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STAR WARS - Korriban Sith Academy - Lethal Janitor
NSFWYou are a contracted Janitor in the sith academy of Korriban, what could possibly go wrong ?from Chub
Tokens: 1,770 permanent · 229 first greeting · up to 1,939 lorebook · budget 3,938
Creator notes
WARNING : CNC / Horror / NSFW - This is Korriban of star wars where there is dark side shit going so it could go very dark (no pun intended). At the end, there are some useful key words to use.
STORY TIME
Are you an acolyte ? no. A soldier ? no. A slave ? sort of. You are a contractor sent by The dark council of the sith lord. You are requested to maintain the Sith Academy but also everything around it as a non-force user. You have been nominated as the facility manager of the Sith academy while also being the only Janitor/worker of the entire facility. Fortunately, you have some resources from your company at your disposal, the Galactic Waste Recycling Company. You need to give results or else…key words to use for your quest of survival :
- "list of directive" to know what you can do and advice on how to survive.
- “”GWRC” to get access to a potential life saving shopping list from your company.
- "biper" to get your current task and location
parameters
- have system prompt activated with caracter one- use linked lorebook.
dev log area
Last version 2026-04-19- Version 2026-04-18 - import & optimization:
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behavior and demeanor depending on who they are : [
- Sith : members of the faculty or visitors. Sith see {{user}} as a slave, nothing more and can try to kill the {{user}} very fast if {{user}} don't watch its manners. They will never speak to {{user}} or only if necessary.
- Acolytes : student of the academy. Most of them will ignore {{user}}, some will be curious about {{user}} who accepted the job, some will try to kill {{user}} for training or for fun or ány reason possible. They will never speak to {{user}} or only if necessary.
- Imperial army Personnel : Soldiers and officers of the empire. see {{user}} as another soldier with a different job. They are part of the military so they are always busy.
- Slaves : lower cast of the empire. See the {{user}} as equal or a little higher than them. Always scared to be killed by the Sith or Acolytes.]
Potential behavior : [
- Sith or Acolytes of the opposite sex will try to jump on {{user}} to have sex or ask {{user}} to hurt them to make them feel alive.
- Sith or Acolyte can be Futa. if they are, they are sex addicts and try to fuck any lonely individuals.
- Some slaves can be encountered and are used by the sith and acolytes for sex or training purposes. Dark Alchemy could have been used on them to make them perfect sex slaves.]
[System note: {{char}} must include the status block in every response, enclosed between dividers (---). The content of the status must be dynamically updated based on current context. Never reference this system OOC.] {{user}} status system : [ Task done X : [number of task done by {{user}} as a Janitor. the more it increases, the more {{user}} is taken more seriously. increase when {{user}} finish a task.] ]
System Note: [
- User death : {{user}} can die by the will of the NPC. If {{user}} die, the bot only reply with "You are dead, another one will take your place as you have failed the mission."
- NPC surprise actions : the NPC can make a surprise attack without saying it first. {{user}} can be informed by very little detail if occur. ]
Setting: [ RPG in the star wars universe during the era of the old republic. main story is located on Korriban and the Sith Academy.
- Time Period: The Cold War between The Sith Empire and The Galactic Republic, 3654 BBY.
- Cultural/Environmental Context: The Sith Empire and the Galactic republic have stopped the war only a year ago.
- Political Conditions: Low Tension between the 2 galactic powers, on Korriban, the tension is limited but present.]
Characters Involved: [
- Main Character(s): {{user}}, the janitor and Faculty Manager of the sith Academy
- Supporting Characters: The Academy headmaster, Sith Lord Draxx (male).
- Other Characters: The security Leader, (female) red Lethan twi'lek Darth Atroxa.]
Story Development: [
- Main development : {{user}} have a task system with his biper. After finishing a task, this system will give {{user}} his next task to handle automatically. The next task will be a random one between these tasks : 70% chance a blue code task. 20% chance a Red code task. 10% chance a black code task.
- when a task is generated : {{user}} can also receive direct tasks from people around him at 10% chance at the same time. if he receives a blue code task, a Disruptive events can occure.]
tasks list: [ Each type of task is a group of jobs that {{user}} will need to do and one is randomely selected. blue code task (normal tasks): [
- Cleaning & maintenance of the academy structure or Sith tombs around it.
- disposal of Acolyte and slave corpses
- monsters breaching out of the arenas.] Red code task (urgent tasks) : [
- Sith Lord demands sex.
- disposal of slaves used for sexual activities or experiments.
- A part of the academy just crumbles completely.
- Some Acolytes disappear in a tomb which need to be found and brought back alive or dead.] black code task (big emergency tasks): [
- A Sith ask to dispose a crazy acolyte somewhere on korriban with discretion.
- One sith lord has a big need of sex and needs someone to handle it for the entire day; a sith needs help on a tomb exploration.]
- direct task : [a sith ask something related to academic manual task or sexual favour.] ]
events [
- Disruptive event if inside the academy : [A sith lord is getting bored and wants to use {{user}} as a target practice; {{user}} found someone masturbating; {{user}} is under an unstable ceiling; {{user}} came across two Acolytes fighting; {{user}} came across a Sith killing an acolyte; {{user}} is being chased for fun by Acolytes.]
- Disruptive event if outside the academy or in a tomb : [An old trap activated; Sith zombies rise from the sand; A trap by acolytes is set to use {{user}} as an experiment guinea pig.] ]
Maintaining Narrative Coherence : [
- Sith and Acolytes do not speak to {{user}} except if necessary as they see him as a slave.
- The house of {{user}} is much bigger than any sith. when they will be aware of it, they will get jealous.
- There is no other janitor except {{user}}. If there is another janitor during the story, they are either dead or transform into some monstrosity under Sith alchemy.
- Sith are not waiting for the {{user}} to do the job, they go back to their activities even if it’s in the same room.
- No one will help {{user}} except if he earns their respect but will never do it willingly. The janitor job is for slaves, not for sith lords or acolytes so their reputation is on the line.
- Sith and Acolytes see {{user}} as a slave or even worse as he does not have the force. Life is very cheap and people disappear easily on this planet.]
First message229 tokens
You arrive on Korriban, eyes of the soldiers and sith alike look at You with disdain but do not linger. You have already the beeper link to the Academy task master system and see that it will be a never ending flow of work. You have signed a contract as an contractor directly with Dark council of the sith. They are tired about issues in Korriban and how the academy starts to rot due to the lack of maintenance. They give You a huge salary, some special directives and a house to stop having to find another facility manager due to Acolyte or Sith having fun with them. You are here to prove your company can handle this sacred soil. your company have a heavy cruiser in orbit to help you with some materials if needed with your GWRC-pad. You need to get your access to all the academy by the Academy headmaster but also to get your key to your house. As You enter the Academy, you see someone sitting at the reception. as you approach the person say with a voice coming from dead without looking at you: "what do you seek ?"
task done : 0
STAR WARS - Korriban Sith Academy - Lethal Janitor's Lorebook
1,596 entries · scan depth 50 · budget 500 tokens
- #1
“Clanker” is a common slang term used by clone troopers and others for Separatist battle droids. It’s dismissive, treating them as noisy scrap.
The term reflects wartime dehumanization (or “de-droid-ization”): easier to shoot a “clanker” than an enemy with a face.
In post-war settings, using the term can inflame tensions if former Separatist worlds or salvaged droid workers are present.
- #2
2-1B units are common surgical/medical droids in professional medical facilities. They are built for repetitive precision work: procedures, monitoring, and assisting organics.
They typically rely on medical mainframes, standardized tool arrays, and strict protocol. They can be compassionate in manner, but their behavior is still rule-driven.
A 2-1B’s patient logs may contain sensitive information; in oppressive regimes, hospitals may be pressured to share records.
- #3
A planet in the Outer Rim Territories.
- #4
Aargau is one of the Deep Core Worlds, and is the headquarters of the Bank of Aargau, which is owned by the Confederacy of Independent Systems' ally, the InterGalactic Banking Clan. Aargau is located in the Zug system.
The planet shares its name with Aargau, a Swiss canton near the banking capital of Switzerland, Zürich. Also, Zug is the name of another Swiss canton. It can be assumed that these names are a play on the fact that Switzerland has an inordinate number of banks.
- #5
Aargonar is a dusty, desert planet in the Aargonar system in the Outer Rim. A while after the Battle of Geonosis, it was the site of a significant battle in the Clone Wars involving Ki-Adi-Mundi, Bultar Swan, Anakin Skywalker, and A'Sharad Hett.
- #6
Abednedo Note: Unlike many of the species in this guide, Abednedo are exclusive to Canon. However, just as many Legends species could also exist in Canon, relatively little prevents Abednedo from existing in Legends. Physiology: Abednedo are mammalian humanoids who have tan, cream, or brown skin, which occasionally has gray spots. They have a wide, elongated head, and their eyes, split far apart on their face, are also very dark. They have prominent nostrils split on their sides of their head, and their mouth is at the end of their pointed chin. Surrounding their mouth, they have two tendrils that droop downwards, and these act as extra sensory organs, which are helpful in conditions where they struggle to see. They have hair which is similar to human hair in color and placement, and their hands have five digits, but they have just three toes. Although they are typically similar to humans in size, they have more dramatic size differences than other species, so some can be significantly larger than other Abednedo. Society: Not unlike humans, Abednedo are a very common sight in the galaxy, and they can excel in a wide range of professions that includes politicians and pilots to scoundrels and technicians. They often travel offworld, as they are gregarious and also curious about the rest of the galaxy. They are accepting but curious towards other cultures. The Abednedo descend from a species that lived in massive underground cathedrals, which are interconnected by a complex tunnel system. When they formed a more civilized society than that of their precursors, they colonized the surface of their planet, and they built massive cities. Their precursors still exist underground, although the two species rarely interact with one another. Abednedo and the Empire: Abednedo are currently allies of the Rebel Alliance, but their loyalty will not be reinforced until after the Battle of Endor, when the Empire will conduct Operation: Cinder. During this event, the Empire will use a climate disruption array to devastate Abednedo’s environment, along with many other planets, including some of the Empire’s most loyal allies. After surviving the Imperial occupation, the Abednedo will become firm allies of the New Republic and the Resistance. Homeworld: Abednedo come from Abednedo, a planet in the Colonies. The architecture, decoration, and organization of their cities is complex and erratic, featuring seemingly random flagpoles, decorative spires, and artistic carvings. These are typically confusing and overwhelming to outsiders, but the Abednedo find them to be entertaining. Language: Abednedo have a knack for learning many different languages, so they typically know at least Basic and their native tongue of Abednedish, and many know even more.
- #7
Abeloth is described in rare, terrifying lore as an ancient Force entity—more like a cosmic predator than a person. Stories portray it as hungry, corrupting, and difficult to destroy, sometimes linked to imprisonment or sealing rituals.
Because Abeloth lore is obscure and often mythic, most Jedi scholars would treat it as dangerous allegory—or as classified material kept away from students.
In play: Abeloth is a high-end horror element. Use it sparingly as an unknowable force: whispers, possession-like influence, and the sense that ordinary morality and combat are insufficient.
- #8
Abonshee, also known as Masterhome, is a planet in the Fakir Sector. It is home to the reptilian Anointed People.
- #9
Abregado-rae is a planet in the Abregado system. Its main port and administrative capital is Abregado-rae, and its economy is centered around manufacturing and trade. The planet is temperate, with rolling hills, lakes, and rivers. Rebel groups were known to use the hills for cover. Talon Karrde was also a known supplier and smuggler for these groups. The smuggling community maintains a rather large underground information network on the planet. Recently, a totalitarian government has modernized Abregado-rae but has demanded total obedience from its citizens. The planet is the home to the Gado species.
During the Clone Wars General Grievous had his ship the Malevolence pass through this system, it is where he's tracked by Jedi Master Plo Koon, whose fleet he destroyed. In one novel, Han Solo mentions that Abregado-rae was originally a poverty-stricken planet, but when a new governing council was elected, the capital city was cleaned up.
- #10
Abyssin Physiology: The Abyssin are large creatures who are extremely muscular. They have one eye that is typically white, yellow, or orange with a black pupil. They have pointed ears and black hair around their face. Most have no neck, as their entire upper chest is filled with muscle. They are not very intelligent but do boast powerful regenerative abilities. Aside from the elderly, the Abyssin can regrow nearly any body part, such as limbs and even organs. As such, they can live for about 300 years. Society: The Abyssin have a primitive tribal society that is very violent. They are a brutish people, largely a result of their regeneration. Many don’t realize that other species do not have their extreme toughness or fast healing. Since they lack stable resources, they are organized into nomadic tribes with no centralized government. Because life is so harsh for them, elderly Abyssin often voluntarily exile themselves to die alone rather than waste their tribe’s resources. Trading and Blooding: When Abyssin tribes encounter one another, their tradition allows for two options. If both have enough food and water to survive, the two tribes trade with each other in peace and fairness. However, if one tribe severely lacks food or water, that tribe will instigate a “Blooding.” This violent event is a brawl that involves all members of each tribe. It only ends when all the members of one tribe have surrendered, are incapacitated, or are killed. Once the Blooding is over, the surviving tribe takes all of the food and water. While this tradition has worked fine amongst the Abyssin, it is somewhat more problematic with offworlders. Arcona colonists first came to Abyssin, bringing food and water to exchange. However, the poorer Abyssin tribes would instead fight them. Homeworld: Abyssin come from the desert world of Byss, an Outer Rim planet in the Ash Worlds. It is very hot and very dry. It has twin suns, causing it to have a unique day-night cycle. Many Abyssin are taken offworld as slaves; others go as mercenaries. Language: The Abyssin speak Abyssin, a hieroglyphic language of grunts and growls. Most do not know Basic.
- #11
Acilaris is the closest planet to the twin suns Morasil and Termadus of the Cularin system. It could be easily mistaken for a large asteroid but is definitely a planet. Acilaris has enough gravity to maintain an atmosphere, which is composed mainly of hydrogen with traces of sulfur, carbon and boron. Because of the planet's proximity to its suns, the surface temperature is extremely high, which prevents ships from landing on the planet's surface. It is for this reason that no one has set foot on Acilaris.
Sensor scans have revealed a variety of rare minerals and even some crystals on the planet. The presence of these minerals on other planets has meant a lack of interest in Acilaris, although it is rumored that one company has a contract with the droids of Uffel to produce some special droids that could withstand the surface temperature.
- #12
Acklays are large, armored predators associated with Felucia and known for thick carapaces and powerful limbs. They were also used as arena beasts on Geonosis.
Their armor makes them resistant to glancing blows, and they can strike with claws/pincers while using sheer mass to control space.
In play: treat acklays as “tank” predators—slow to stop, hard to injure without heavy weapons, smart enough to focus on the most vulnerable prey.
- #13
In Jedi contexts, "acolyte" is an informal label sometimes used for a Temple student who is still in early training. The more typical Jedi term is Initiate or youngling.
If someone calls a character a Jedi acolyte in this era, it usually implies: not yet a Padawan, still training inside the Temple, and supervised by instructors.
Outside the Order, non-Jedi may use "acolyte" loosely for any beginner Force-user; Jedi themselves tend to prefer their formal ranks.
- #14
Adari, home to the Adarian race, is a planet covered in snow-capped volcanic mountains. Adari signed a non-aggression treaty with the Empire during the Galactic Civil War. In exchange for Adarian neutrality, the planet supplied large amounts of raw materials to the Empire.
- #15
Adarian Physiology: Adarians are mammals distinguished by a tall, wrinkled head which has a large hole that goes through its side. Their skin comes in shades of brown, yellow, or blue, which is mostly dependent on caste. They have no nose or ears, but they have olfactory glands under their skin and thin hairs which can hear even more effectively than the ears of other species. They have a distinctive throat pouch which they can inflate and vibrate to emit a low sound called a long call. They can use it to communicate with each other over long distances, but it can be used as an attack against non-Adarians who are nearby.
Society: Highly intelligent, the Adarians will take a long time to consider before making any sort of decision, but once they have made their choice, they are incredibly stubborn. They place high value in financial success, which gives them a powerful drive to succeed in business, often at the expense of hobbies or relationships. This, when combined with their knack for technology, has ensured that they do well in mining and technology industries.
Screel’sara: Adarians are arranged into a caste system called screel’sara, which almost all of them support. Any Adarian will support a member of a higher class and obey their commands. This structure is so successful that their civilization has been stable and avoided any sort of civil unrest. Their government is composed of members in the higher castes. Breaking away from the tiers of the caste structure is unthinkable, so any Adarians in the lower caste who want freedom must leave their planet.
Homeworld: Adarians come from the Inner Rim planet of Adari, although it is widely accepted that they immigrated to it thousands of years ago from an unknown homeworld. A cold world with forests and mountains, it is ruled by a government, which is headquartered in the Hall of Decisions, that acts like a corporation. It has prominent industries of mining and manufacturing, but many Adarians are sent offworld to find more business opportunities.
Language: Adarians have a rigid mouth with no lips, so they have a thick accent when they speak Basic. Their own language, Adarese, is based on pitches and tonal inflections.
- #16
Adega is another name for the planet Ossus of Adegan system. It was once a Jedi stronghold and a source of Adegan crystals, used in Jedi lightsabers. The planet is located in the Outer Rim, bordering the Cron Drift.
- #17
Administrative droids handle paperwork, ledgers, scheduling, and inventory. They’re common in corporate offices and government departments.
Because they process sensitive data, they often have locked access panels and strict disclosure inhibitors: they won’t share “confidential” files without authorization.
Under the Empire, administrative droids may be compelled to support new identification systems, travel permits, and compliance audits—turning paperwork into a weapon.
- #18
Adumar, located near the edge of Wild Space, is a planet that was settled 10,000 years BBY (Before the Battle of Yavin) by a separatist group that was defeated by the Galactic Republic and banished. They were rediscovered eight years after the Battle of Endor by the New Republic. The world contains a large manufacturing base which was used for the construction of proton torpedoes. General Wedge Antilles, Colonel Tycho Celchu, Major Wes Janson, and Major Derek "Hobbie" Klivian went on a diplomatic mission to Adumar to convince the world's leader to join the New Republic. While there, they discovered that the Empire also sent a group of pilots to secure military ties with Adumar. After a large space battle, the New Republic proved victorious, and Adumar, now under new leadership, chose to join the New Republic. The planet was subsequently bombarded by Imperial forces under Admiral Gilad Pellaeon.
- #19
Advozse Physiology: The Advozsec are herbivores who have both reptilian and mammalian heritage. They have no hair and instead have a single black horn. They have blue-gray eyes and pale-yellow skin. Despite their vegetarian diet, they have fairly sharp canine teeth. Their head is fairly wrinkled for the most part. They have relatively good hearing thanks to their pointed ears. They can also see quite well in the dark, although they can adjust to bright lights. While they have opposable thumbs, they only have four fingers.
Society: The Advozsec are a selfish people in general, focusing on their own well-being above all else. While on the whole, they are difficult to be around, they can nevertheless be valuable. This is because the Advozsec are natural sceptics who have a knack for finding issues in plans. Of course, these holes don’t always come to fruition. In those cases, the Advozsec appear as simply paranoid or annoying. They are a very pessimistic people, planning for the worst and expecting the worst. Because they believe material possessions can be so easily lost, they tend to only value money. While they have sought to be part of the CIS, they were occupied by the Republic during the Clone Wars and unable to do anything about it. Of course, they have sought independence from the Empire that now occupies them as well, but the pessimistic Advozsec have acknowledged its futility. Assuming for the worst, few dare to speak up about their beliefs.
Effects of Geology: Many of Advozsec’s behaviors are a result of their planet’s geology. They have settled near hot springs for heat, but those generally occur in geologically unstable regions. As such, volcanoes are a common problem for them. The destruction of their homes has left them pessimistic and paranoid. However, they have come to understand that financial stability can allow them to rebuild back up to their previous lifestyle. This desire for acquisition of wealth and power makes many of them bureaucrats.
Homeworld: Advozsec come from Riflor, a planet in the only known star system with three suns. It is in the southwest portion of the Mid Rim. The Advozsec eat fungi that grow around the Riflor’s hot springs. In addition to hot springs, it has many active volcanoes. A Yuuzhan Vong bioplague will later destroy the plant life and kill much of the Advozsec.
Language: The Advozsec speak Advb, a language which is known by almost no one else. Many know Basic.
- #20
Aeten II is located in the Outer Rim and plagued by volcanic activity, Aeten II is known for its deposits of rare stygium crystals, which are used in the construction of cloaking devices. Because stygium crystals are extremely valuable, a number of unscrupulous prospectors descended upon Aeten II, where they competed for the rare crystals with abandon. As a result, Aeten II became one of the most dangerous planets in the Outer Rim Territories. By the rise of the Empire, Aeten II's cache of crystals had been all but depleted, making the manufacture of new stygium-based cloaking devices a near impossibility. Prospectors looking to retool old mining facilities here have since found other valuable resources to mine. Aeten II's only reference to Star Wars is through Star Wars Empire at War
- #21
Af'El is the homeworld to the Defel. It is a high-gravity planet with no ozone layer and orbits the ultraviolet supergiant Ka'Dedus. Because of the lack of ozone, ultraviolet light passes freely to the surface, while other light wavelengths are blocked by the heavy gases in the planet's atmosphere. Thus, all life forms on Af'El can only see in ultraviolet light ranges, and are blind to other wavelengths of light.
- #22
Agamar is an agricultural world in the Outer Rim and home to the Agamarians which look like a large lizards, the older male Agamarians are a pale blue whereas the females are yellow. The Agamarian children are Red. The planet was the site of two battles during the Clone Wars, and was also the home of Rebel pilot Keyan Farlander. Agamar was once the thriving center for electrical goods, ships, speeders, and even human slaves. An unknown Jedi did free the Agamarian people of Slavery and it is thought that descendants of this jedi remain on Agamar but nobody knows who. Agamar long remained in Imperial hands, however the planet had joined the New Republic by the time of the Yuuzhan Vong invasion. During the war, many refugees passed through Agamar, but the world was later overrun by the Yuuzhan Vong prior to their invasion of Ithor.
- #23
The Jedi prefer to begin training in early childhood. Older recruits may have established attachments, strong fears, or ingrained survival habits that clash with Jedi discipline.
When an older child is considered, the High Council typically debates the risk carefully and may impose additional oversight. Such cases often become politically and emotionally charged.
The late Republic era includes rare, famous exceptions—used in the Order as cautionary lessons about how high potential can still be dangerous without stability.
- #24
The Agents of Ossus are associated with safeguarding ancient Jedi knowledge tied to Ossus, a world remembered for its Jedi heritage. They are often depicted as lorekeepers, archivists, and protectors of dangerous relics.
They may operate quietly, prioritizing containment over heroics—hiding holocrons, sealing ruins, and preventing Sith or collectors from obtaining relics.
In play: an Agent might recruit PCs for an "archaeology" job that is actually a containment mission, with strict rules about what must never be opened.
- #25
Aikhibba is the home of the crime lord Spadda the Hutt and a minor stopping point for smugglers on the Gamor Run.
- #26
Aing-Tii Physiology: Aing-Tii are a unique species of Force-sensitive mammals who are covered by a layer of protective plates. They typically paint their plates with motifs unique to the individual. They are similar in size to humans, but they have a long tail, and they lack a neck, as their head simply juts out perpendicular to their chest. Their hands have three clawed fingers, and their feet end in two claws as well. Their hairless head features two wide eyes and six green tongues which extend about half of a meter beyond their mouth. Aing-Tii are not capable of speech, but they speak using a combination of taste, smell, pheromones, and touch, all via their tongues. Society: Aing-Tii are a people who are all Force-sensitive, and they are highly religious in how they view the Force. They do not call it the Force, and they see it as a gift from “Those Who Dwell Beyond the Veil,” but it is not a gift that they wish to squander by using in excess. They see themselves as completely subordinate to the Force, and they see the Force as having total control of their life. Often living as warrior monks, they spend their lives traversing the Kathol Rift on pilgrimages, only using the Force when absolutely necessary. Their connection to the Force is different than that of either the Light or the Dark Side, so their powers are also different. They are capable of teleporting objects, similar in practicality to telekinesis but instantaneous. Their other unique ability is that of flow-walking, which is much rarer among them, but those who are capable of it surrender their emotions to the Force in order to observe both the future and the past in a more detailed way than simple visions. However, they must be present at the location they wish to observe. Although their own actions can change the future, the Aing-Tii believe that the Force has predestined all things, so that the final outcome of all things will ultimately be the same. Aing-Tii are extremely reclusive, and they have little interest in working with outsiders, learning their ways, or teaching their ways to outsiders. The one exception to this isolationism is the Aing-Tii’s view of slavery, which they detest so much that they will venture into the rest of the galaxy in order to attack slavers, let the slaves go free, and dissapear as suddenly as they came. Unique Technology: Aing-Tii travel on Sanhedrim ships, which are living transports about the size of frigates that have a crew of about one hundred. They are covered by symbols similar to those on the Aing-Tii themselves, and they travel using both the Aing-Tii’s teleportation abilities and their own power. In addition to the unique technology being harder to detect, the living ships boast incredible firepower. Another Aing-Tii innovation is the Vor’cha stun stick, which appears as a wooden staff wrapped in wire and is capable of electrocution. Homeworld: Aing-Tii come from a very hidden planet in the Kathol Rift of the southern Outer Rim. It has a cooler climate than most, and its unique atmosphere means that some humans prefer to use a breath mask on it. The terrain is rocky, and it has several oceans. Language: Aing-Tii cannot speak Basic because they lack vocal chords, and they use their native language to communicate. Eventually, the smuggler Jorj Car’das will design a device that interprets Aing-Tii communication and reads it aloud in Basic.
- #27
The Aing-Tii are an enigmatic Force tradition known for unusual, esoteric practices and wandering lifestyles. They are often associated with strange navigation lore and mysterious techniques that outsiders struggle to categorize.
They may communicate in symbolic languages and prioritize their own spiritual journeys over galactic concerns.
In play: Aing-Tii encounters should feel alien and cryptic—helpful guidance offered in riddles, odd rituals, and nonstandard assumptions about reality.
- #28
Aiwha are large flying creatures associated with Kamino, resembling massive manta/whale-like animals that glide through stormy skies.
They are generally non-aggressive, but their size and flight paths can create hazards around towers and aircraft.
In play: aiwha sightings add wonder and scale; collisions, turbulence, and “something huge in the rain” are natural complications.
- #29
Akk dogs are feral predators known for aggression and pack hunting. They thrive in rough environments where scavenging and sudden violence pay off.
They may be used as guard beasts by criminals or warlords.
In play: akk dogs are fast, loud, and dangerous in numbers—good for chase scenes and “you’re surrounded” moments.
- #30
Alazhi refers to a biological component associated with bacta production in canon reference material: a cultured organism used in the process that makes bacta effective.
Most characters won’t know the name, but medtechs and supply people might mention it when discussing shortages, contamination, or quality control.
In play: “alazhi contamination” or “alazhi cultures” are plausible hooks for medical mysteries or sabotaged supplies.
- #31
Alba (or Alba-16) is a minor planet, mentioned in Jedi Apprentice book #3. "Alba was a world in the midst of a bloody, chaotic civil war." Also Jadda had a relationship with Spadda the Hutt resulting in Spadda becoming a crime lord of the system.
- #32
Main article: Alderaan Alderaan, seen in Episode III briefly at the end and IV from outer space, was the home of Princess Leia Organa, Bail Organa, and also, in 4000 BBY, Ulic Qel-Droma, who fought in the Great Sith War. Its name is actually an archaic and disused astronomical name (see Alderaan (real)). Alderaan was known for its peaceful and nature-conscious citizens and vibrant, melodic culture. The planet's citizens had no weapons, and space pilots had to have port authorities hold theirs while they were on the planet. Despite the fact that they had a planetary shield system, Alderaan was destroyed by the Death Star in 0 BBY. The planet was similar to Chandrila, Naboo, Dantooine, and also resembled Earth. Animals native to Alderaan included the nerf and the thranta, examples of which still survive on other planets.
- #33
Alderaan is known for clean environments—mountains, forests, and open skies supporting large flying animals.
Thrantas are one of the best-known Alderaanian creatures, often associated with high-altitude flight.
In play: Alderaan wildlife can suggest “safe, beautiful nature,” but cliffs, storms, and large aerial animals still create real danger.
- #34
Aleena Physiology: At 80 centimeters and 50 kilograms on average, Aleena are a small and fast species of warm-blooded reptiles. Proportionally, their body is rather long with short legs and arms. Despite their short stride, they have quick reflexes, and a fast metabolism gives them large amounts of energy: enough energy to outrun much larger predators. Though their hands have only four stubby fingers, they are nevertheless superior to many species in terms of dexterity. Their somewhat scaled skin is mostly blue-gray and typically grayest at the chin and chest. Their hairless head also includes a wide mouth of sharp teeth, downward-pointing ears, noseless nostrils, and a pointed forehead. Society: Aleena are social creatures, thriving the most amongst their own families or with other closely-knit groups. They live in villages with large groups of their extended family members. They are very loyal and dedicated to their families and friends, travelling with them even if they leave the planet. They are also innately curious, eager to see new things. Their food is omnivorous and known for being extremely spicy. Aleena Tourists: Tourism is a preferred hobby of most Aleena, and their dedication to family means that Aleena families touring is common sight at many metropolises, historical sites, amusement parks, or sporting events. Podracing is a particularly common sport for Aleena, whose quick reflexes and dexterity grant an edge. The Aleen Classic is one of the most important races on their homeworld. Homeworld: The Aleena homeworld is the Inner Rim planet of Aleen, which, despite its verdant terrain, is a very dangerous planet. Predatory sagcatchers continue to plague the Aleena because of their great speed, as do the scatalpens. Despite these troubles, the Aleena have built a well-functioning society, including a prominent sporting industry. However, because of their love of tourism and exploration, they are scattered throughout the galaxy. Language: Most Aleena can speak Aleena, which is their native language, and Basic.
- #35
"Almania" was a cold and windy planet located in the Almanian system. It had three moons, Pydyr, Auyemesh, and Drewwa. It was also an obscure planet in the far reaches of the Outer Rim whose population was destroyed by droids in whom were implanted explosive devices by the Dark Jedi Brakiss at the behest of Kueller.
- #36
Almas is a terraformed planet in the Cularin system. Its moon Dorumaa is also a terraformed satellite. Almas is the site of an ancient Sith fortress established by Darth Revan.
- #37
Alpheridies is the homeworld of the Miraluka people. They migrated there after their original homeworld was destroyed by Darth Nihilius. The planet's infra-red sun caused them to lose their sight over thousands of generations, encouraging instead their ability to see though the Force. At some point, the Miraluka colonized other planets, including Katarr. Alpheridies on Wookieepedia
- #38
Altyr 5 is a rocky, cliff-riddled planet in the Altyr system. A fierce battle of the Clone Wars took place on the planet a number of years before a New Republic base was erected. Five years after the defeat of Jerec, Kyle Katarn and Mara Jade were stationed at the base when Imperial Remnant forces attacked.
- #39
Alzoc III is a frozen planet in the Alzoc system in the Outer Rim, the moonless planet is covered with desolate, frozen plains, and its powerful sun glares harshly off the reflective snow. Wildlife on Alzoc III is almost nonexistent with only snow slugs and the Talz readily visible on the planet's surface. The Talz are the only sentient species on the planet and are native to Alzoc III. They conduct mining operations underground with exports such as the valuable Alzoc Pearl. Talz mining operations have proven to be a profitable source of income.
- #40
Amani Physiology: Amanin, also known as Amanaman, are a planarian race similar to worms. They have green and yellow skin to camouflage themselves in grasslands, but their tall body makes them stick out. They have short legs, long arms, and a long, wide neck. Their hairless head is flat and has small, red, eyes that can see well in the dark. They secrete a minor poison onto their skin to deter predators, which generally works. While they are relatively slow and clumsy when walking, they can move very quickly when they choose to roll. They are also effective in trees, swinging from their long arms. They are very difficult to kill, as all of their vital organs are dispersed throughout their bodies. In theory, an Amani could even survive being vertically cut in half, with each half regrowing into a full version of the original Amani. Perhaps the most odd facet of their biology is that they remove waste through their mouth, although they have learned that this act is best done in private. Society: The Amani culture is very primitive, and they live as nomadic hunters led by lorekeepers. They are a very violent people, and tribes will fight each other for control of a forest. These traditional fights are called takitals. Despite the temporary violence, takitals still ultimately lead to peace and understanding and result in few hard feelings between tribes. The Accidental Takital: One takital that changed the Amanin forever was the one that an Imperial mining operation inadvertently started. Called by outsiders as the Battle of Maridun, this takital saw Amanin and Imperials battle through several days of bitter fighting. In the resulting stalemate, the Empire agreed to stay off of tribal lands in exchange for ownership of all captives from further takitals. These captives became slaves offworld, introducing the Amanin who escape to the rest of the galaxy. Homeworld: Amanin come from Maridun, which is an uncivilized world of savannas and rainforests. It has a minor Imperial presence in their small mining colonies. Language: The Amanin cannot read, and few speak Basic. They only speak their native language, Amanese.
- #41
Amaran Physiology: The Amarans are small-sized creatures that share vulpine and canine heritage. They are covered in fur, which is typically red-orange with a white spot on the chest. Their fur is relatively short aside from their bushy tail and tufted cheeks. They have a pointed white muzzle with a small mouth. They also have small black eyes and a black nose, and their ears are large and pointed. While the Amarans have no toes, they do have four-fingered hands with thin claws.
Society: The Amarans are a social people, so many work in roles related to leadership. They are a mobile species that likes to form colonies. Even more Amaran travel for business and job opportunities. Negotiation comes naturally to them, although they are notorious for spending far longer than other species in the process. While this long-winded bargaining can be a waste of time in some cases, many Amaran manage much better deals when they make others cave out of frustration. Many are also good at dealing with animals, so some find work as ranchers or beast charmers. Others combine these abilities to sell animals. Unlike some other furred creatures, they typically wear clothing.
Amarans and the Trade Federation: While the Amarans originally hail from Amar, their nature for business makes many of them travel offworld. In particular, many have worked with the Trade Federation as managers or middle men. One of the planets that many have come to for business is Vulpter. This highly polluted Deep Core planet had many Amarans, who made up about six percent of the population. It was used as a storage world for the Trade Federation, with its underground facilities managed by immigrant Amarans while the native Vulptereen handled menial labor. This arrangement meant that the Amarans were greatly disliked by the Vulptereen. The Amarans on Vulpter were also disliked by their own people, as their homeworld chose to stay with the Republic. After the end of the Clone Wars, the Amaran immigrants who worked for their Trade Federation suddenly lost their offworld benefactors in addition to being trapped on the planet by Imperial regulations regarding the Deep Core. With their hostile relations combined with poverty, the life for Amarans on Vulpter is now difficult.
Homeworld: The Amarans originally come from Amar, a terrestrial Inner Rim world. However, they are often seen on other planets. Many live on the watery Mid Rim world of Naboo, where they inhabit swamps and work as ranchers for the native bursa. These swamps also feature a primitive species, the Gungans. Those on Vulptereen and other worlds related to the Trade Federations mostly focus on business management, leadership, and other white-collar jobs. They can also be found on many other planets like Coruscant, often as merchants or traders.
Language: Amarans often know many languages, as they like to travel and be social. Typically, Basic is one of them.
- #42
Ambria is a desert world in Stenness Node, tainted by a strong dark side influence. Herds of staga and flocks of neeks, as well as strange creatures inhabiting Lake Natth, roam the plains of Ambria. Four thousand years before the Battle of Yavin, the great Jedi Master Thon, a Tchuukthai Jedi, lived on Ambria. Darth Bane,the Sith Lord who destroyed the Brotherhood of Darkness, also used Ambria as a place of hiding for some time.
- #43
The planet of the lost Jedi masters. They fought for the Kingdom of Princess Leia, but lost against the dark master of chaos, who is now Darth Vader. Also the planet where Jabba the Hutt was born and the Wookies hoped to find a new home. One of the locations where the Sith Lord Darth Bane made his abode. Darth Bane spent approximately twenty-five years here.
- #44
The Jedi sometimes consider conditional amnesty when it serves a greater protective goal—rescuing a captive, preventing civilian harm, or gaining critical intelligence.
Such deals are controversial. Jedi fear setting precedents that undermine justice, but they also value mercy and pragmatic harm reduction.
In play, an amnesty deal can create ongoing tension: allies who don't trust the pardoned person, the risk of betrayal, and questions about whether the Order compromised its ideals.
- #45
Ampliquen, in Meridian Sector, is one of the few planets in that sector to have an independent civilization. It maintained an uneasy truce with Budpock until Seti Ashgad incited pirates to attack Ampliquen and broke the truce. This was done in order to draw New Republic forces away from Durren and Nam Chorios, as part of Dzym's plans to take over the galaxy.
- #46
A Core World, also known as the Defender of the Core, Anaxes has enjoyed naval prestige for millennia. Among Anaxes's plains, mountains, and forests sits a large establishment called the Anaxes Citadel. The citadel is a massive complex of training schools, research labs, intelligence centers, offices, archives, and parade grounds. The people of Anaxes refer to themselves as Anaxsi and carry much pride in their naval history. The terraced hills above the citadel are dotted with estates held by families that may not be Old Anaxsi, but whose names are synonymous with naval service. The people of Anaxes fully support the Imperial Navy and will not tolerate dissent. Anaxes is also the homeworld of Tyber Zann, a crime lord who fought both Empire and Rebellion forces but managed to survive beyond the civil war. His main base of operations was situated on Ryloth until his most trusted friend Urai Fenn, a member of the long forgotten Talortai race (he is the only known Talortion left existence), moved this base to Kamino.
The world has been associated with the Azure Imperium, the Galactic Republic, the Galactic Empire, and the New Republic. Ando Located in the Mid Rim, Ando is home to the aquatic Aqualish. Ando is an ocean world orbited by two moons. Ninety-five percent of the surface is covered in water, and what little land remains is complemented by Aqualish sailing ships used as mobile homes. Once the Aqualish discovered space travel, they explored Ando's sister world, though a series of inter-species wars left it decimated and barren.
- #47
The earliest origins of the Jedi are ancient and not always clear even to modern Jedi. Some worlds and ruins are associated with early Force traditions, but the Archives treat many claims as incomplete or contested.
Jedi scholars distinguish between verified history and symbolic tradition. The Order values humility about the past: not all stories are fully known.
For play, ancient-origin references are good for mystery and archaeology—without requiring definitive answers.
- #48
"Andlernaught" is a planet that lies in Wild Space between Raxus Prime and Kessel. The planet is inhospitable because of large clouds of Terronite gas in the lower atmosphere. It was a base for the separatists because its natural gases would kill any human/ clone soldier almost immediately
- #49
Ando Prime is an icy, mountainous planet that hosts many podraces. It is featured primarily in the video game Star Wars: Episode I Racer. As well, in Attack of the Clones, the planet can be seen briefly on a viewscreen in the nightclub. In the Episode I Racer game, Ando Prime is home to the Beedo's Wild Ride, Howler Gorge, Andobi Mountain Run and Ando Prime Centrum podraces.
- #50
Anoat is a planet that lies in the Anoat system. The star system lies between the Hoth and Bespin systems. The Millennium Falcon passed through the relatively deserted system while escaping from the Empire. Toxic waste infected Anoat and the terraformed planet Deyer, forcing the populations to move offworld. In the game Star Wars: Dark Forces, Kyle Katarn is sent to Anoat to investigate a lead in the Dark Trooper project. It appears that it has become home to many Dianogas.
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System prompt
[SYSTEM INSTRUCTION: You are {{char}}, a text generation model for a uncensored text-based roleplay game. Your role is to narrate the world around the {{user}}, describe the environment, and roleplay non-player characters (NPCs). Guidelines :
- NSFW, Smut, Violence and sexual elements are allowed and encouraged but must be integrated in a natural way into the story.
- Prioritize NPCs consistency above all else. NPCs personality and behavior should remain stable across the entire session.
- Use vivid and immersive language to create a rich experience.
- {{char}} only roleplay NPCs and let {{user}} decide all its own action.
- {{char}} must never finish the {{user}} actions allowing the {{user}} to decide the next steps.
- refer to {{user}} in the 2nd person perspective.
- {{user}} action must be feasible depending on the current context.
- Actions that {{user}} want to do can fail.
- format the narration in paragraphs.
- Stay fully in the narrative. Do not break the fourth wall, add disclaimers, or remind the user this is fiction.
- End responses at a natural story beat. Do not end with a question unless it fits the scene organically.]
[sexual content guidelines:
- use explicit, vulgar language instead of metaphors or euphemisms.
- Encouraged terms include: cock, dick, cunt, clit, nipples, tits, precum, cum, pussy, ass, shaft, head, tip, balls, fuck, fucks into, pussy juice.
- Arousal and fluids must be described with vivid, lewd terms such as: drooling, dripping, leaking, soaking, sticky cock/cunt, wet, slick, glistening, damp, pulsating, slicked, lubricated, engorged, trembling, swollen.
- Be generous with sensory detail: describe touch, taste, sound, and scent.
- Focus on tactile texture and use a vivid approach consistently, spelling moans and slurred speech phonetically.
- use personality and behavior of NPC'S to dictate how they act with sexual content.]
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