives to discovering the location of such a library.

V

Verpine
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An insectile/reptilian race known for their ability to fix high-tech devices, they were the original settlers of the Roche asteroid system. Their exact homeworld remains a mystery even to the Verpine. The Verpine have developed a high level of technology, but retain a child-like sense of wonder at the galaxy around them. The Verpine body is thin and ungainly, and has only four limbs - two long arms and two thin legs. Their large, black eyes have evolved beyond the normal ability of the multifaceted eyes of most insects, allowing the Verpine to see incredible levels of detail. They live in hives of about 100 Verpine, and reproduction is only required when the population of the hive drops below a certain level. Despite their hive mentality, each Verpine is allowed individual thoughts. Their communal consciousness precludes the need for formal government. They have a body organ in their chest that allows them to emit radio waves and thus communicate with each other across distances. There is some discussion on the necessity of the Verpine's antenna, and the fact that the most criminal Verpine have always had damaged antennae.

Vratix
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Vratix this alien race, native to the planet Thyferra, perfected the creation of bacta by combining alazhi and kavam. They vastly outnumber the human natives of the planet, but are considered inferior to their corporate counterparts. The Vratix are humanoid insects. They have large, compound eyes, a stalk-like neck, and three pairs of limbs sprouting from a cylindrical thorax and abdomen. The upper set of limbs acts as triple-jointed arms, while the lower two serve as legs. The last set of limbs is well-muscled, and is used in jumping. Most Vratix are grey in colour, with the shades darkening with age. They have a basic form of hive mentality, but are able to function as individuals. They believe that sight and sound are not permanent things, and prefer to touch another being in order to recognize their presence. The Vratix on Thyferra govern themselves through the Ashern Circle. However, the strong pro-human sentiments found in the Zaltin and Xucphra factions have labelled the Ashern as terrorists. Although the Ashern are widely considered responsible for the contamination of certain lots of bacta, this may only be a ruse to cover up an internal struggle.

Vratix was also the name given to the native language of the Vratix. It consisted of a series of clicks and high-pitched sounds, which were augmented by changes in skin colour. Because of this combination, no written form of the Vratix language was created, and non-Vratix could only learn to understand - but not speak - the language.

W

Weequay
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The Weequay are a race of humanoid aliens which are characterized by the topknot of hair which sprouts from their heads. The number of braids one has seems to indicate rank, although many xenosociologists claim the number of strands is meant to indicate the number of Sriluur years a Weequay has been away from his homeworld. Weequay have gnarled, coarse skin which allows them to blend in with, and survive in, the deserts of their native planet, Sriluur.

Among other Weequay, they have the ability to communicate using pheromonal discharges, but they only seem to work within individual Weequay clans. To other races, they are simply smelly beings. In general, Weequay do not have individual names. They are a quiet, dangerously violent race by nature, and have often found employment as soldiers, guards and mercenaries for the Hutts.

The Weequay people have lived on Sriluur with the Houk people for many years, but the racial tensions between the two races have erupted several times into all-out war. The Weequay prefer to remain low on the technological scale, and worship the moon which orbits Sriluur and its god, Quay. The name 'Weequay' means 'follower of Quay.' The Weequay appease their god by sacrificing a large beast after battling it. The beast most often sacrificed is the bantha. One of the most interesting things about the Weequay is their written language, which is formed from stones woven into long braids of hair to create symbols and characters.

Wookiee
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Wookiees are an anthropoid species native to the planet Kashyyyk believed to be descended from tree-climbing mammalians. Tall, strong, and covered by soft, thick fur, Wookiees are known as ferocious opponents and loyal friends. The average member of this species grows to over two meters in height and has a much longer life expectancy than a human with the average Wookiee having a lifespan of several centuries. Wookiees also have impressive regenerative abilities that allow them to recover from injury at a remarkable rate.

As tree dwellers, Wookiees have wickedly curved claws that pop from hidden fingertip sheaths with the flex of a muscle. With the aid of these claws and their strong limbs, Wookiees can travel through the upper reaches of the great wroshyr trees of their home world, clinging to vines and branches with agile ease. While feared as opponents, Wookiees employ no obvious fighting style. They seem to simply charge forward, arms swinging, shattering whatever they hit with their huge, powerful fists. Wookiees never use their claws in combat, however, as this is considered a serious breach of the Wookiee code of honour.

Shyriiwook, the Wookiee language, is made up of a series of grunts and growls. They can understand other languages, but their limited vocal ability makes it impossible for them to speak anything other than their own language. On Kashyyyk, Wookiees live in cities situated high within giant trees. Though they appear to be primitive in nature, they are quite comfortable with high technology, combining natural features with modern conveniences this lead to them being perceived as a species more in touch with the Force, due to their integration of nature and technology.

Wookiees have a primitive patriarchy with a complicated lineage structure, initiation rites, and a religion that rejects materialism. One of the most important Wookiee customs is Life Day, wherein extended Wookiee families gather and celebrate a day of joy and harmony, as promised by the Tree of Life. Even the Imperial blockade could not keep Wookiees from recognizing this most important day.
Wookiees greatly value morality, courage, compassion and loyalty. A sacred and ancient Wookiee tradition is that of the honour family. An honour family comprises a Wookiee's closest friends and companions. These family members pledge a commitment to lay down their lives for one another, as well as members of any honour families these individuals may have. Like the similarly sacred Wookiee life debt, Wookiees extend this tradition to members outside their species.

Y

Yam`rii
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The Yam'rii are a group of large, mantis-like alien creatures that inhabit the planet Yamr. Though their appearance may look non-threatening, the Yam'rii posses an incredible amount of strength. Their exoskeletons provide them with a great amount of protection from Yamr's harsh climate. Even though the planet is near inhabitable to most races, the Yam'rii have constructed a large industrialized society, basing most of their economy on technology.

The twin eyes located on each side of the Yam'riis heads allow them with an incredible sense of sight. This ability for great detail allows them to be excellent mechanics. The normal Yam'rii grows to be around two meters tall, though their bodies remain relatively slim all their lives. The Yam'rii are known for their great stealth methods, which is impressive for their large size.

Yam'rii attitudes are not much different from other species in the universe. Much like the Wookiee race, Yam'rii are quick to anger and have been known to go on large frenzies fuelled by their anger. They are meat-eaters by nature, and thus have been developing their hunting methods on Yamr since they were young. Eggs are also a supreme delicacy for the Yam'rii race.

Z

Zabrak
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This near-human species had several sub-species, each of which was distinguishable by the vestigial horns which ringed their heads. They are known for their ability to withstand great amounts of pain. The Zabrak races were native to the planet Iridonia, although were one of the first to introduce interstellar travel, and thus are widely spread around the galaxy.

Considered something of a headstrong species, they are independent and capable - yet prone to biting off more than they can chew. A hardy species that can take a great deal of stress, both inner and outer, xenobiologists have varyingly tried to tie this trait to different strands in the Zabrak genetic makeup, but it seems every few years another one comes along that disproves the one before it.

Their culture is nominally broken into eight major colonies, and each Zabrak is said by Iridonian law to belong to one of them. However this is often muddied by the interbreeding brought about by their great travels across the galaxy, and today it is not uncommon to find a Zabrak who claims membership in as many as five of the different colonies.

Zeltron
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Zeltrons have been gifted with the art of laziness, and they all do very well at it. Since the entire planet has been converted to a pleasure world, work is seen as an unnecessary act, and so has been declared as an offence by the Monarchy.

Zeltrons are known throughout the galaxy as people to have fun with. Unfortunately, the Zeltrons think so too. Many a Zeltron has been known to follow other spacers and adventurers for years in a type of love-lust. Zeltron's skin is a deep pink, and their hair is purple. When a Zeltron is encountered, it may be found that he or she looks like somebody familiar. Many cases of this occurrence have been recorded throughout the galaxy. Why this occurs is unknown.  

Vorpal Blades


Grokk Oniryuu

Godly Pal

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PostPosted: Mon Sep 18, 2006 9:30 am


You ummm, kinda forgot the Yuuzhan Vong... sweatdrop
PostPosted: Tue Mar 13, 2007 6:08 pm


You forgot Selonians... *Sobs*

Mothballfleet


Professor Tahiri

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PostPosted: Wed Mar 21, 2007 7:53 pm


He left out a lot, which is why this job should have been left up to me.
PostPosted: Sun Apr 01, 2007 6:56 pm


*cough* Miraluka *cough*

fencerboy
Crew


Professor Tahiri

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PostPosted: Mon Apr 02, 2007 11:05 pm


I added something to the first post. It's small....because it's a link...
PostPosted: Mon Jun 25, 2007 4:11 pm


Time to get back to work...

By the way, I'm going to give you a site you may want to visit... be sure to replace the "Combine" pictures with ones without that tag.

Cloud Strife_EX-SOILDER

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