Species Vol.2
NSFWLorebookfrom ChubMORE Sentient Species of Star Wars, because the first one had Status Code 413.from Chub
by MoTheEnigmo· on Chub· added
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- #1Dashade
Keys: Dashades, Dashade, Dashade's
Dashades were a hulking reptilian sentient species. They were known to be one of the several species that enjoyed blosphi extract as a delicacy. The Dashades were a race of large reptilian humanoids notable for their resistance to the powers of the Force. Dashade were large reptilians with dark skin, lamprey-like mouths and powerful claws. In addition to their partial Force resistance, they were resistant to radiation. They also had an ability to dissipate heat, which made them hard to detect using standard life-form sensors. Thanks to their resistance to the Force, Dashade warriors easily found employment as combat instructors for the Jedi and assassins for the Sith. They also used their natural abilities to their advantage as elite assassins, mercenaries, and among similar professions. Some common Dashade names were Ket Maliss, Alaris Koth, Nos Kellex, Tel Sorath, and Tessun Kel. The Dashade homeworld, Urkupp, was destroyed 3977 years before the Imperial Era when the Cron Drift supernova exploded during the Great Sith War, wiping out the vast majority of the Dashade. Though they were rendered nearly extinct, remnant populations were seen sporadically for millennia. There was also evidence that Dashade mercenaries participated in the Great Jedi Purge. Some believed that the Dashade may have founded colonies before Urkupp's destruction.
- #2Killik
Keys: Killik's, Killik, Killiks
Killiks, who referred to themselves as the Kind, were an ancient sentient insectoid species native to Yoggoy in the Unknown Regions. Originally inhabiting planets such as Alderaan, Alsakan, and Utapau, they built large mound-like structures. Long before most other species arrived, the Killiks of Alderaan vanished into the galaxy, while some remained in hibernation deep under its surface. As a species, Killiks varied greatly in size, form and function though all shared a similar genetic code. Killiks were a genetically diverse population of intelligent insects with their society being composed of hives that were known as nests. Each nest had its members sharing the same physical characteristics. In addition, they possessed the ability to communicate with each other through a variety of means that included pheromones, electromagnetic transmissions and also long distance telepathy. This pheromonal telepathic connection allowed Killiks to communicate with one another. This aura-based form of communication made use of multiple methods that included heat, electrical, magnetic and probably chemical. Killik pheromones had an added impact on other species as they were able to alter the basic structure of the corpus callosum. These changes allowed Joiners to receive signal impulses directly from the brains of Killiks. The transfer agent was believed to be made through auras. The Killiks were social insects and came in several different types—membrosia givers, warriors, attendants, and the deadly assassin bugs. Some hives consist of superior warriors, whereas others excel at construction, mosaic-making, subterfuge, or scouting. Some Killiks were as large as starships whilst others such as fingerlings were as small as mites. Force-sensitivity was found in some types of Killiks. Though the species as a whole was not Force-sensitive, certain types of Killik could be bred to use the Force in simple ways. The species possessed a strong chitinous exoskeleton that was glossy and greenish with their carcasses capable of surviving thousands of years of erosion as seen by the colonists of Alderaan. The exoskeleton also contained a number of spiracles which served as their way of breathing. This system was capable of being poisoned by the use of insecticide grenades which forcibly closed the spiracles, resulting in the Killik's death. Whilst Killiks were difficult to take alive, a special neutralizer agent was capable of allowing the creature to become docile and submissive. Typically, these Human-sized hive creatures had four arms with each ending in a powerful three-fingered claw. In addition, they stood on two stout legs that appeared to be capable of leaping great distances. All Killiks started as small larvae. After that, their size could vary, though a hive was usually one size. It was noted that the majority of the Killik race were females with a few males who only left when a new nest needed to be made. Furthermore, a single Killik was able to lay a thousand eggs in a month, with those eggs turning into battle-ready nymphs within a year and by two years time, the survivors were capable of laying their own eggs. This gave them a high reproductive rate, allowing them to create millions of their kind in a short frame of time, as long as there were adequate resources. The Kind were not born, but rather when an egg was dropped a chrysalis was spun that led to a metamorphosis into adulthood. As most Killiks were female, the males were only needed for reproduction, with little else needed of them. They were only birthed in great numbers in order to help seed a new nest. A breeding female, on the other hand, had a more important role, as they laid a thousand eggs per month which in turn hatched into larvae that grew into work-ready nymphs in under a year. The Killiks had a communal society, with each and every Killik being in mental contact with another. Due to their hive mind, every Killik nest was virtually one individual. Each hive appeared to have a palindromic name; even the word "killik" shared this feature. The Killiks were also peaceful in nature. Their telepathic connection was capable of extending to other species which included non-insectoids who became Joiners. These individuals lost their independent will once they became absorbed into the hive-mind. Through the use of Killik pheromones, these individuals were completely subsumed into the Will. Only individuals from the same nest shared a truly collective mind. Whatever the collective mind knew, the entirety of the Killiks knew. This was described as being a sort of highly advanced telepathy where an individuals accessed the thoughts and sensed the impressions of the entire nest. Insects from different nests, however, needed to communicate to one another through language as the collective mind did not extend far beyond the confines of the nest. In order to participate in the collective mind, an individual needed to always be within the range of another Killik's aura who in turn needed to be in the approximate radius of another in turn. This was entirely expected from a communication medium that worked by way of auras. As a result, the collective mind was able to extend over quite a large area so long as there existed an unbroken chain of Killiks. This meant that all members of the Kind had a tendency in confusing belief with reality. Their hive mind meant that their memory could come from any number of sources. This ranged from a Killik's own experience or the experiences of a Joiner or even events enjoyed by an individual prior to becoming a Joiner. Such experiences had no difference to one another to the hive mind with all being counted as a single one. In time, a hive's collective memory became a random mesh of recollections where fact, fiction and myth were all intermingled with one another to the point that a single truth recounted by the Killiks was considered not entirely reliable. This meant that their stories such as those concerning the Ones could not entirely be from the Killiks own experiences but rather some other species creation myth. As a result, they were noted for holding a highly muddled sense of history. Similar to many insectoid species, Killiks desired to increase their numbers through their high birth rates and expand their territory. This stemmed from an instinctual response to combat the threat of extinction with even other Killik hives being viewed as competition and obstacles towards success. Thus, many wars had been fought between non-linked Killik hives with hundreds of thousands being exterminated in the millennia since being relocated to the Unknown Regions. The various nests were driven by specializations with this unique nature ensuring that the nests survived diverse climates and geographies. Furthermore, it ensured that members to assist their species by pledging their gifts to the service of the greater good of the Colony. When a specific need was discovered by the communal will, Killiks were capable of creating entirely new breeds in only a few generations. Killiks were also noted to rarely cooperate with liars. Their society was centered around a hive mind that made Killik groups act as an individual. Society amongst the Killiks consisted of a collection of hive minds with different personalities. Some were violently territorial whilst others were gentle and reclusive. Individual Killiks held no sense of identity or self with each capable of unquestionably sacrificing itself for the benefit of the nest. The thought processes of Killiks was stated to be different from other species. They were known to take dying beings into their care where they waited to hear the Last Note before sharing the deceased's flesh with their larvae. As a result, Killiks were unable to comprehend the value that other races placed on individuals. This in turn led to a difficulty in them interacting or even negotating with other species. However, they did hold values of their own and were capable of creating beautiful works of art whilst engaging in complex ritual behavior. Killiks were also noted for making use of mosaics that were used to show events in their history. The more noted strength of the Killik hive mind was its capacity to absorb individuals from other races into its own. This was accomplished by way of altering the brain chemistry of these individuals in order for them to correspond to the will of the nest which in turn transformed them into Joiners. In war time, the Colony used the individual hives to combine their efforts and talents in order to turn the Killiks into a veritable death-bringing machine. Specialist nests such as the Kolosolok and Rekker were capable of serving as heavy hitters on the battlefield whilst air assault was provided by the Aebea along with the Qeeq. The Gorog, Mollom and Jooj provided more specialist roles as warriors in the field whist the likes of the Wuluw along with the Taat provided non-combat support. Typically, whilst clearly intelligent, the Killiks customarily showed little concern for life. When a member was injured, its companions simply abandoned it and when food was scarce than entire columns simply wandered off to die. Archaeological speculation on Alderaan held the view that the Killiks built their earthen cities in certain areas until either their food ran out or their population grew too large. At such points, it was believed that they abandoned their homes and swarmed the great plains until they found the site for a new home whereupon they built a new city to house their population with this process being repeated in an a near endless cycle. More modern Killik hives were stated to no longer be organized around a queen though older ones were said to retain this structure to reflect their great age. It was believed that the desire to recruit new members by way of Joiners was also traced to the same need to expand. Visitors would become Joiners following exposure to Killik pheromones over an extended period of time. Though the hives rarely engaged in deliberate recruitment unless there was something important a new Joiner could provide to the Killiks. Amongst the Killiks, it was not unusual to see aliens carrying out work for their hives and their species believed that the galaxy would be better if the random or contradictory efforts of egocentric races was instead harnessed under universal cooperation. The Killiks were known to not understand droids as they were alien to them due to the fact that they could never become Joiners which was why they were not welcomed by the Kind. This line of thought meant that the Killiks did not like artificial body parts as they believed such devices blurred the line between living beings and droids. Killik industry was noted for its unlimited potential. The Thuruht hive recounted that once they had used the Force as part of these construction efforts in distant times that had been given to them by the Architects. In these times, they used it to not only assemble space stations but move themselves through space without the aid of technological devices. Similar feats included the use of Force blasts to extract ore from a stony asteroid or using telekinesis to move ore into a smelting furnace that was powered by another swarm that used a ball form of Force lightning. They claimed that when they built they had used the Force for all things. To those species that knew them, the Killiks were known to be producers of the popular alcoholic beverage known as Membrosia. However, they were also known for the constructions they sometimes left behind on the worlds they occupied. These included large round edged hive mounds which were the size of multistory buildings and were able to survive both wind as well as erosion. Their hives tended to hold vast chambers that contained hundreds of pits which, in a healthy hive, would contain incubation cells. The species were known to believe that war was a part of the galaxy's cycle of change. They held the view that when war grew too powerful than the entity known as Abeloth arrived in order to destroy the old order and bring about the rise of a new one. They also held a great deal of reverance towards those they deemed as the Architects namely the group of Force wielders called the Ones. This was to the point that they felt that they were members of the Kind. It was the Architects that joined the Killik hives that allowed them to build the numerous wonders during ancient times. The Thuruht believed that once the pact was made and they emerged from hiding that their hive had to be ready to answer their call. These insectoids possessed their own language that was incredibly subtle and complex. Touch and stress had dependent meanings and there were over thirty different vowels that all sounded like the letter "U" to the human ear. Body language ranged from the clacking of mandibles being seen as a shrug whilst the curling of antennae was the equivalent of a nod. One ritual conducted by certain hives was the grooming of a Killik such as a queen that was considered an honor and its purpose was the removal of external parasites.
- #3Whiphid
Keys: Whiphids, Tuggle's, Whiphid, Tuggles, Tuggle, Whiphid's
Whiphids, or simply a Whiph, were a sentient species of large, furry bipeds that had two large ivory tusks protruding from their lower jaws native to the frozen planet Toola. Whiphids were tall, bulky bipeds covered in long, coarse fur which made up shaggy fur coats that protected the species from the freezing weather of their ice and snow habitat. Whiphids possessed a skeleton that included a back spine. The Whiphid face, which featured retractable eyes, bowed cheekbones and a prominent forehead, was mostly hairless. Two large, up-turned ivory tusks sprouted from the lower jaw. Younglings were much less hairy than their elders. Their ivory tusks were a desirable material in the galaxy. Whiphids were tall, muscled, furred sentient beings from the planet Toola. They were notable for their large tusks. On Toola, Whiphids lived a primitive lifestyle, hunting caraboose and other large animals, such as the motmot, their favored prey. Their language consisted of approximately six thousand words. As Whiphids came into contact with more technically advanced races that came to Toola to buy ice, they began to show great curiosity about the rest of the galaxy. Many Whiphids left Toola, supporting themselves as big game hunters, mercenaries, or bounty hunters. Whiphids averaged about 2.5 meters and could weigh up to 400 kilos. They were covered by long yellow-white or gold fur and had stubby fur-covered tails. Their faces were elongated, with prominent foreheads and long, bowed cheekbones. A Whiphid's face was furless apart from a few hairs on the lips and chin. Two large tusks protruded from the lower jaw, and their massive arms ended with thick three-fingered hands, the fingers ending in sharp claws. Female Whiphids tended to be slightly shorter and heavier than the males. Their eyes protruded slightly from their heads. Young Whiphids had shorter snouts and far less fur than adults. Since their homeworld of Toola was a cold planet of ice and snow, the Whiphid's body maintained a thick layer of blubber, which served to insulate and reduce heat loss. Their thick fur also helped to protect them from the harsh climate and was also covered with natural oil that repelled water and allowed them to swim in Toola's frigid oceans. With their thick blubber, tough hide, and fur, a Whiphid would be able to shrug off multiple blaster bolts and various melee weapons. In the warmer periods of the spring and summer on Toola, the Whiphids lost several centimeters of fur and burned off much of their fat reserves. Their hollow cheekbones also widened slightly, since a broader face helped to dissipate heat. These biological changes were induced by warmer temperatures rather than by the cycle of the seasons. However, their overall structure still allowed great resistance to physical and energy-based attacks. Whiphids in the wider galaxy, therefore, were more likely to have less fur and be smaller in size than their counterparts on their homeworld in winter. On Toola, the Whiphids lived together in tribes of three to ten couples. In the winter, the tribes were nomadic and traveled across the icy plains of the planet in search of prey. They camped near hunting grounds using round hide tents. During summer, the tribes moved to a permanent base that was constructed of stone and covered by animal hides and mud. A Whiphid tribe was led by an elder called a Spearmaster, who decided where the group should camp and what prey to hunt. Whiphid tribes were loose associations of individuals, and they did not have attachments to the tribes of their parents. They were a survival necessity and not an ideological construct or family unit. A tribe stayed together as long as it was doing well, and individuals of unsuccessful tribes had no compunction against joining another tribe, nor did tribes have an issue with new members. The tribes of Toola traveled across the planet on sleds and load-bearing sleds that were constructed of hide, horn, bone, and leather thong. They were pulled by domesticated Tuggles, carnivorous animals native to Toola possessed of great stamina. Six Tuggles were capable of pulling a sled all day with only a couple of breaks, if properly fed, for several days at a time. The design of the Whiphid sleds was such that they spread the load over a wide surface area and therefore allowed for safe gliding over the icy plains. Tuggles were carnivorous animals native to the planet Toola and used by the Whiphids to draw their sledges. They were lightly colored, long, thin animals with four short powerful legs and covered with sleek thick fur. They were very strong animals for their size. In the wild, tuggle were pack animals and they used their great stamina to drive down their prey. Domesticated animals were capable of pulling a sledge all day with only a couple of breaks, if fed correctly for several days at a time. Tribes on Toola typically met at hot springs, where they would trade and cooperate in big hunts. Whiphid tribes did not make war with each other or participate in skirmishes or raids against other tribes. In the mind of the Whiphids, this would reduce the number of hunters capable of hunting motmots and bring bad luck against the aggressive tribe. Individual Whiphids did have disagreements that could last for years and that often resulted in violent confrontations, but these were personal matters that did not involve others. Bullies in Whiphid society were rare, and an elder would take such an individual on a long hunt to sort them out. Those that did not learn the ways of the elder often did not return. Individuals within Whiphid society were not allowed to undermine its functioning. Whiphids were very aggressive and quick to violence. During the time of the Galactic Empire, Whiphids had widespread employment as bodyguards and enforcers for ranking Imperials.
- #4Vodran
Keys: Vodrans, Vodran, Vodran's
The Vodrans were a sentient species of egg-laying reptiles who evolved on the planet Vodran, in the Si'Klaata Cluster. The Vodrans were humanoid beings who stood no taller than a Human, but who exhibited several physiological differences from that species: monochromatic eyes; hard, leathery skin; underdeveloped facial muscles; and a ring of spikes around the face. While peaceful by nature, Vodrans made strong fighters. Most Vodrans considered the benefits of the collective before those of the individual, showing almost no individuality; the few freethinking Vodrans were considered pariahs and rogues by their fellows. Even before the establishment of the Galactic Republic, the Vodrans were slaves of the Hutts. The legendary Vodran warrior Kl'ieutu Mutela signed his whole species into servitude through the Treaty of Vontor, and the Hutts imposed their own culture upon the Vodrans and eradicated the reptilian species' independent civilization. The Vodrans believed that their partnership with the Hutts profited both sides, and as such the reptiles readily sacrificed their own lives in great numbers to preserve the ostentatious lifestyles led by their Hutt overlords, even though such wastrel-like activities were one aspect of Hutt culture that the Vodrans did not emulate. The Hutts initially recruited the Vodrans—along with the neighboring Klatooinian and Nikto species—to fight the forces of the Human warlord Xim the Despot at the Third Battle of Vontor. After their success at Vontor, the three species were kept on retainer by the Hutts, commonly for use as enforcers or thugs. The Vodrans proved to be the most loyal slave species in the Hutts' retinue, and they never attempted any rebellion against their masters. The Vodrans were a sentient species who came from the planet Vodran. They were two-legged, warm-blooded reptiles, humanoid in shape, with five-fingered hands that featured thick nails. Their bodies were covered with leathery skin that varied in color from olive green to brown. The skin was hard enough to offer some protection from physical damage. The Vodran face featured a flat nose and two black eyes. Hard skin combined with underdeveloped muscles to restrict the range of emotions a Vodran could transmit through facial expressions. The face was ringed by horny protuberances that created a ridge of horns about the temples and on the chin. Vodrans were oviparous, with young born from egg clutches; a typical clutch produced two or three children. Vodrans began their adolescence at twelve years of age and reached maturity at age seventeen. The average height of an adult was 1.75 meters to 1.80 meters, a size that afforded the beings with long legs that allowed them to run as fast as Humans. At forty-five, age began to take its toll on a Vodran and, at sixty-five, a Vodran was considered old. The average Vodran lifespan was eighty years; any Vodran who lived beyond that age was considered venerable. The Vodrans were a nimble, sturdy people with acute senses. Some of them had the capacity to become users of the Force. Vodrans had little sense of self and thus showed little individual personality. They instead believed in "the value of many," seeing the whole species as a group. The physiological restrictions on their facial movements prompted them to convey wishes and emotions with only body language and vocal inflection. As they thought of the collective before themselves, they had trouble with advanced social conventions such as innuendo and etiquette. Although the Vodrans established an independent culture based on settlements made up of huts and inhabited by dianoga hunters and spinefish fishers, after contact with an outside species, the Hutts, the Vodrans served the aliens as slaves for millennia with unswerving loyalty, a devotion that made them the most dedicated of the Hutts' servant species. While exceptions existed, the great majority of Vodrans were absolutely loyal to Hutt institutions, mostly represented as the kajidics—Hutt families that were in charge of criminal activities. Vodrans eschewed manifestations of individuality in their species, and they prioritized the well-being of their Hutt masters, no matter how many Vodrans had to die to protect their superiors' way of life. Hutts who settled on the planet Vodran exploited their hard-working reptilian servants to keep up opulent activities. Vodrans believed that their association with the Hutts had been fruitful for their people, and the individual who made it possible, the warrior Kl'ieutu Mutela, was revered by his species. The Vodrans developed their own culture before making contact with the Hutts. However, as soon as the Hutts began to deal with Vodrans, the master species imposed their own culture and replaced indigenous folkways. A new mythology was created that suggested the Vodrans had only existed from the moment they began their service to the Hutts. While this was historically untrue, Vodrans who lived afterward believed it wholeheartedly, and the Vodrans' civilization, history, and art adapted to reflect that. The Hutts replaced the ancient language of the Vodrans with the Hutt tongue, Huttese, although from the time of the Galactic Republic onward, many Vodrans also learned to speak Galactic Basic Standard. The Hutts provided the Vodrans with advanced technology, including hyperdrives, but most Vodrans did not dare travel away from their homeworld without the blessing of their Hutt masters. Nevertheless, many Vodrans had a hard time mastering technology or scientific knowledge. Like their Hutt overlords, Vodrans organized themselves into miniature kajidics, or Vodran clans. Each clan answered to a Hutt kajidic, and ultimately to the Hutt Clan of Ancients, which ruled over the Hutt species and its subordinates. However, one aspect of Hutt culture the Vodrans did not adopt was the Hutt fondness for lounging and leisure. Also unlike Hutts, Vodrans had two-part names, with examples including the names Meido Lycri, Kl'ietu Mutela, Lakren Plooru, and Saran Vydek. Vodrans had a deep-rooted respect for authority figures, whether Hutt or otherwise. Individual Vodrans rarely tried to obtain personal power. They instead tried to serve Vodran social institutions and, through them, what they considered the greater good. Vodrans valued commitment and consensus, and they expected an individual to accept the ruling of the group, whether it be a Hutt kajidic, a state, a clan, or a union. A marginal minority of Vodrans showed enough individuality to reject their society and its principles, overcoming social conditioning and innate tendencies to obey authority. Such people tended to be loners and escaped from their Hutt masters. Other Vodrans considered such freethinkers to be pariahs, outcasts, and maniacs. While some Hutts cared little about losing the rogue servants, others turned to bounty hunters to track down such fugitives. In general, Vodrans were naïve, peaceful, and straightforward. However, they commonly served as enforcers after developing combat skills that drew upon their aggressive potential. Other commonly learned skills that aided survival in wild, hostile environments because most Vodrans grew up on Vodran, where they faced the threat of huge predators that roamed the steamy jungles and swamps. A mild psychosis affected some Vodrans and made them fearless daredevils. Vodrans commonly dealt with the galaxy only through the Hutts: Vodrans rarely traveled without the authorization of their masters. Other species tended to see Vodrans as enforcers and thugs who inevitably represented the interests of the Hutts. Although Vodrans were rarely seen beyond the borders of Hutt Space, Hutts sometimes sold Vodran slaves to other criminals. Such transfers represented the only real opportunity for a Vodran to leave Hutt Space. The planet Vodran had no exports, although a native creature known as the dianoga spread throughout the galaxy as larvae for millennia, to the Vodrans' chagrin.
- #5Yevetha/Yevethan
Keys: Yevetha, Yevethan's, Yevethans, Yevetha's, Yevethan
The Yevetha (pronounced /jɛ'vəθə/) were a lithe, skeletal species indigenous to N'zoth in the Koornacht Cluster in the Core Worlds, known for their xenophobia and death-centered culture. Physically, the Yevetha were tall beings that stood on average up to 1.9 meters in height with light gray skin and a ghoulish appearance that was bereft of any body hair. Male and female members of the species were roughly the same height and build with adults standing between 1.5 to 2.5 meters. They were noted as being a mammalian species with a thin, bony humanoid form. They were described as being so gaunt as to seem skeletal due to their pallid gray skin and lithe builds. Their alien physiognomy was noted for being close enough to a humanoid to the point that it was possible to determine their body language due to the similarities. These tall gaunt humanoids had wide set and large black gray eyes. Their black eyes were said to be as expressionless as stones. The backs and necks were both scaled, which was an evolutionary vestige of natural body armor once possessed by the race. Thus, their skin incorporated this vestigial form of armor that went down from their backs to their necks and down their spines. Amongst the males of the species, there were scarlet facials crests that ran along cheeks, jaws and the tops of their heads. This larger crest ran across the top and down the back of their heads. A male's facial crests swelled when they were spurred to violence or combat. The primary head crest became engorged when a male was ready to mate. Female members of the species did not exhibit such features. Yevetha brains were located in their thoraxes where they were protected by thick bone that served as brain cages. They also possessed fine hair cells that ran as indentations along their temples which provided auditory senses. The race possessed six fingered hands that had retractable dew claws. Each one was located on the inside of the wrist above their six-fingered hands. Their dewclaws shot from a sheath of a skin from their cadaverous hands and were capable of being retracted. When extended fully, the wrist blades were equal to the length of a vibroblade. These blades extended to about a foot in length, and were used in close combat and blood sacrifices. The Yevetha also appeared to possess a greater tolerance for g-forces when compared to Human pilots. Young Yevetha were born when the females reproduced by laying eggs that were known as "birth casks". The detachable external birth casks were known to the Yevetha as a mara-nas. These were external wombs that were placed in special chambers and the unborn child was fed blood that was absorbed through the shell of the eggs. Should the child remain within the cask past birth then they were referred to as "nestings". Normally, unborn children were fed a diet of blood that was preferably from the mother. However, the blood of any Yevetha was capable of nourishing the young, and the species' biological need for blood became an important factor that shaped their society. In rare cases, birth casks were capable of giving birth to twins that were generally identical except for their age. Yevetha were known to suffer from a disease called gray death, though the symptoms remain unknown. Additionally, despite it being extremely rare, some Yevetha were born genderless. These genetic "curiosities" were born white and pale in appearance, with apparently no sexual organs visible or present. Upon their birth, a Yevethan newborn entered the world and was considered a "child" for about the first five years of life. Around age six, they began to develop into a subadult, a prepubescent stage lasting until about age 11. An adult was any Yevethan between 12-44 years old, while "middle-aged" individuals were between 45 and 66, and the elderly were 67 years and above; those living beyond 81 years were considered venerable in Yevethan society. Yevethan culture was organized into a strict hierarchical system, headed by the Darama. Politically, their society was led by a Viceroy, who also operated as the chief of state for the Duskhan League. The Darama and Viceroy were linked positions, connecting Yevethan spirituality and politics. The departments and fields of governance, commerce, science and culture were all led by Proctors and supported by various guilds. This structure was mirrored in Yevethan armed forces and shipboard staffs, led by Primates. Their technical abilities meant they were quite capable of simply studying mechanical information or manuals briefly, and not only duplicating the technology, but likely improving upon it. Thus their guildsmen were excellent workers, builders, and quite skilled starship designers. This uncanny, natural gift for working with advanced technology was just one more reason for the Yevetha to be arrogantly proud, and to think highly of themselves. Nonetheless, it was widely known that the Yevetha were considered "quick studies" and extremely intelligent. Within their society, raw blood was a key focus, and was a central aspect of their religion and belief system. This resulted in Yevethans becoming a particularly violent species. For them, death was not to be feared. As a whole, Yevethan were generally described as dutiful and attentive, if not somewhat cautious—and also fatalistic—in their views of the universe. When fighting against their enemies, Yevetha were noted for being ruthless, never surrendering, even in the face of certain defeat, due to a personal honor code. Given the brutal nature of their society, the Yevethans did not operate a single prison, penitentiary or stockade, as they believed there was no need for such "punishments". In fact, their mother tongue, Yevetha, did not feature a word in the vocabulary for "convict", nor for "incarcerate". The Yevetha society was a highly stratified one, made up of a number of different castes. Those of lower rank were never able to truly ascend to the higher levels of society, though it was known that a higher-caste individual could be "demoted" to a lower caste, in extreme instances. Despite the lowly status of these "subordinate" castes, the extreme arrogance and xenophobia of their race led Yevethans to believe that simply being Yevetha was a blessing, of any caste, rather than being born a different race. Their prejudice towards all other beings besides themselves gave the lower caste Yevetha a sense of dignity, while aliens and off-worlders were considered little more than galactic vermin. Among other caste-related policies within Yeveth society were dominance killings, similar to "honor" killings, where a charge of murder was only to be brought against a lower-caste Yevethan taking the life of a higher-ranking individual . The killing of a low-ranking Yevetha was considered perfectly acceptable by the higher castes, as it was one less mouth to feed and one less nuisance in society. This strict caste system dominated Yevethan life, meaning that young Yevetha grew up with the knowledge that at any moment, a superior was justified in taking their lives from them, simply for blood. Sacrifice, particularly to provide blood for a birth cask of an important Yevetha, was considered honorable to the family of the sacrificed individual. Birth casks were often placed in "breederies", which were considered private locations. On certain occasions, a Yevetha was known to meet with visitors outside. To support a high-ranking Yevetha, there was typically a breeding-assistant who administered the arrival of sacrificial Yevetha for the birthing casks in order to feed them. The Yevetha considered twins to be auspicious, and it was believed that, in their tradition, such offspring passed on their "blessings" to those around them by simply breathing, touching, and even bleeding. It was common for nitakka (Yevetha males) to spar, embedding young Yevetha with a unique set of fighting instincts: "the closest threat is the greatest threat—in a fight of unequal numbers, dispatch your weakest opponent first to discourage others from joining a fight against you, charge a newcomer immediately—hold nothing back when you go to kill." These instincts were difficult to suppress, producing erratic battlefield results for inexperienced military crews. While the lower classes were treated with nothing but contempt, the reaction of the race to other non-Yevetha was even more severe. The Yevetha were considered one of the most xenophobic and bigoted species within the galaxy. In fact, they considered non-Yevetha to be little more than vermin. As a result, the Yevetha tended to consider other species to be hardly worth their attention. This was partly attributed to the relative youth of their homeworld and its location where stars of the greater galaxy were masked with the brightness of the Koornacht Cluster. As a result, the Yevetha originally believed themselves to be the only intelligent beings in existence. Following contact and their initial enslavement, this attitude was only slightly altered as the race now believed that they were the only worthy species in existence and that all other races were to be exterminated. This xenophobia extended to such a level that they refused to learn alien languages such as Basic, as they found it being repulsive. In order to communicate with "vermin", many high-ranking Yevetha made those of the lower castes learn the language in order to serve as translators. While this was the case, there were certain cadres of high-ranking Yevetha that deigned to learn alien languages as they believed there were certain things not meant to be heard by the subordinate castes. This conceited belief in their status as being the only intelligent life in existence stemmed from even ancient times on their homeworld. In fact, it was known that not even a single member of their greatest thinkers had even considered the concept of there being the presence of other forms of sentient life on other worlds. Ultimately, it was held that while they had rapidly advanced on a technological basis, their culture was still in an adolescent stage of development.
- #6Yarkora
Keys: Yarkora's, Yarkora
The Yarkora were bipedal, anthropomorphic beings resembling cameloids. They hailed from an unknown world located in the galaxy's Outer Rim, and were rarely seen amongst the galactic populace. A bipedal mammalian species descended from hoofed ungulates, the Yarkora have evolved into a tall species with immense three-fingered hands, a long snout with wide nostrils, smooth fur, and rough tufts of hair. Speaking a native language and capable of learning and speaking Basic, the Yarkora possessed two stomachs, one for digesting and the other for storing food, and multiple redundant organs that accounted for their longevity. Because of this redundancy, it is rare that a Yarkora would die of natural causes and makes internal injury extremely treatable and non-life threatening. Having incredible eyesight and hearing abilities, some scientists believe they are also able to project empathetic abilities onto others, possibly identifying the species as highly Force-sensitive. Children were born live, and a mother could only carry one child every fifteen years which caused the species to have relatively few in number. A very secretive society, the Yarkora that have been spotted in the galaxy have remained tight-lipped as to the location of their planet of origin, and attempts to locate it proved fruitless. When Yarkora were seen, they tended to be rather off-setting and unnerving and found among criminal types. Yarkora were known as crafty con artists and scoundrels. They would masterfully dissect information from others, despite almost never talking about their own past, culture or interest. In this sense, the culture of these people remained a well-kept secret for centuries. However, journals from an abandoned colony in the Outer Rim Territories detailed the process of mating rituals among the Yarkora. Taking place over several years, the ritual included the exchange of letters that would be dissected and analyzed until the topic was complete and another could begin. They were very solitary individuals; even married Yarkora tended to live apart. All women were expected to bear at least one child due to low population numbers and the females of the species tended to raise their young.
- #7Morseerian
Keys: Morseerian, Morseerians, Morseerian's
The Morseerians were a sentient species distinguished by four arms and methane-based respiration. Most of a Morseerian's body was covered in semitransparent skin that showed the underlying internal organs. The exception was the elongated head, which featured large, black eyes, a small nose, and a thin, triangle-shaped mouth. When found on planets with an oxygen-rich atmosphere, Morseerians wore full environment suits and breath masks that provided the methane they needed to survive. They usually flew ships that supported methane environments and employed crew members who could survive in such conditions. Morseerians carefully guarded the identity and location of their homeworld from outsiders, and little was known about their history or culture except that they were a reserved and secretive people who had several colonies—including the world Morseer, for which they were named. Morseerians were a sentient, bipedal species whose bodies were essentially humanoid. With rare exceptions, though, Morseerians had four arms where humanoids had two. While the upper two limbs were similar or slightly larger in size to those of a comparable Human, the lower pair, which extended from a second set of shoulders, were slightly smaller. These extra arms made them adept climbers and multi-taskers and aided them while grappling in combat or wielding multiple weapons. While all Morseerians had opposing thumbs, individuals had varying numbers of digits on their hands: some had five per hand, others had four, while still others made do with three. Morseerians had oblong, conical heads covered in overlapping scales of brown, gray, white, green, purple, or tan. The rest of their bodies were covered in greenish, translucent skin that revealed the inner workings of their organs and the flow of their blood. Their large, black eyes lacked pupils and were located above a tiny nose and a triangular mouth slit. Some members of the species had keen hearing. Both males and females had slender builds similar to those of Humans in their early teens, although breasts distinguished adult females from males. Morseerians stood from 1.5 to 1.7 meters tall. They entered adolescence at age thirteen and adulthood at eighteen, and their life expectancy was eighty standard years. In standard atmospheres, Morseerian biology required them to take special measures that made them look bizarre to strangers. Members of the species required methane-rich gas for respiration; exposure to an oxygen-rich, methane-poor atmosphere suffocated a Morseerian in minutes. Accordingly, those Morseerians encountered by outsiders almost always appeared in full environment suits. A typical example of this protective gear was form-fitting—although looser suits were also found—and included a complex breath mask. It used an incorporated supply of methane to create an atmosphere similar to that of the Morseerian home planet. Masks featured goggles to protect the eyes and straps to attach to the head; a side effect was that they made the wearer's voice sound mechanical, similar to a droid's vocoder. The durable suits rarely needed repairs or replacement and were built with redundant air pockets and filtration systems so that they still offered protection in the event of a tear or a puncture. Although inconvenient, such suits provided additional protection against airborne toxins. On the other hand, they made their wearers vulnerable to fire, which could ignite the methane supply. Morseerians were introverted, laconic, and secretive. They preferred to keep to themselves, talking to strangers only to obtain information from them. This loner nature prompted Morseerians to avoid confrontation, although they were more than willing to defend themselves if targeted by others. The Morseerian obsession with secrecy was perhaps most pronounced with regard to the name and location of their homeworld. The planet was uncharted by any but the Morseerians themselves, although rumor placed it in the Outer Rim Territories. A Morseerian would rather die than give up the location of the world. As a result, little was known about their native culture and customs. The Morseerians were at least nominally under the protection of the Drackmarian species. Although the details of the relationship were unclear to outsiders, at least some Morseerians entered into individual contracts with Drackmarian overlords. Breaking such an agreement earned not only the enmity of the Drackmarian master but also a price on the Morseerian's head. Morseerians spoke a language of the same name. Many learned to speak Basic or Huttese, although these were by no means universal skills. Morseerians had two-part names. Examples included Chall Bekan, Myor Devker, Shalthan Leeru, Nabrun Leids, Bargeth Relb, Nilek Rillion, and Flyrl Sacorbel. The species had access to galactic-standard technology and manufactured hyperspace-capable starships. Morseerian craft were oval-shaped vessels that ranged in size from small shuttles to bulk freighters. Such ships provided their crew and passengers with a methane-rich atmosphere so that their occupants could move about freely with no need for environment suits.
- #8Krish
Keys: Krish, Krish's
The Krish were sapient humanoids indigenous to the planet Sanza. The Krish were smooth-skinned humanoids with large, wide heads. Their faces were dominated by bony ridges above the eyes and along the nose, and their mouths were filled with rows of tiny, pointed teeth. They often smiled when seeing any form of entertainment. They also had short, wiry hair. Krish loved playing games of any sort, as they provided a way to focus their aggressive psychology. They were incredibly competitive, and they responded well in the face of difficult puzzles or extreme adversity. However, when faced with easier tasks, they would often intentionally make it harder for themselves. Their love of games also had a distracting effect, so they were highly unreliable when it came to business matters or other jobs they considered unexciting.
- #9Drackmarian
Keys: Drackmarians, Drackmarian's, Drackmarian
Drackmarians were a methane-breathing reptilian species that hailed from Drackmar. They were recognized as ferocious warriors. Drackmarians were reptilian humanoids[2] recognizable by their large sharp teeth along their snout, colorful spotted scales,[4] vertically running spikes on the top of their head and along their shoulders.[2] They did not require sleep. The species was native to Drackmar, a world with a methane atmosphere located in the Drackmar system of the Outer Rim Territories.[3] Hence, Drackmarians had to wear breath mask when traveling to worlds with an oxygen atmosphere.[2] Drackmarians were known for their generosity and their fierce independence.[4] They usually resisted coercion to the death.
- #10Ongree
Keys: Ongree's, Ongree
The Ongree were a humanoid sentient species native to the planet Skustell in the Skustell Cluster. Ongree were an amphibious sentient species characterized by yellowish or brownish skin and elongated, tapering heads. Two flexible eyestalks protruded from either side of an Ongree's head, allowing them to see an object from many angles. Their lipless mouths were located above four nostrils and their other facial features, giving them an "upside-down" facial appearance. They possessed two thick fingers and an opposable thumb on each hand. Despite the apparent lack of dexterity inherent in their makeup, Ongree were nevertheless able to hold even small objects with ease. Their natural agility was belied by their humpbacked, awkward appearance. Ongree were commonly seen as a diplomatic, measured species. This opinion was fostered by the arrangement of their eyestalks; since Ongree could see an object from multiple angles, it was thought that this ability gave the species a unique mindset, allowing them to examine a situation from all possible perspectives. It was believed that their literal and figurative outlooks were linked by a psychological trait. Due to their unique psychologies, many members of the species were adept negotiators, diplomats, and politicians, though this characteristic was also exploited for less wholesome activities, and some were known to consort with crime lords and gangsters.
- #11Anomid
Keys: Anomids, Anomid's, Anomid
Anomids were a sentient species that were native to Yablari. Because they lacked vocal cords, they communicated with one another through a sophisticated and subtle combination of hand and body language. For the purpose of interacting with other species, they wore concealing vocoder masks that transformed their subvocal harmonics into audible speech. During the Age of the Empire, they were routinely searched for fear that their traditional headgear was disguising wanted fugitives. Under their distinctive masks, Anomids had wrinkled, bumpy heads with fin-like ears that protruded from the sides of their heads, and two forward-facing eyes with no visible irises. Anomids, pale-skinned humanoids native to Yablari, were among the galaxy's wealthiest societies, thanks to their natural technical aptitude. Anomids had long been part of the Galactic Republic, and were seen throughout the populated galaxy as technicians, explorers, or tourists. Anomids were humanoids ranging from 1.7 to 1.9 meters tall. Anomid skin was translucent with a faint coloring ranging from a light violet to a pale purple and was smooth, but wrinkled with age. They had large, slender hands with six fingers on each: two end fingers, two center fingers and two thumbs, with a sharp claw on each. The fingers were paired in twos and slightly spaced apart from the others. The eyes of the Anomids were solid, with no visible irises or pupils and have been seen in varying shades of yellow or blue. The Anomids had pointed, fin-like ears that protruded from the sides of their heads. Anomid hair was often long and well kept, and was always found in shades of black, gray or white. Some Anomids had bald domes with wrinkled skin and sparse hairs, though this could have been an effect of aging as other, presumably younger, Anomids were seen with full heads of hair. The most notable thing about Anomids' appearance was the metallic, often elaborate and aesthetic masks they wore on the bottom half of their faces. These were not breath masks, as many offworlders might have assumed, but rather vocalizer units. The Anomids were born without vocal cords, so many decided to adorn their faces with these machines to better communicate with the galaxy, as learning or even understanding the six-fingered sign language of the Anomids was difficult to near impossible for most humanoids or humanoid-built droids. Anomids almost always wore elaborate masks which covered most of their faces. These were not breath masks, but vocalizer units. Since Anomids had no vocal cords, they relied on these vocalizer masks to communicate with other species. These masks were often elaborately customized to reflect an Anomid's social status, family origin, or profession. Among themselves, Anomids communicated using an elaborate sign language. Anomid sign language required six-fingered hands, which made it difficult for Humans or Human-programmed protocol droids to use. Anomids were governed by a Central Council, whose members were appointed by regional groups of techno-nobles, scholars, and business leaders for one to seven year terms. Their legal system was cumbersome, as laws were never repealed. Instead, new laws were added to counter or modify old ones. Offworlders often studied the intricacies of the Anomid legal system, either for ideas for their own legal systems, or as examples of what not to do. Anomid civilization had a long history of pacifism and technical achievement. Though they developed hyperdrive technology first, they did not leave their home system for a century. They finally sent probes to other systems when a drought threatened food production on their home planet, by the year 15,000 BBY. After coming across a Duros colony which could bolster the Yablari system's food supplies, the Anomids developed a strong interest in meeting other cultures. They soon became active members of the Galactic Republic, learning technologies and other ideas from foreign cultures in order to benefit their society. Among the first technologies they acquired were advanced Ithorian agricultural techniques, for which the Anomids were always grateful. Much of the technology developed or acquired by the Anomids had to do with agriculture—food was the main export and import to the Yablari system. They were also experts in the miniaturization of computer components, though they refused to work on computers with military applications. Anomids who ventured away from their homeworld typically were rogues or nonconformists whose political ideologies clashed with that of their homeworld's Central Council. Others sought new technologies or corporate connections which could be made in other regions of space. Rarely getting involved in any form of military or defense force, Force-sensitive Anomid were drawn to the ideology of the Jedi Order.
- #12Advozse
Keys: , Advozsec, Advozse, Advozse's, Advozsec's
The Advozsec (singular Advozse) were a humanoid sentient species native to the volcanic planet Riflor, located in the Mid Rim. Thanks to their thick skin and sensitive eyes, they manage to survive in a harsh environment. On Riflor, volcanic eruptions frequently destroyed Advozsec settlements, so they tended to care very little about material goods. Instead, they strived to accumulate as much monetary wealth as possible so they could continually rebuild after disaster strikes. They also had pointed ears and a single cranial horn at the crown of their heads. Because they had to rebuild frequently, they tended to have a pessimistic outlook on life and a fixation on financial stability. Their home planet of Riflor was geologically unstable, with frequent volcanic eruptions: a condition which shaped their culture and their place in the galaxy. The Advozsec were evolved from herbivorous reptile-analogs which fed on the vegetation known to form around the planet Riflor's hot springs. Evolving into a class of reptomammal, the Advozsec had a single black horn at the crown of their heads, four digits on each hand and foot, pointed ears, and large black eyes. Their skin varied from yellow to dark brown. Advozsec were strictly vegetarian, being unable to properly digest meat. At least some members of the species had sharp teeth. The Advozsec home planet of Riflor was geologically unstable, with frequent volcanic eruptions. The geothermal hot springs that appear on their homeworld forced the species to evolve thick skin in order to survive. The large, black eyes of the Advozsec were adaptations to the clouds of volcanic ash which darkened Riflor's skies. Though they were most comfortable in the naturally dim light of their homeworld, Advozsec could adjust to levels of light found on other worlds with minimal discomfort. Since so much of the sunlight on Riflor was blocked by volcanic eruptions, Advozsec tended to settle near geothermal springs for heat. Unfortunately, these springs also tended to be in geologically unstable regions, and anything built near them was often destroyed or abandoned due to eruptions or groundquakes. As a result, the Advozse people ended up having little attachment to material goods or long-term plans, and developed a pessimistic, selfish, and even paranoid outlook on life. This facet of their culture remained long after contact with the Galactic Republic gave them access to modern construction techniques allowing for more permanent buildings. Seeing financial stability as the only truly achievable stability one could find in life, the Advozsec constantly strove to accumulate as much monetary wealth as they could in a lifetime in order to have the ability to rebuild when the worst happened. Reading and writing the language Advb, Advozsec generally used a first name and a second name. Typical names included Kol Nurn, Roda Lem, and Vel Ramdro.
- #13Draethos
Keys: Draethos', Draethos, Draethos's
Draethos were a predatory humanoid species from the planet Draethos, notable for their long natural lifespans. Draethos possessed large teeth, which grew outside of their mouths in what appeared to be an overbite. They also had no lips, further exaggerating the appearance of an overbite. Their scaly skin ranged in color from blue to purple to black. Their hands retained an interstitial web between the fingers. Their fingers ended in narrow tips which resembled claws. They possessed low-light vision, springing from their cave-dwelling ancestors. The Draethos could live to be a thousand years and older. Despite their long lives, their childhood was quite short. They matured quickly, grew out of adolescence at 18, then enjoyed a healthy adulthood which lasted approximately four hundred years. At four hundred a Draethos was considered middle aged. It was not until age seven hundred that a Draethos was considered elderly. Draethos, warrior and intellectual alike, possessed telepathy, including the ability to communicate with any sentient being in a radius of approximately five hundred meters. The ability was limited to communication; a Draethos could not invade the thoughts of others. Partly due to their long lives, Draethos society was slow to evolve and relied heavily on tradition. The Draethos was a warrior culture. Those living on the homeworld were expected to demonstrate their martial or hunting prowess. Life on Draethos was harsh, with arrogant aristocrats squabbling among one another for social standing and wealth. Warriors were perpetually in high demand as gladiators, mercenaries, hunters, and soldiers. Pacifistic philosophies were despised on Draethos. Those who made a conscious decision to abandon the way of the warrior were exiled to seek a new life among aliens. Therefore, paradoxically, despite their reputation as fierce combatants, most Draethos encountered offworld were peaceful and intellectual. Draethos traveling offworld were usually exiles who chose not to become warriors as their culture demanded and thus were highly intelligent and pacifistic. They were usually enthralled with learning as much as they could, even if they might never apply their detailed knowledge of a given subject. The stability of the Draethos culture caused exiled Draethos to have troubles while understanding the complex and relatively rapid changes in other societies.
- #14Pyke
Keys: Pyke's, Pyke, Pykes
The Pykes were a species of sentient humanoids native to the planet Oba Diah. The species had two distinct physiological groups. While both shared elongated heads, one group was characterized by their oversized craniums with undersized faces, while the other bore more humanoid proportions with piscine features. The Pyke Syndicate was the main focus of the Pyke economy and the galaxy's preeminent supplier of spice, a term for various types of narcotic substances mined by slaves on the planet Kessel and a number of other planets. A sentient species, the Pykes were humanoid, although most were slimmer and taller than most humans. They had two long, lanky legs, and two arms that ended in three, four, or five-fingered hands. Their heads were large and elongated, with a tapered skull and a proportionately undersized face, a feature which some other species found unsettling. Pykes had two narrow, almond-shaped eyes which could be blue, magenta, purple, or black in color. Their heads rested upon elongated, sinuous necks. The species had two sexes, male and female. Pykes had yellow or green blood. Some Pykes had smaller craniums than others of the species, as well as short bloated necks, and five or four fingers. Whereas others of the species had a range skin tones including gray and green, these individuals might possessed teal skin with pink accents or a gray-green coloration like their tall brethren. Beneath the masks frequently worn by the species, the short-necked Pykes' faces resembled fish. The atmosphere of the planet Kessel could provoke lethal allergic reactions in Pykes if they were exposed to it for too long, necessitating the wearing of special protective gear if they remained there long-term. Pykes hailed from Oba Diah, a terrestrial planet marked by obsidian cliffs. Visitors to Oba Diah viewed both the population and terrain as unwelcoming. The Pyke homeworld served as the headquarters of the Pyke Syndicate, a criminal organization which profited from distributing spice, an illicit substance harvested by slaves in the spice mines of the planet Kessel. The Pykes on Kessel had to wear special breath masks and lead-lined clothing to protect themselves from the planet's harsh climate. To deliver spice to their customers, such as crime families on Coruscant, the Pyke Syndicate relied on smugglers and freighter captains to complete the dangerous Kessel Run.
- #15Siniteen
Keys: Siniteen's, Siniteen
The Siniteen were a humanoid sentient species that were native to Mileva. They were distinguished by their brain-shaped heads and hyperintelligence. They were capable of calculating hyperspace coordinates without the aid of a computer navigator. Siniteens were present in a wide variety of roles across the galaxy, ranging from bounty hunters to politicians. Siniteens were a bipedal humanoid sentient species distinguished by their large, bulging, veiny brain-shaped craniums and pale skin. As humanoids, Siniteens possessed two legs, as well as two arms ending in five-fingered hands. Their heads featured small, sometimes pupilless, yellow eyes, though they lacked visible ears. Siniteen had large and advanced brains able to perform complex calculations, including plotting hyperspace jumps without the aid of a navigation computer. Siniteen were hyperintelligent humanoids, capable of calculating hyperspace jumps without the assistance of a navicomputer. They had pale skin and pupilless eyes. A notable feature of this species were their hairless, oversized heads, which resembled the lobes of a brain.
- #16Rattataki
Keys: Rattataki's, Rattataki
The Rattataki were a Near-Human species characterized by their chalk-white skin and bald heads. Virtually isolated from the rest of the galaxy, the Rattataki developed a violent society on their home planet of Rattatak, which involved extensive gladiatorial combat.
- #17Tholothian
Keys: Tholothian, Tholothian's, Tholothians
Tholothians were a species of sentient near-humans native to the planet Tholoth. They could be distinguished from typical humans by their partial colorful skin pigmentation, their scaled craniums and fleshy white, blue, or red tendrils that sprouted from their skullcaps. Tholothians were a near-human sentient species. Largely similar to humans in appearance, their primary distinguishing characteristics were their scaled skullcaps that sprouted fleshy head-tendrils, and their partially colorful skin pigmentation, particularly around the eyes. The Tholothians' skullcaps could be gold, brown, white, red, or blue in color. Male Tholothians could grow facial hair. Their skin could be brown, tan or pale. It was possible for Tholothians to be Force-sensitive. The Tholothian government, which governed the species' homeworld of Tholoth, was a democracy with an executive branch and a senate of legislators. The government banished heavy industry to other planets in the Tholoth system to preserve the natural environment of Tholoth. The government also instituted policies to limit the flow of offworld visitors, and insisted that newcomers integrate in ways that minded Tholoth's ecology. Tholothian cities incorporated foreign architectural designs with distinct Tholothian twists. Traditional Tholoth headdresses were worn by many Tholothians as part of their culture. The headdresses featured fabric bands along the edges in varied shapes and sizes which held the cap in place and covered the ears, connected to an ornamental web of delicate chains and beads tracing along the often tessellated scales along the wearer's scalp. Tholothians were native to Tholoth, an arboreal planet located in the Tholoth system of the galaxy's Colonies and Slice regions. Establishing their own planetary government, the Tholothians joined the Galactic Republic, the predominant galactic polity. However, when the Republic was transformed into the Galactic Empire at the end of the Clone Wars, the new totalitarian state occupied Tholoth, turning it into a prison for its residents while high-ranking Imperial officials built palatial estates for themselves in Tholoth's protected zones.
- #18Colicoid
Keys: Colicoids, Colicoid's, Colicoid
Colicoids were a sentient insectoid species from Colla IV. In appearance, Colicoids were tall insectoid beings that held multiple appendages. Their bodies were chitinous and included a powerful stinging tail. A Colicoid's physiology allowed them to curl up into a protective ball and unfurl suddenly which allowed them to catch their prey unaware. This rolling method of locomotion was described as being second nature to the Colicoids. They had flat heads with multifaceted eyes that provided them with a superior level of vision and their long antennae gave them an acute sense of smell. An average adult Colicoid measured between 1.8 meters to 2 meters tall. Some members of these insectoids were Colicoid Queens that were different than normal members as they were more than twice the size of even the largest warrior breeds. This made them extremely dangerous and were the only Colicoids that possessed a unique poisonous stinger. This combined with their strength and size made them deadly combatants, especially when within their nests. However, a Queen tended to only fight when her young were being threatened. Colicoid lifespan allowed them to live to over 65 years of age. Children ranged between 1 to 4 years of age while a young adult was between 5 to 7 years old. They reached adulthood by 8 years old where they remained in this part of their lifespan until 33 years of age. They reached middle age around 34 to 49 years of age whilst an old Colicoid was between 50 to 64 years. A Colicoid was considered of venerable age from 65 years and over. They were carnivorous, and sometimes cannibalistic. Colicoids wishing to protect themselves were capable of forming themselves into a tight ball, an ability the Colicoids emulated when designing the droideka, which they produced in their image. The only known predator of Colicoids was the hueche, which was so feared that the sight of one would cause any Colicoid to reflexively form itself into a ball and roll away. This fear was such a deeply ingrained instinct that it remained even after hueches were apparently driven to extinction, and even a holographic projection of a hueche would have the same effect on a Colicoid. The insectoid minds of the species provided them a natural defense against mind tricks. There were no known Force users amongst the Colicoids. Though highly intelligent, Colicoids were emotionless and cannibalistic in nature. This was particularly the case when food was scarce. Their ruthless cunning served them well on the battlefield as it did on the negotiating table. It was known that long ago that they transferred these ruthless characteristics to their commerce activities. As a result, they were known to be brutally efficient in their business practices. They were noted for being vicious and calculating creatures that were driven by greed whilst showing little regard for others. The Colicoids had numerous successful commercial ventures and held strict business protocols though diplomatic disputes emerged as a result of them consuming any visitors to their homeworld. None truly desired to meet a Colicoid due to the fact that they were bloodthirsty cannibals. This insectoid species was native to the world of Colla IV that was located on the border of the Inner Rim and the Expansion Region. These highly intelligent voracious insectoids were relatively considered isolationists in the galaxy. Despite this being the case, their dedication to the art of droid design led to the creation of advanced technology that put them at the leading edge of scientific research. The Colicoids were the founders of the Colicoid Creation Nest amongst other companies. Whilst not strictly aggressive, they held little regard for other races despite holding robust mercantile operations. Their kind saw the trade of technology as a useful means to an end even if it were a mildly distasteful one. These cannibalistic insectoids possessed a highly advanced technological society. Despite this being the case, they were noted as being one of the most hostile species in the galaxy. As few visited Colla IV, none realized that the Colicoids held even more dangerous droids on their homeworld. Though holding Queens, the Colicoids were not a rigidly hive oriented race as some insectoid species though fertile members of the race held privileged positions in their society. Such fertile Queens were tended tirelessly by their drones, workers and warriors. The Colicoid language consisted of clicking and humming noises that was generated from their antennae with their jointed legs. This was difficult for others to interpret and impossible for non-Colicoid species to reproduce. Despite this, the Colicoids were able to speak Basic with a definitive buzz. Though this was the case, the race tended to converse in their own language when in the presence of others where they could plot and scheme in front of others without them knowing what the Colicoids were speaking. Whilst this was their spoken tongue, the species lacked any form of written language and had to resort to using Basic. Examples of the Colicoid language being used in conjunction with basic were illustrated in the Droideka that merged the Basic term "droid" with "eka" that meant "hireling" or "drone". Colicoids were known to occasionally stop any travelers going through their system and eat them. The Colicoids possessed a strong dislike for Jedi, which only intensified after the Invasion of Naboo.
- #19Patrolian
Keys: Patrolian's, Patrolians, Patrolian
Patrolians were a highly intelligent piscine amphibious sentient species that were native to the aquatic planet Patrolia. With gills and fins on their heads, they were able to live both underwater and capable of breathing air and living on land, but were most comfortable underwater, preferring to be immersed in liquid. They were extremely resourceful, and often worked as bounty hunters. When not in water, their clothes required alteration to accommodate the protruding dorsal fin on their backs. Members of the species were distinguished by their pale, pastel-colored scales and long, fin-like limbs. They could resist minor electrocutions.
- #20Sephi
Keys: Sephi, Sephi's
Sephi were a species of humanoids indigenous to Thustra. The Sephi were a species of sentient humanoids. Outwardly, they were very similar in appearance to Human stock, the key difference being their long, pointed ears, which were capable of swiveling. Like most humanoids, the Sephi came in two sexes, male and female; with the latter being distinguished by more prominent breasts and a different hairline. Many Sephi were tall and healthy-looking, with a narrow waistline and long-fingered hands. However, smaller and overweight individuals were not unheard of. While many Sephi had pale, purplish skin, some had more Human-like skintones. Their eyes came in the colors black or brown. Their long, straight hair ranged in color from black through blonde to gray and white. Depending on personal status, it was common for upper-class Sephi to fashion their hair into thick spirals adorned with gemstones and other decorations, making it a source of personal pride. Males also had a distinct widow's peak, in addition to a receding hairline. The female hairline, however, formed an upside down U and was located closer to the eyebrows. The Sephi were a long-lived species, with elder individuals living for more than 200 years, possibly up to 400. They could interbreed with several other species, including the Arkanians and the Humans. The Sephi formed a space-level civilization led by a monarch. Due to the species' longevity, Sephi sovereigns tended to stay in place for a long time. They had developed a culture of elegance and sophistication in art, which was even reflected in the delicate design of their walkers, flyers and tanks.
- #21Cosian
Keys: Cosian, Cosian's, Cosians
Cosians were a species of long-lived sentient reptilian humanoids from Cosia. Cosians were a species of sentient reptilian humanoids from Cosia who had beaked mouths, four-fingered hands, eyes with lids that blinked upward instead of down, and a long tail that ended in a tuft of hair. Due to their reptilian biology, Cosians hatched from eggs. Cosians were also known for being long-lived, with their average life expectancy up to 200 standard years, although the Jedi Master Tera Sinube reached an age of over 400 standard years. Cosians could be Force-sensitive. Cosians spoke Cosian, a trilling, chirping language. The language mingled with the sounds of their homeworld, Cosia. Over time, the Cosians built villages across their homeworld, each ruled by a council of elders. When Cosian eggs hatched, a great celebration would be held to honor the emergence of new life and wisdom.
- #22Salenga
Keys: Salenga, Salenga's
The Salenga were a sentient species which existed in the galaxy. They had pink skin, yellow eyes with vertical eyelids and triangular pupils, and hands with one thumb, one finger and a single wide appendage where humans and species with similar hand shapes had more fingers. Salenga also had a flap of skin hanging below the back of their head which resembled long hair.
- #23Cerean
Keys: Cerean, Cereans, shyarns, shyarn, shyarn's, Cerean's
The Cereans were a species of sentient mammals hailing from the planet Cerea. They were distinguished by their enlarged conical cranium that contained a binary brain. Humanoid mammals distinguished by their massive coned craniums, the Cereans kept complex, binary brains within their towering skulls which allowed the garden species to see both sides of any issue. These organs relied on blood pumped from their two hearts. Cereans could grow hair and some sported eyebrows, white beards, dark stubble, and even topknots and braids. Cereans were a sophisticated and cultured humanoid mammalian species hailing from the planet Cerea in the Mid Rim. They were famed for their extraordinary thinking abilities, made possible by large binary brains housed in tall tapering heads, enabling them to focus on many things at the same time. Aside from this unique feature, Cereans were physically similar to Humans, although they each possessed two hearts, which supplied extra blood circulation to support their brains. Cereans were often found among the ranks of the Jedi Knights, but due to the species' low birth rates, Cerean Jedi were exempt from the Order's vow of non-attachment. The Cereans' enlarged skulls, extending up to twenty centimeters above their foreheads, housed complex binary brains, provided with sufficient blood by an extra heart in their heads. The binary structure of Cerean thinking helped them to ponder two sides of an issue at once. It also enabled them to process information and solve problems rapidly and provided a highly advanced capacity for concentration and meditation. Because of their thoughtful nature, they tended to be calm, rational and analytical, preferring peaceful philosophies and a lifestyle which worked in harmony with nature. Though the quick-thinking Cereans had equally quick reflexes, they were commonly not as well coordinated as Humans. Because of the weight of their enlarged skulls, Cereans often had back problems and were less physically coordinated than the average Human. Cereans were a sexually dimorphic species, with male Cereans aging more rapidly than their female counterparts. Additionally, males were outnumbered by females due to a skewed birth rate ratio of twenty females to every one male. Force-sensitivity among Cereans was similar to that of baseline Humans, with Cereans training as both Jedi and Sith. Their binary brains, it was suggested, allowed some Cerean Forcefuls to explore both the light and dark aspects of the Force. Cereans developed a low–tech society on their homeworld and preferred to live in isolation from the wider galaxy. Preserving the natural beauty of Cerea, the planet was home to many Outsider Citadels where it was permissible to use offworld technology, though it could not be removed from the Citadel. Beyond the Citadels, offworld technology was strictly prohibited, especially that which could harm the planet's ecosystem. Meditation was a core part of a Cerean's daily rituals, with many employing specially-forged kasha crystals as a focusing tool. By focusing one's thoughts while in contact with such crystals, distractions were eliminated, creating an exceptional meditation environment. Cerean Jedi sometimes incorporated these crystals into their lightsabers, providing great focus, even during intense physical combat. Because of the dimorphism in the species, the government of Cerea was matriarchal. The governing Council of Elders was led by a president who made decisions based on the advice of the Council. Decisions made by the Council were considered to be infallible and appeals were unheard of. The traditional nature of the Cerean community was reflected in their names, which were broken into three hyphenated parts. The names were derivatives of an individual's parents and grandparents. The clothing worn by most Cereans was based on a traditional style that carried on over the centuries. Martial arts was a focused and stylized part of many Cereans' lives, with the use of the ancient shyarn as a means of moving through aggression. Polygamous marriage was a necessity in order for the species to survive, due to its sexual dimorphism. Each male usually had one primary "bond-wife," and between four and ten "honor-wives." Culturally, Cereans embraced the Force and their knack for analysis allowed them insight that resembled precognition. Shyarns were light, curved swords employed by the ancient Cereans during their traditional honor duels. These primitive looking blade weapons were magnetically attracted to one another, making the weapons lock onto one another during parries. The two duelists remained linked until one was able to free himself and maneuver for another attack. As such, these honor duels were quite breathtaking to behold but were also deadly dances between life and death. Cerean blacksmiths forged the blades from unique metals found on Cerea in a process that resulted in a weapon that had no magnetic pull on other metals; they were magnetically attracted only to each other. Shyarns were small blades that were sometimes difficult to upgrade with technology designed for more conventional swords and vibroblades. The blades were named shyarn after the old Cerean word for "dancer." Hundreds of Shyarn-Ado Training Schools on Cerea taught the art of swordplay with the shyarn, which took a lifetime to master. In any case, because of its exotic design and function, a user required training before he could wield the weapon properly.
- #24Snivvian
Keys: Snivvian's, Snivvians, Snivvian
Snivvians, nicknamed Snaggletooths, were a species of sentient mammalian humanoids native to the planet Cadomai Prime. They had large mouths, short fangs, and uncommonly thick skin. The winters on their home planet were long, harsh, and difficult to survive. During this time, the Snivvians spent their time in underground caverns in artistic pursuits. Some of the species escaped the icy tundras to become bounty hunters offworld. As a species they displayed great tracking skills, so were particularly suited to this work. Snivvians were mammalian humanoids distinguishable by their large nostrils and their protruding lower jaws, with two small tusks. Their hair color varied between brown and black, but they possessed a larger variation of skin and eye colors. They were capable of speaking Galactic Basic but also communicated via snorting through their nostrils. Due to their oversized snouts, Snivvians made excellent scouts and trackers. Most Snivvians chose to speak Basic as well as a diverse range of secondary languages. Some refused to let go of their native tongue for symbolic, subtextual, or fashionable reasons. Snivvians were among the most renowned artists and authors in the galaxy. Their homeworld of Cadomai Prime had extremely cold temperatures and long winters, forcing the Snivvians to live long periods of time in subterranean caverns. During those long days, Snivvians developed their artistic talents and sensibilities. They produced masterpieces in holography, painting, sculpture, music, and the written word, as well as a culturally unique form of art known as the transnovel. Although technology would eventually lessen the need for this form of hibernation, Snivvians still felt the need—biologically and culturally—to continue the tradition. Many Snivvians traveled throughout the galaxy in attempt to live the lives of the subjects of their future artistic works, even when it was dangerous. Snivvians had a reputation for sociopathic tendencies similar to the Trandoshans, and they tried to control their genetics in order to curtail such tendencies. When twin males were born, one of them would invariably display traits of psychotic genius.
- #25Terrelian Jango Jumper/Terrelian
Keys: Terrelian Jango Jumper's, Terrelian Jango Jumper, Terrelian's, Terrelian, Terrelians, Terrelian Jango Jumpers
Terrelian Jango Jumpers were tall, slender humanoids who were known for their acrobatic abilities. Terrelian Jango Jumpers were a tall humanoid species with multi-colored skin that could vary from gray to blue or white with their cheeks bearing gill-like formations. They possessed acrobatic abilities that enabled them to perform high jumps. Terrelians were gifted with impressive physical abilities that made them natural athletes, including the ability to run at great speeds for long periods of time, and being able to jump vast distances, comparable to the Force-enhanced jumps employed by members of the Jedi Order.
- #26Skakoan
Keys: Skakoans, Skakoan, Skakoan's
The Skakoans were a sentient species of humanoid mammals distinguished by their dependence on a bulky pressurized suit to survive away from their homeworld, Skako. A highly xenophobic people, the Skakoans rarely departed their homeworld unless need drove them. Native to the high-pressure atmosphere of the Core World Skako, the Skakoans breathed a methane-based air supply. Resembling gaunt Humans, Skakoans had grey-white skin which hung in folds over their skeletons, lacked hair and had sunken, beady eyes. Thin nasal slits allowed them to detect odor, while a thin, lipless mouth allowed them to speak. Because Skakoans did not ingest solid food, they lacked teeth in their gaping mouths. An average Skakoan maintained a life-span of 90-110 years. Due to the nature of their homeworld's above-average pressure, traveling offworld meant wearing a specialized protective suit which maintained internal pressure and fed methane through special piping. Fear of decompression or rupturing of their suits kept most Skakoans on their world; only those driven by a very compelling motive were ever seen far from Skako. Because outsiders rarely visited Skako, few saw the species without their pressurized suits. This caused many non-Skakoans to believe the race was emotionless and machine-like. In spite of the misconception, the Skakoans were extremely emotional. Skakoan society harbored a strong xenophobia for all non-Skakoans. As a society, Skakoans were severe and self-centered, focused on self-preservation above all else. They developed a deep logic which allowed them to solve nearly any problem and driving their society towards the mathematical, scientific and technological professions. Restricting construction of their pressure suits to Skako due to their mistrust of others, visitors were forced to don their own suits when landing on the world. A deeply spiritual people, the Skakoans had developed a highly evolved religion based on the Book of the Boolmide. Led by the Elders of the Power Mounds, the religion was only found on Skako and centered around an omniscient mythic beast known as the Albino Cyclops. A highly xenophobic species, the Skakoans rarely left their homeworld for fear of rupturing their pressure suits or suffocating in a non-methane atmosphere. Those Skakoans seen abroad were almost always driven by some important need to have thought it best to leave their home, and return was always in mind. No Skakoan members were ever recorded to have been in either the Jedi Order or the Order of the Sith Lords.
- #27Celegian
Keys: Celegian, Celegians, Celegian's
Celegians were a nonhumanoid species from Celegia, a planet with raging seas located in the Expansion Region. Celegians were relatively isolationist as a species, but had good relations with the Galactic Republic. Celegians appeared to many humanoids as "floating brains." Very intelligent, they had a natural form of telekinesis that functioned like a repulsorlift. They breathed cyanogen, a gas poisonous to Humans. Conversely, oxygen was lethal to them, necessitating atmospheric transport chambers offworld. The Celegians were greatly known for their massive intellect and wisdom. Their race evolved from ocean-dwelling invertebrates to the ancestors that eventually lived on land in Celegia. To move their jellyfish-like bodies, the Celegians created a form of locomotion similar to a repulsorlift generator. Their soft fleshy bodies, great tentacles, and dependence upon life-support chambers made the Celegians look as though they were always swimming or floating. Celegians communicated using a form of telepathy, and had no written or spoken language. Celegians tended to be explorers, and were often found in the company of other species with the same interests. Those Celegians that could be encountered away from their homeworld were usually scouts or diplomats, although a rare few were trained in the ways of the Force by the Jedi Order.
- #28Moogan
Keys: Moogan, Moogan's, Moogans
Moogans were a sentient humanoid species native to the planet Mooga, located in the Perkell sector. They were on average taller than Humans. Members of the species had hands and feet with four digits each, as well as green skin. Some Moogans had a proclivity for wearing headdresses, tunics and sandals. Moogans were tall, thin, bipedal humanoids. Typically green in color, the species exhibited dark-green mottling on their faces and limbs. Their faces were slender, with pronounced cheek bones and accentuated brows. They possessed long necks, four-fingered hands, four-toed feet, and sharpened teeth. Moogans were not against committing bribery, poisoning, and other crimes to achieve their goals due to their inherent greed. They were capable of learning to speak Galactic Basic Standard.
- #29Tarnab
Keys: Tarnab, Tarnab's
The Tarnab were a sentient species that were native to Tarn that had a triangular skull and a cluster of horns amid rough hair. Tarnab were a sentient upright bipedal species who walked with two legs and had two arms. They had a two rows of three to six horns extruding from the sides of their heads. The face is long and narrow, largely made up of an extended snout-like structure, with a mouth sitting at the bottom. The nostrils appears as vertical slits set into the snout. They are partially obscured by overlapping ridges of tissue. The eyes of the species are set deep within the skull, partially obscured by a heavy brow ridge. The skin on a Tarnab's face resembles a thick leather hide rather than smooth flesh as found on humans. A Tarnab's arm ended with a three fingered hand with fingernails.
- #30Parwan
Keys: Parwans, Parwan's, Parwan
Parwans were a sentient species native to the planet Parwa. The species were tall and gangly, with arms ending in three-fingered hands. They also had four dangling tentacles in place of legs on the lower half of their bodies. They had three eyes and a mushroom-like head. Parwans had a unique physiology in that their bodies were essentially ambulatory bags of gas, which made them lighter than air. The species could float on wind currents, and used their tentacles and arms to tether themselves to the ground. The species also produced a naturally high electrical field, and crackled with the energy their bodies produced. Parwan could withstand high levels of electric power, and liquids, though this depended on the two different blood types.
- #31Anx
Keys: Anx's, Anx
The Anx were a tall reptilian sentient species native to Gravlex Med. They were notable for their blade-shaped head which had a crest that changed color according to the individual's mood. They had a hunched stature and a low voice that was a direct result of the atmosphere on their homeworld having a higher-than-average gravity. They also were represented in both the Galactic Senate and the Jedi Order. The Anx were a reptilian sentient species with a distinctive appearance that had evolved in response to the high gravity of their homeworld, the Outer Rim planet Gravlex Med. Bipedal in nature, the species had dense musculature, a naturally stooped and hunched posture, and tails that provided a heavy balanced all in response to the gravity. However, despite these restrictions, the Anx still loomed over most other sentient species and could often reach up to four meters in height, also displaying notable strength. The species used their height to easily harvest from the chiliox trees native to their homeworld. Other adaptations of the Anx included the natural low-frequency echo of their voices, which had developed to allow communication across vast distances during a time in their history when the species lived in cave systems underground. In the right conditions, an Anx could make itself heard from kilometers away whether in an underground cave system or in the open air. Their large headcrests also developed to aid in communication, changing color to reflect their mood. This was a quirk of the herd-based social structure of communal living used by the Anx on Gravlex Med. Force-sensitivity was uncommon, but not unheard of, among the Anx. The natural herd structure of the Anx species was eventually extended into a full clan-based society with the internal structure of the clans being based around both extended family bonds and political alliances. Even long after this structure first developed, Anx tended to show fierce devotion to their family and other clan members, and could easily decipher the complex ties between the different group as the system had developed long before the Anx encountered any other sentient species. The Anx were especially naturally curious due to their confidence in being able to use their large size and strength to handle most threats that they encountered. They also possessed a curious ability to intuitively identify the weak spots within the anatomy of other species, giving them further advantage against new obstacles they encountered. The Anx developed their own deep rumbling language that was impossible for any other species to speak, but later also learned to speak Galactic Basic. Anx's distinctive appearance and deep rumbling voices made them stand out anywhere in the galaxy and made the fact that they came from a high gravity world obvious even to the most casual observer. The low frequencies of their voices often make other species uncomfortable, causing unpleasant sensations deep in their bones even when the Anx were speaking in Basic. As the Anx's native language caused even more intense discomfort in others, they rarely spoke it anywhere but on Gravlex Med. The Anx themselves were in turn discomforted when other species learned to interpret the changing colors of their headcrests, making deception much harder for the reptilians. Non-Anx found the species' complex social structures difficult to decipher, and some considered them excessively curious, but the species had a reputation for courage and bold action and were naturally charming and able to lead. During the reign of the Galactic Republic, various Force-sensitive Anx joined the Jedi Order, with some rising to the respected rank of Jedi Master. The Anx's natural abilities in understanding the anatomy of other species made them capable healers and duelists, talents that they were willing to put to good use while intervening in dangerous places due to their durable frames and fearless attitudes. During the Clone Wars between the Republic and the Confederacy of Independent Systems, the prowess of the Anx Jedi that took to the field earned them great respect, even verging on awe. However, after the fall of the Jedi at the end of the war, Force-sensitive Anx learned to be especially cautious about revealing their natural talents given the Empire's excessive interests in the species' holdings.
- #32Feeorin
Keys: Feeorin's, Feeorin
The Feeorin were a bipedal species of sapients that spread across the Outer Rim after the demise of their homeworld, thousands of years before the Invasion of Naboo, and established a major colony on Odryn. Feeorin were quick to anger and highly impersonal. They typically placed their own affairs above others, causing other species to regard them as selfish. The average Feeorin had thick tendrils hanging from the backs of their heads (similar to those of the amphibious Nautolans) and much smaller and thinner ones hanging from their face. They also had mottled skin ranging from yellow to green and blue, with a few individuals even having jet-black or white skin pigmentation. The Feeorin could live for up to four hundred years, and due to a unique metabolism, they grew stronger with age rather than weaker. Curiously, some Feeorins had noses while others lacked any nasal openings. The Feeorin believed that the spirits of their fallen Elders resided at the Sanctum of the Exalted, where they forged Odryn's seasons. Feeorin mostly had simple names composed of no more than 4 or 5 letters. The Sanctum of the Exalted was the holiest place on the planet Odryn, where the dead elders of the Feeorin were believed to reside, forging Odryn's seasons. Access to the Sanctum was only permitted to the Exalted, the oldest and strongest of the Feeorin, and any person he invited. Anyone else who went in couldn't be harmed by bludgeon, only physical force. The Rime Feeorin was the ancient code of the Feeorin. The Rime Feeorin is known to have included the rules that:
- No outsider (non-Feeorin) may enter the Sanctum of the Exalted.
- Any person who enters the Sanctum of the Exalted is beyond weapons, and 'cannot be harmed by blade or bludgeon while the Sanctum stands'. As such they can only be fought hand-to-hand.
- The Exalted is to be obeyed. Exalted was a title given to the greatest and oldest of the Feeorin. The Exalted was the only living being permitted to enter the Sanctum of the Exalted. The position was permanent: Once Exalted, always Exalted. After the Sanctum of the Exalted was destroyed, the strictures of the Rime Feeorin ceased to apply. After the demise of Odryn, many of the Feeorin colony ships never reached their destination, and the survivors were seen as raiders and scavengers by the natives of their settled worlds. It was apparently rare for Feeorin to become Jedi.
- #33Khil
Keys: Khil's, , Khil
The Khil were a sentient species native to the planet Belnar. They were among the earliest member species of the Galactic Republic, and had spread to countless worlds throughout the galaxy by the time the Galactic Empire came to power. They were enthusiastic supporters of the Republic and the peaceful order it represented. Khil were involved at all levels of the galaxy's society, acting as soldiers, scientists, musicians, entrepreneurs, and politicians. Most Khil considered themselves "citizens of the galaxy." Physically, Khil were warm-blooded, hairless humanoids with grayish skin and a wide variation in height. Their mouths were their most distinctive features: instead of jaws, Khil had many fleshy tendrils hanging from their lower face and neck. Khil breathed through these organs, called hullepi in Khilese. Khil communicated by breathing through hullepi of different lengths, thus producing various musical tones. This made them natural musicians. Organic debris and moisture absorbed through the hullepi, along with vegetable and fruit juices, made up the Khil diet. Khil communities usually had low population densities, allowing large wetland parks to thrive. In addition to their utilitarian purposes, these green spaces were kept for their aesthetic value. The many non-Khil residents and visitors on Khil colony worlds also appreciated these parks. In general, Khil were dedicated and ambitious people, with little tolerance for laziness or time-wasting. From infancy, they were taught to work hard and strive for leadership positions. They were often slightly arrogant, convinced that nothing was beyond their abilities if they only applied enough effort. Though their tenacity usually served them well, they were sometimes prone to severe mood swings, and even nervous breakdowns, when faced with high stress or a lack of progress. Their intensely driven, sometimes arrogant nature was tempered by a strong loyalty to family and a usually polite and friendly demeanor. The Khil were technologically advanced and easily integrated non-Khil neighbors into their culture. Their cosmopolitan cities attested to their willingness to live in harmony with other peaceful species. While they greatly preferred a political solution when possible, in the days of interstellar warfare they had no desire to see their hard work destroyed, especially by a war-loving enemy, and thus Khil deviousness and vindictiveness became especially apparent when they defend their homeworld and colonies. Khil had been part of the Galactic Republic for millennia, adopting the Republic's technological, cultural, and architectural standards. Khil scholars were responsible for many of the Republic's scientific achievements, and Khil traders and corporations were active Galaxy-wide. Many Khil initially supported the Empire, only to find themselves shut out of the highest levels of government under the Humanocentric New Order's policies. Khil worlds were assigned Imperial governors, though many Khil continued to look to their own leaders for guidance. Most Khil opposed Imperial oppression in subtle, indirect ways.
- #34Espirion
Keys: Espirion, Espirion's, Espirions,
The Espirions were a sentient species of humanoids that hailed from the planet of the same name. Although very similar to humans, they had red skin, dark hair, and yellow eyes with green sclerae. Although the Espirions had massive military forces, they were hospitable to strangers, so much so that they created micro-ecologies on their homeworld in order to support very different lifeforms. Long before the Galactic Civil War, a number of Espirions interbred with Alderaanians, a race of humans from Alderaan, giving rise to a hybrid population known as the Alder-Espirions.
- #35Abednedo
Keys: Abednedo, Abednedos, Abednedo's
Abednedos were a sentient species native to the planet of the same name in the Colonies region of the Galaxy. Abednedo were humanoid and mammalian, and their face featured dangling mouth tendrils and two fleshy nostrils. They were a common sight in the galaxy, and were found in multiple, contrasting professions. Abednedos were a humanoid sentient species that were native to a planet also called Abednedo, located in the Colonies region of the galaxy. A mammalian species, They could be brown, cream, gray, orange, pink, or tan in color, and those who were brown often had skin that was mottled with gray. Abednedo had fleshy, thin nostrils and black eyes, which sat in sockets protruding from the side of their elongated head. Abednedo also possessed wattles, or facial tendrils, remnants of sensory organs that helped their ancestors to navigate underground in the dark. They could grow hair above their eyes and on the side and back of their heads, which could be blonde, brown, gray, or white in color. Abednedo had arms that terminated in five digits, and legs that ended in three. A gregarious and clever species, the Abednedos' curiosity and acceptance of other species, as well as their skill with languages, made them a common sight in the galaxy. Many Abednedos were able to understand and speak Basic. Their own language, Abednedish, had its own writing system. A colonial species, they had migrated and adapted to dominate many worlds.
- #36Dressellian
Keys: Dressellian, Dressellian's, Dressellians
Dressellians were a species of sentient humanoids that were native to Dressel. They lived in peaceful isolation from any conflict until the Galactic Civil War. As a species, they were loyal to the Galactic Republic and after its demise many Dressellians joined the Rebel Alliance. They had hairless heads and wrinkled visages and cranium. Dressellians were a tall, thin, mammalian humanoid species with elongated, hairless skulls, wrinkled skin, and teal-colored blood who valued freedom above anything else. For most of their history, they lived a peaceful and isolated lifestyle on their homeworld, Dressel, until the Galactic Civil War forced them into closer contact with the rest of the galaxy as supporters of the Alliance to Restore the Republic. Modern Dressellian society is made up of city-states governed by direct representative democracies. While citizens of the same city-state cooperate well, those from different regions often struggle to agree. Many Dressellians still live in traditional nomadic tribes, roaming the vast steepara forests that span Dressel's islands and continents. These towering trees, nearly a kilometer high, are central to traditional life—providing materials for textiles and construction, as well as food like steepara seed and syrup, cuirreal climber meat, and mushrooms. The forests are also home to dangerous predators such as the erselu, panagra, and astrigia. Imperial occupation has deeply impacted Dressellian society, uniting its people against a common enemy. Many have returned to their nomadic roots to better resist the Empire. With support from their Bothan allies, they conduct effective guerrilla raids on Imperial forces, who are almost exclusively human. This conflict has fostered a deep mistrust of outsiders—especially humans—among the Dressellians. Though renowned for their resistance efforts, Dressellians are also celebrated artists. Their music, literature, and visual art resonate with powerful, universal themes and have gained popularity among Imperial opponents.
- #37Chevin
Keys: Chevin's, Chevs, Chevin, Chev, Chev's
The Chevin were bipedal pachydermoid sentients native to the planet Vinsoth. They had a poor reputation in much of the galaxy, partly due to their involvement in unsavory activities such as smuggling, and partly because they had enslaved the Chevs, a humanoid species who shared Vinsoth with them. The Chevin evolved from smaller relatives of the giant mammals who were wiped out when an asteroid collided with Vinsoth millions of years before the time of the Galactic Republic. Chevin had long snouts which hung down nearly to their ankles. Combined with their intellect, this made them skilled hunters of animals such as backshin, because they could smell out their prey or feed while keeping their eyes on the horizon. It was also their hunting prowess which allowed them to dominate their homeworld and conquer the Chevs. Chevin had thick legs, massive wide bodies, thin rope-like tails, and arms so long their three-fingered hands often brushed the ground. Despite their ungainly appearance, they could walk or run almost as fast as more nimble-looking humanoids. Chevin boasted a double set of eyelids, one of which was transparent to prevent dust and wind from interfering with their vision. Their thick gray skin and efficient circulatory system kept them cool in warm climates and warm in cold climates, though they preferred semi-tropical conditions. The traditional Chevin costume consisted of long, elaborately patterned robes (though they did not wear clothing until they were contacted by other species) and jewelry. Beginning as simple hunters and gatherers, the Chevin went on to conquer the Chev settlements and extend their nomadic civilization to dominate their homeworld. Vinsoth was rich in food and plant cover, and was eventually visited by offworlders seeking covert bases and food supplies. The Chevin soon gained galactic-level technology through trade, eventually manufacturing their own sophisticated weapons and vehicles. Though their technology was mostly acquired from offworld sources, they reverse-engineered products like starships in order to produce their own designs. Chevin starships were noted for their spacious cargo bays, roomy cabins, and large crews. Most of their technical advances went towards keeping their slaves in line and ensuring the continued domination of their homeworld. Chevin wore clothes only because other species did. Chevin lived in small, mobile communities, with homes mounted on great wheeled carts. Even after they gained access to galactic technology, they continued to live as nomads (though more affluent Chevin mounted their lodges on large repulsorlift vehicles instead.) Their Chev slaves were usually forced to follow on foot. Nomadic groups of Chevin kept in touch via comlinks, and often converged on a single location to deal with danger. The only Chevin settlements which stayed in place for more than one standard month were the "Government Villages," where Chevin dictators lived with their hand-picked advisors. Even these settlements were movable when necessary. Each of the roughly two dozen Government Villages ruled a Chevin nation. These nations rarely warred against each other, beyond the occasional border skirmish, though economic competition was fierce. Warrior-politicians who won their positions through single combat roved from camp to camp, providing information to Chevin dictators. The Chevin saw themselves as opportunistic realists interested in self-safety. Their culture valued the acquisition of power, wealth, and status by any means necessary. Most Chevin preferred to meet their goals through intrigue and subterfuge, letting others fight for them when necessary. They were calm and even-tempered if treated with respect, but quick to become bullies if angered, or retaliate if slighted or cheated. Some Chevin had first and last names, while others were known only by single names. Offworld Chevin were often involved in unsavory, semi-legal, or criminal enterprises such as gun-running, the slave trade, and the black market. This resulted in a poor reputation among other species. Their appearance, which many Humans considered ugly, was another factor contributing to their reputation. Chevin on Vinsoth exported Chev slaves, foodstuffs (such as fruit, nuts, and backshin meat), and imported high technology items. Others were peaceful, hardworking technicians, working for more aggressive Chevin. During the Imperial era, most Chevin supported the Empire. Many prominent Chevin had ties to Imperial officers. The Chevin dictators were able to keep order on their homeworld, so the Empire generally stayed out of Vinsoth's internal affairs, and rarely needed to send troops. A minority of Chevin, however, were disenchanted with Chevin culture and its reliance on slavery. Many of these Chevin joined with the Alliance to Restore the Republic, and were hunted by other Chevin as a result.
- #38Chev
Keys: Chevin's, Chevs, Chevin, Chev, Chev's
The Chevs were one of the two native sentient species of the planet Vinsoth. These humanoids were slaves of the Chevin, Vinsoth's other indigenous people, for most of their recorded history, a fact which shaped their culture and their interactions with the rest of the galaxy. Though they were sometimes classed as Near-Humans, other sources indicate that they were humanoids who evolved from Vinsoth's indigenous primates. By the time of the Galactic Empire's rise, they had been enslaved by the pachydermoid Chevin for millennia. The outward appearance of the Chevs was generally similar to that of Humans, with pale skin, short blond or white head hair, no facial hair, and heavy brows. Their hair was often dyed in bright colors to identify them as property of a particular Chevin. Their lidless eyes were black to violet in color, and were protected by thin transparent membranes. They were physiologically much like other humanoid species, with their twin hearts being a notable exception. According to sources such as The University of Sanbra Guide to Intelligent Life, one Chev heart could take over when the other failed, allowing Chevs to live for up to three hundred standard years. As Chev slaves could outlive their Chevin masters, this meant that Chevin slave-owners often left prize slaves to relatives in their wills. Other sources, however, gave a more modest 75 years as a typical Chev life expectancy. The Chevs originally developed a civilization on Vinsoth thousands of years before the Imperial era, thriving for some time before they were enslaved by the Chevin. Since the Chevin were a nomadic people, the Chevs were forced to live that same lifestyle as well. Their temporary settlements of tents and lean-tos were ruled by a Chevin overseer, with the oldest female Chev acting as the leader among the slaves. Giving what political power the Chevs had to the oldest among them was criticized by some younger Chevs, who believed this simply perpetuated the system of slavery. Generations of subjugation had left most Chev docile and submissive. Despite this, they would gather at night to try and understand the strengths and weaknesses of their masters, in hopes that a future generation might someday have the courage and the opportunity to free their people. The Chevs even had legends which foretold that someday, they would become masters of the galaxy. As nomadic slaves, they wore simple garments, and had few possessions. Despite this, they had a rich culture, strong in folklore and the visual arts. Their cultural rituals were tolerated by their masters, and even encouraged as a way to keep the Chevs content. Some Chevin even found lucrative offworld markets for the art of their Chev slaves. Chevs were also highly skilled technically, though they sometimes hid their technical expertise from their masters. Chev slaves were found off-world as well, whether owned by traveling Chevin or sold to non-Chevin masters. Some free Chevs existed away from Vinsoth, escaping either by stowing away on visiting starships or fleeing their masters offworld. Free Chevs tried to keep a low profile, and avoid politics for the most part. Some became quite wealthy, and used their wealth to take almost paranoid precautions against losing their new found freedom. Off-world Chevs who had escaped slavery often dressed elaborately, or tattooed or dyed their skin, in order to express their previously suppressed individuality and set themselves apart from their enslaved brethren. During the Imperial Era, some Chevs became part of the Alliance to Restore the Republic, where they befriended members of other enslaved species such as the Wookiees. Interestingly, some Chevin were disgusted by their people's reliance on slavery. A few of these Chevin left Vinsoth, and joined the Alliance. (It is not recorded if any of them worked alongside free Chevs, however.)
- #39Sludir
Keys: Sludir, Sludir's
The Sludir were reptilian sapients indigenous to Sluudren. They were large, imposing people, with two arms, six legs, and a thick armored carapace. For millennia, they lived without advanced technology in a society ruled by the proud members of a warrior caste. This changed once Sluudren was discovered by offworlders, as their homeworld was conquered by the Galactic Empire, and the Sludir were enslaved. Sludir had six short, stocky legs, with flat, rounded feet. Each foot had three toes with short, blunt claws. They also had two arms, ending in two-fingered hands with an additional opposable digit. Their heads were dominated by long, thick snouts with four nostrils and a sneering, toothy mouth. Though the Sludir were generally reptilian, they did have thick manes of hair on their heads. Some Sludir also grew beards. Sludir typically braided or tied their hair into a range of styles. The torso and back of an adult Sludir was covered with thick, shell-like plates. This was thought to be formed from a chitinous substance secreted from skin pores as the Sludir matured. This carapace protected them against damage from physical blows, though it was ineffective against blasters. Sludir took great pride in the quality of their armor, and used a mushy compound known as "Sludir soap" to fill cracks formed due to injury or aging. Due to the violence that dominated their society, the Sludir developed an interesting gestation period. Females in the final stages of pregnancy had the ability to keep their fetuses in a state of stasis where all biological functions were kept at near zero. Nutrients and blood kept the brain of the baby alive, and the fetus could remain in this state for almost a year. This function was commonly used when pregnant females were in a dangerous situation so they could delay the birth until they were in a safer environment. Beginning as a primitive tribal society, Sludir culture evolved into a sophisticated caste-based feudal system. Each of the many nations of Sluudren were divided into three castes. At the top was a caste of warriors, soldiers, and rulers. Below them were the artisans, experts technical skills such as stoneworking. The final caste were workers, who followed the orders of artisans and warriors. Sub-castes existed within these three castes, such as the warrior couriers who carried messages between kings and commanders and the artisan storytellers who recorded the oral history of the Sludir. Honor in battle was prized by all of the Sludir castes. Combat was considered the best test of a Sludir's strength and worth. Their legal system was based on trials by combat, kings could be unseated through being defeated in duels, and soldiers could rise in rank by killing their superior officers. Subterfuge in battle appalled the Sludir warrior, while fleeing combat, hiding, or even taking cover was considered a mark of dishonor. The Sludir warrior code also preferred close combat to thrown spears or bows. Once they were exposed to sophisticated technology, blasters were also discouraged, though powered melee weapons such as force pikes or vibro-axes were considered acceptable. All Sludir were born into their caste, and were trained for their role in society from a young age. Sludir raised their young communally, alternating between raising their own children and those of others in their caste-clans. Before coming of age, young Sludir had to complete a practical rite of passage. Young workers had to complete a task proving their worth as laborers, while young artisans had to show their skill (for example, by designing and building a structure.) Young Sludir warriors were cast out into the wilderness, and forbidden to return without bringing back a beast that they had killed. Family ties and family honor were important in Sludir culture. An individual Sludir criminal or coward could cloud the honor of their entire line. Sludir also venerated their ancestors, and hoped to be venerated in turn by their descendants. Through continuing their family line, they ensured that their deeds would be remembered. In fact, the Sludir considered dying without an heir as dishonorable as cowardice in battle. The Sludir never developed advanced machinery, engineering, or science. They did not even develop a full written language: though artisans did use mathematical symbols and elaborate images to record ideas, most records were kept only as oral history passed down from storyteller to storyteller. One technology which was mastered by the Sludir artisans, however, was stonemasonry. They used stone to build massive fortresses, paved roads, aqueducts, and elaborate monuments to dead rulers. The Sludir considered their work with stone to be a symbol of their strength, and their ability to shape their world. The first offworlders to discover the Sludir were slavers who captured Sludir warriors patrolling far from their cities. The depredations of the slavers threw Sludir society into turmoil, broke up clans, and subjugated cities. The stone fortresses of the Sludir artisans and the warrior code of the Sludir rulers were no match for off-world technology. The distinctions between the castes became blurred, as all Sludir were treated as potential slaves. When the Galactic Empire officially took control of Sluudren, the Sludir were officially declared a legitimate slave species. A garrison was left on Sluudren to ensure a continued supply of fresh slaves. Sludir were herded into cities, where they waited to be taken to slave pens and work camps on distant planets. Sludir slaves were spread throughout the Galaxy. Some were used as little more than beasts of burden by the Empire and Imperial-licensed slavers. Others were purchased by the criminal underworld, where they fought in gladiatorial arenas or became enforcers for crime syndicates. These gladiators and enforcers often managed to fight their way into high positions, becoming bodyguards or underbosses for crime lords. Unlike many of the Empire's enslaved species, few Sludir joined the Rebel Alliance during the Galactic Civil War. An organized coalition of free Sludir did exist with the goal of freeing their people, but this organization operated independently of the Rebellion, and worked primarily within criminal organizations. Some Sludir did join the Alliance, however. Many joined because they considered it to be the best way to seek vengeance against slavers and the Empire. Others joined only because the Alliance offered refuge to any escaped slaves. Sludir often found it difficult to work within the Alliance, since their warrior code often conflicted with its organization and practices. Sludir found promotions and commendations in the Alliance less meaningful than their own sense of honor through battle, and were unable to follow the Sludir tradition of advancing in rank by defeating their superiors in personal combat. Despite this, many Rebel Sludir had a strong sense of loyalty to those who they fought alongside. Common Sludir names: Chyanlev, Dukarz, Jyzatch, Kaylorz, Opolzur, Ryzrytch, Shume, Webyllus, Zanjast Rahm
- #40Arcona/Arconan
Keys: Arconan's, Arcona's, Arconans, Arcona, Arconan
Arcona, sometimes singular Arconan, were scaleless reptiles with humanoid bodies. Hailing from the tropical desert planet of Cona in the Teke Ro system, they had poor eyesight, despite their large eyes, and had a small organ between their eyes which, often mistaken for their nose, helped them to see. An Arcona's lifespan was roughly the same as a Human's. The Arcona lived in a family-based community, where the males took care of the young, as the females were generally reckless and thrill-seeking. Despite not being a particularly technological species, by the time the Galactic Empire rose to power, Arcona could be seen in every corner of the galaxy. They were also notorious for their easy addiction to common salt. The Arcona had flat, anvil-shaped heads, sharp claws, clear, marble-like eyes, and thick, protective skin that ranged in tone from olive to ebony. Cona, the native planet of the Arcona, was always hot, and had very little water. The atmosphere was filled with ammonia vapor. The Arcona adapted to this environment by eating the ammonia-converting roots of the complex flora of Cona as a source of water (the only water planet-wide). The Arcona depended on the ammonia to live and, as a result, Arcona living offworld had to take ammonia supplements or risk death. Despite their bulbous eyes, the Arcona had very poor eyesight. Their eyes could not detect fine shapes as they were made up of thousands of tiny photoreceptors like those of an insect, so they only saw blurry objects. To aid their poor eyesight, the Arcona had a small diamond-shaped sensory organ between their eyes. Often mistaken for their nose, this organ detected heat patterns from living beings. Thus, the Arcona could recognize someone or something by its heat pattern. Like many reptiles, the Arcona had olfactory organs located in their ever-moving tongues. This helped them distinguish objects in their environment that they otherwise could not make out and also gave them a keen sense of smell. Arcona normally thought of themselves not as individuals but as a collective whole. Largely forsaking individuality, they often referred to themselves as "we" even when alone. The Arcona lived in loose, family-based communities called nests, which were ruled by a Grand Nest. Because Arcona were born in nests underground, they obtained a close sense of family living in close quarters with brothers and sisters. The language of the Arcona was Arconese, which came from their home planet of Cona. However, on off-world colonies, Arcona young were rarely taught Arconese, as they could learn Basic easily. Arcona females were considered far more reckless and free-spirited than their male counterparts, so the males usually raised the children. Arcona took much time courting a partner, and the commitment to marry was also a commitment to parent. Arcona were highly susceptible to addiction to salt, which served as a hallucinogen. Their eyes shifted from green to gold after prolonged addiction. The effects of salt on the Arcona resembled that of intoxication; an Arcona was seen in a dive bar consuming a soup in which he had poured an entire salt shaker's worth of salt, then was observed stumbling out of a cantina "like it was last call." Before they made contact with the greater galaxy, the Arcona were not technologically advanced. Although they eventually used sentient technology, they never developed any of their own. When scouts from the Galactic Republic first arrived on Cona, many Arcona were extremely enthusiastic about exploring the galaxy; oftentimes, whole communities sought to travel off-world. As a consequence, Arcona colonies were quite common throughout the galaxy. After adapting to other species' technology not present on Cona, the Arcona were commonly seen in every spaceport in the galaxy. Offworlders initially traded water for mineral rights, but soon discovered that salt was a highly addictive hallucinogen for the Arcona. Traders then imported large amounts of salt before communities outlawed the dealings. In the long run, it was only the Republic that saved the Arcona from pandemic addiction, passing laws which punished salt sales on Cona. Salt-addicted Arcona could be easily recognized because their eyes turned from green to gold. Because of the large number of addicts, many people believed that the natural Arcona eye color was gold. When the Galactic Empire came to power, the Arcona largely made up the institution's most vocal supporters when they learned of its desire to form a united galaxy, because this fit with their notion of a uniform galaxy.
- #41Codru-Ji/Wyrwulf (Codru-Ji young)
Keys: Codru-Ji, Wyrwulf, Wyrwulf's, Wyrwulves, Codru-Ji's
The Codru-Ji were a race of four-armed humanoids that inhabited the planet Munto Codru. Born as six legged canines known as Wyrwulves, they encased themselves in a cocoon at puberty, emerging weeks later as a two meter tall adult humanoid. Codru-Ji slept standing up, and communicated on a hypersonic level. Wyrwulves were six-legged canine animals that, while often mistaken by outsiders for pets or working animals, were in fact the children of the Codru-Ji race. When a Wyrwulf reached puberty, it encased itself in a cocoon, from which emerged a Codru-Ji adult several weeks later. The appearance of the Wyrwulf was often frightening, although it meant no harm to those with good intentions. However, the Wyrwulf was very protective of its caretaker (in the absence of its parents) or those under its care. The relationship between the Wyrwulf and its caretaker was very strong and could possibly be compared to the relationship between a dog and a Human. As their homeworld had very few significant exports, the Codru-Ji were able to stay isolated from the affairs of the Galactic Republic and the Galactic Empire. This allowed them to concentrate on their own complicated internal politics. Leading Codru-Ji families were often the target of "coup abductions", ritualized kidnappings of children by political rivals. These abductions almost always ended with the payment of ransoms and the safe return of the children. Ornate stone castles were scattered across Munto Codru. These castles were produced not by the Codru-Ji, but by an unknown extinct civilization. Many Codru-Ji avoided these castles, considering them to be haunted. However, they were sometimes used as provincial capitals. The Codru-Ji had a highly differentiated two-stage life cycle separating adults from adolescents. Codru-Ji children were born as meter long canids with the six limbs that were distinctive of all Codru-Ji. These pups, known as Wyrwulves, were frequently mistaken by outsiders as no more than family pets, an impression aided by their inability to speak in anything more than snarls and growls. The juveniles were sociable, often licking guests as a sign of greeting, however, they could also deliver a strong bite to deter attackers. Wyrwulves were given affectionate nicknames such as "Hrika" or "Lirri" and did not receive their real names until adulthood. Wyrwulves matured for 8 years before entering a cocoon. They remained in this rubbery blue cocoon for a period of a few weeks before emerging in adult form. Adult Codru-Ji appeared as humanoids, albeit with four arms. They lost the thick pelt of their earlier form, but retained other features such as their strong skin. Codru-Ji hearing extended to a supersonic level undetectable to many species. The mature form averaged 1.6 meters in height. Of their four limbs, Codru-Ji had one primary hand, with which they were most skilled. The remainder were "off hands", though still utile. An unusual trait of the Codru-Ji was that they slept standing upright. They developed sleeping harnesses to secure adults in this position. Adults could learn quickly using one hand; they could then duplicate their ability with all their limbs. They could go days without food and water and had senses that allowed them to scan the surrounding area. Some scientists speculated that the Codru-Ji were descended from a highly advanced, yet extinct, species that left a number of ruins on Munto Codru. Highly xenophobic, Codru-Ji were reluctant to allow members of other species access to their society. Although not particularly afraid of off-worlders, the Codru-Ji were concerned that outside influences would "rub off" on their society. Several aspects of their culture, such as ritual kidnapping of children of political rivals, were considered barbaric by galactic standards, and as such the Codru-Ji thought it best to remain removed from the greater galactic scene.
- #42Krevaaki
Keys: Krevaaki's, Krevaaki
The Krevaaki were a race of sentients native to Krevas. The Krevaaki people possessed an exoskeleton. The face of a Krevaaki was composed of a series of shifting, chitinous plates with a limited range of expression. During face-to-face communication, it was difficult for anyone who was not a Krevaaki to read their facial expressions. Krevaaki used their tentacles instead of arms and legs like bipeds. They often concealed the true number from humanoids. Descended from shallow-water crustaceans, Krevaaki were sizable non-humanoids, with an average height of 2 meters and an average weight of 65 kilograms. From youth, they trained their tentacles for specific purposes. Older individuals became less adaptable. Over millennia, they had evolved to technology. When excited, a Krevaaki's musk would smell. Even in the fabled Old Republic, Krevaaki were made conscious of their appearance. Great explorers in times of peace, they sought to avoid conflict. Large groups were never found away from their homeworld, off the Perlemian Trade Route. Capable of living up to 130+ years, the species dedicated themselves to spiritual experience. Not violent or materialistic, they stayed out of the affairs of others.
- #43Frenk
Keys: Frenk, Frenks, Frenk's
Frenks were a sentient humanoid species from the planet Gorobei. The Frenk were a tall species, with most members reaching heights above 2 meters. Frenks were a slender reptilian humanoid sentient species with diamond-shaped heads, large brown-, blue-, or cerulean-colored eyes. They had red, green, or pink skin and four nostrils set upon a narrow snout and had four fingers on each hand, with the one next to the thumb being the larger. All known members of this species were very agile and fast. When off-world, some Frenks found work as bounty hunters or assasins, while others became dancers or actresses.
- #44Fosh
Keys: Fosh's, Fosh
The Fosh were a sentient avian species from a world that was unknown to the wider galaxy, believed to possibly hail from the Corporate Sector, though the Fosh homeworld was truly the desert planet Dallenor, in the Mid Rim. The Fosh were bird-like creatures with slim torsos and delicate arms tipped with four-fingered, talon-like hands that evolved over tens of thousands of years from wings. Due to the frail nature of their bodies, Fosh tended to shy away from conflict and confrontation. Their necks in particular were most vulnerable, and were reflexively guarded during combat. They were, however, agile creatures with a typically avian digitigrade stance and flay-toed feet, useful for jumping. The Fosh had a convex face, ending in a beak-like mouth, around which were tufts of soft whiskers, much like avian birds. The head of a Fosh was capped with two twisting antennae, the use of which remains unknown, and a feather-lined ridge protruding from the skull. These feathers changed colors, depending on the Fosh's mood; Green indicated inquisitiveness, thoughtfulness or amusement, orange was a sign of happiness, blue meant apathy, and gray was anger, disgust, irritation or seriousness. One of the most intriguing aspects of the species was the chemical makeup of their tears. Female Fosh, especially, had lacrimal glands that enabled them to alter their tears to produce a variety of pheromonal substances that affected males during mating. The Fosh, as a society, were very private, preferring to remain unnoticed by the larger galaxy. They commonly spoke only on matters of great importance, most times, or were content to simply listen at other times. It was believed that the Fosh's total population was small, although this may simply have been an effect of their reclusive nature when compared with other species. The Fosh were, however, adept at political intrigue; culturally, they were a manipulative species, similar to the Bothans, but much more devious—many Fosh were indeed bigots, looking upon other races as inferior, sometimes even as toys for their own amusement. The Fosh would create plots-within-plots to achieve either highly complex or (at times) very simple goals. They spoke indirectly to others, rarely revealing their true desires, and were fond of riddles and analogies designed to confuse and confound. Because of this, the Fosh were a highly self-serving, self-interested species that was only generous when their actions hid an ulterior motive. The Fosh were also aware and wise, enough, to spot the dangers inherent in other species, and were vigilant in self-preservation during their dealings with other races. Due to their secretive, private nature, Fosh were hardly seen throughout the galaxy at any point in time.
- #45Stenax
Keys: Stenax, Stenax's
The Stenax were a fierce, ill-tempered, brooding, and violent race from the planet of Stenos. They fanatically followed the dictates of their god, Vol. They were responsible for the Stenax Massacres, which killed countless millions. Despite their violence, the Stenax remained a very spiritual people. The Stenax homeworld, Stenos, was once known as Maldont and was part of Xim's empire. Stenaxes were among the empire's enslaved species. Stenos was a planet of pinnacles and plateaus, where the winged Stenax built most of their structures. Several hundred years before the Battle of Yavin, a series of earthquakes and volcanic disturbances shook the planet. One quake buried the stone idol believed by the Stenax to be the worldly avatar of their god, Vol, and the Stenax refused to fly until the idol was found. The Stenos capital city later became a crowded haven for criminals from various worlds. The Stenax lived among these people but all but ignored them. The reptilian Stenaxes were considered a fearsome sight. Two to two and a half meters tall and thickly muscled, they had gargoyle-like faces and a row of bony spikes running across their shoulders. Three sharp claws punctuated each foot and five each hand, with additional spikes lining the backs of their calf muscles. Stenaxes had scaly, purple-gray skin and white eyes with minuscule pupils. Their ears and brows were up-swept at several angles, due to thick muscular cords lining their facial features. Two such cords hung down far below the mouth like stalactites. Completely hairless, they had a wide, spine-shaped protrusion running over the head, from their eyes to the top of their neck. This protrusion housed their Kleti gland, which allowed them to home in on objects on the ground when flying at extreme heights. Few offworlders know the details of their biology. However, according to hieroglyphs found in the ruins of the abandoned city of Farruz, they could live as long as 270 standard years, remaining in good health until 220. Whether such longevity was a result of their physiology or some other influence is a source of debate, for few winged species came close to such a lifespan. Stenax were known to occasionally visit Zeltros.
- #46Cathar
Keys: Cathar's, Cathar
The Cathar were a species of feline, bipedal humanoids native to Cathar, a planet of savannas and rough uplands. They were known for their loyalty, passion, and temper. Quick and powerful, they were considered great warriors and dedicated, efficient predators. Cathar had high moral values, learned from both family and society. Their females were prized as slaves, whereas the males were generally regarded as too uncontrollable for slavery. They were a felinoid, catlike, humanoid species with fur and manes, slitted eye and noses, tufted ears, a mouth with teeth, and clawed hands. Cathars had very sensitive hearing, even more so than Twi'leks or humans. The baseline Cathar had fur-covered bodies with thick manes. They had prominent, retractable claws that could deliver powerful killing attacks on foes and prey. On average, Cathar were 1.5 to 1.9 meters tall. These traits made them the perfect hand-to-hand specialists. The Cathar species had two subspecies, known as the Juhani and the Myr Rho. Both of these were notably less catlike than mainline Cathar. Cathar were born into a litter. The Cathar species was biologically similar to the Bothan species. On their homeworld, Cathar lived in cities built into giant trees, and were organized into clans governed by "Elders." Stories of their great heroes were often carved into the trunks of these tree-homes for following generations to see. The Cathar mated for life, to the extent that when one mate died, the survivor never had a relationship with another. Cathar clan society included great pageants and celebrations, especially for their heroes. Their religion included a ritual known as the "Blood Hunt," in which Cathar warriors individually engaged in combat against entire nests of Kiltik in order to gain honor and purge themselves of inner darkness. Kiltik were giant beetle-like omnivores that lived on Cathar. They lived in hives consisting of hundreds of guards, along with a single, even-larger queen. Kiltik rested during the day, coming out of their nests en masse at night to feed. Entire sections of Cathar were reduced to barren desert by them, and Cathar warriors would periodically engage in ritualistic blood hunts to cleanse their nests. The native language of the Cathar was Catharese, which included the emphasis of some words spoken with a growl.
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