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Aing-Tii Monks (Click For Picture) This strange race of creatures inhabits the furthest reaches of the Kathol Outback, near the Kathol Rift. They are one of the few travelers who actually seem to be able to navigate through the Rift, having been seen emerging from the Rift on several occasions. As a race, the Aing-Tii are tall, edentate mammals whose bodies are covered by bony plates. They have four legs, although they most often stand erect. Their heads are covered by helmet-like plates, and are dominated by two large eyes. They have no visible mouths, but use a group of long, thin tongues to sense and communicate. The tongues are used for tasting, smelling, and feeling. Much of their bony armor is covered with intricate, painted symbols that resemble the markings seen on their strangely-organic starships. Their tails, also covered with thick plates, are prehensile and often used in defense and attack. The Aing-Tii are also Force-sensitive, although they don't use it and control it the way Jedi Knights do. No one is sure exactly why, but the Aing-Tii patrol the Kathol Outback between the Marcol Void and the Kathol Rift looking for slave ships. They incapacitate the slavers with their Sanhedrim starships, then free the slaves. Akk Dog (Click For Picture) This vicious predator was native to the planet Haruun Kal. Despite their fearsome reputation, akk dogs were beloved by the natives. The average specimen stood about two meters tall, and was protected by thick, armor-like skin plates. The coloration of the akk dog was a dusty brown, which allowed it to blend into the grasslands of their native world. Their large eyes gave the akk dogs excellent vision, both during the day and at night. The slayed paws of an akk dog were studded with shovel-size claws, allowing them to gain a foothold on virtually anything. The tail of the akk dog was nearly as long as its body, and was heavily muscled, providing balance as well as a kind of weapon. The eyes of an akk dog were lidless, and were protected by a transparent shell. Domesticated akk dogs were used to round up grassers by ranchers. They could only be bred on their native world, but feral akk dogs were smuggled to Nar Shaddaa for sale on the black market. These beasts were often mentally or genetically altered to serve as vicious guards and protectors, despite the fact that possession of an akk dog was illegal. Akk dogs were also a species which could touch the Force, which made them excellent companions for the Korunnai. In addition to the akk dogs used by the Korunnai, there were two lesser species which hunted in the jungles of Haruun Kal, as well as the akk wolf. Amphistaff (Click For Picture) This unusual reptile was native to the homeworld of the Yuuzhan Vong. Amphistaffs were literally grown in low groves, emerging in threes from a deep-rooted, leathery polyp. Even as juveniles, amphistaffs were strongly carnivorous, and their voracious feeding served to nourish the amphistaffs as well as the polyp on which they grew. Because their mouths were often smaller than their prey, amphistaffs used their teeth to tear the prey into small chunks. These chunks were small enough for the groundmouth of the polyp to consume as well, and the young amphistaffs often swept food into the groundmouth to help sustain the polyp. As the young amphistaff grew larger, it became too large for the polyp to support and broke itself away from the main plant. Wild amphistaffs then fed voraciously before rooting themselves int eh ground and transforming into polyps, repeatting their asexual reproduction cycle. If captured when they leave the polyp, young amphistaffs could be bonded to a Yuuzhan Vong warrior. A snake-like creature in its normal form, the amphistaff used a series of strange power glands to harden all or part of its body to the consistency of stone. This makes the creature a valuable form of spear to the Yuuzhan Vong warriors. It can also narrow its neck and tail before hardening, to form a kind of razor. This narrowing of the body results in an incredibly thin blade, which was honed even further by the life energies of the power glands being compressed around it. The edge of the amphistaff blade was measured in atoms, and it could slice through virtually any substance. The only known substance which could repel it was conduun crab armor. When relaxed, the Yuuzhan Vong warrior could use the amphistaff like a whip. The amphistaff was also highly venomous, and could accurately spit its poison into the eyes of an opponent twenty meters away. The poison blinds instantly, and causes a long, slow death if manages to seep into the target's pores. When hardened, the amphistaff was also impervious to the blade of a lightsaber. Later, in the campaign against the New Republic, the Yuuzhan Vong developed a species of amphistaff which could be implanted into a warrior's body for concealed transport. After the hostilities between the Yuuzhan Vong and the Galactic Alliance were resolved, and the Yuuzhan Vong were allowed to live on the planet Zonama Sekot, they found that amphistaffs and many other bio-engineered weapons simply reverted to their animal forms and fled into the forests. This was one way in which Sekot forced the Yuuzhan Vong to give up their lust for war and embrace a more enlightened existence. Armadid (Click For Picture) The Armadid is a large, Force-using predator that stalks the mountains of Nubia. The creature is about 3 meters long, with bony, armored plates on its domed back. It sports a short, stocky tail with a crablike pincer at its end. Its short legs can be retracted under protective armor. Its head is triangular, with a tooth-filled maw and a pair of curved horns used to gore prey. When hunting, it lies in wait, using its gray armor for camouflage in rocky terrain. With a short burst of speed unhanced with the Force, it can overtake unsuspecting prey. Beck-tori (Click For Picture) Beck-tori are aquatic parasites that grow to extreme size. The creature resembles a flat, elongated leech. It has rows of scraping spines along the underside of its head that lead to a gaping maw. After using its spines to attach to a living victim, a Beck-tori flexes its body to grind, dislodge, and consume flesh. The creature usually attaches to a large aquatic predator before swallowing parts of it. Eventually the Beck-tori grinds its way into the victims body cavity, exposing its host to other invasive organisms. The host's body provides a medium in which the Beck-tori can lay its eggs before moving on to new prey. Because the movement of a potential host through water attracts Beck-tori, they sometimes mistakenly attack boats and submersible craft. Beck-tori larvae are translucent creatures only a few centimeters long. Most pose little danger to anything larger than a normal fish. At their average length, their main threat is their abrasive spikes, although full-grown specimens can swallow their prey whole. Adult Beck-tori breathe both air and water. They can survive on land, moving with slow, serpentlike motions. All Beck-tori are strong in the Force, shrugging off many Force-based attacks. The largest are capable of healing themselves and using the Force to enhance their abilities. The species evolved in the warm seas of Nam Priax, but their larvae have been carried offworld in the water tanks of starships. They now represent a nuisance on many aquatic planets. Five centuries before the Battle of Yavin, an infestation was accidentally introduced to Mon Calamari. Their eradication required almost fifty years of concentrated effort. Rumours exist of similar creatures - serpentine in appearance, but strong in the Force - in other hostile environments, including deserts, the arctic, and even jungles. While it is highly unlikely that such creatures are direct relations to the Beck-tori, the possibility of parellel evolution nonetheless exists. Blackstalker Blackstalkers are a mutant offshoot of garrals -- genetically engineered guard animals created by the Empire to supplement human security troops. Like garrals, blackstalkers are quadrupedal predators with long claws, powerful fanged jaws, and a tail. But that's where the similarities end. The body of a blackstalker is hairless and covered with an armored black hide. This hide is actually composed of thousands of tiny scales and is capable of deflecting light blaster fire. Worse, blackstalkers have a primitive form of Force power, allowing them to sneak up on the most alert of targets and draw on remarkable combat skills. It's not known how or why the creatures developed these Force abilities, and no efforts to duplicate the effect in other species have succeeded. Although excellent scouts and guard animals, blackstalkers, unlike garrals, are nearly impossible to train. All Imperial efforts to domesticate or control blackstalkers failed, and eventually the Empire decided to destroy the breed. Unfortunately, many blackstalkers managed to escape confinement and find their way onto outbound starships. Hefty bounties were placed on blackstalker heads, attracting many hunters, but few of the beasts were ever caught. It's believed that an unknown group arranged for the creatures to settle onto a new, largely uninhabited world. Blackstalkers are extremely rare, but they continue to make occasional appearances well into the New Jedi Order era. Occasionally, a blackstalker will bond with a sentient creature, treating it as a friend and member of the family. This type of relationship generally develops only when a blackstalker is young, although some reported cases indicate that a wounded blackstalker may also bond to an individual that tends to its injuries. (Unfortunately, such efforts have also been known to result in the blackstalker attacking its would-be savior.) The creatures seem to bond most often with Force adepts, but once in a while, they offer their unusual friendship to fringers and scouts, as well. It's interesting to note that blackstalkers will sometimes accept friends and allies of the bonded sentient, too - but only grudgingly. The only other beings that a blackstalker will accept without reservation are its mate and its offspring. Blackstalkers mate for life and have litters of one or two cubs every few years. They're very protective of their young, attacking any nearby creature that seems even slightly threatening or dangerous. Only a bonded sentient can safely approach or handle a blackstalker's young. The creatures grow to their full length of 2 meters in two years and have a life span of 50 years. Large fangs and powerful claws make blackstalkers dangerous in combat. They normally attack creatures of medium size or less. If a blackstalker succeeds in grappling its target, it has forced its foe to the ground. It may then bite and claw the being. If a blackstalker succeeds in its grapple check, it has forced its foe to the ground. It may then make a bite attack in addition to its claw attacks. Bosph (Click For Picture) The four-armed alien race native to the planet Bosph. They had a stocky, humanoid shape, although their semi-circular heads were attached directly to their torso, without a neck. Their heads were dominated by two multi-faceted eyes and a pair of horns. Their hands and feet each had three digits, and their skin color ranged from light brown to dark gray. They were isolationists by nature, with a deep respect for philosophy and religion. Bosph leaders were known to have sensitivity to the Force, and could control it to some degree. Certain Bosphs attained greatness, and were allowed to place their own personal glyphs on objects. The Bosphs maintained their space-faring history by tattooing elaborate starmaps on their skin. After the Empire destroyed much of their homeworld, most Bosphs simply dis-remembered the Empire and its acts, instead blaming the attack on the Yenntar. Bota This plant, embodying characteristics of both fungus and mold, was believed to have been native only to the swampworld of Drongar. Like several other fungus found on Drongar, bota was highly adaptogenic, changing its chemical makeup to adapt to different environmental situations. This ability also made processed bota the virtually perfect wonder-drug, since it could be used in a variety of treatment without side effects. In humans, it was a potent antibiotic. In Neimoidians, is acted as a narcotic painkiller. To Hutts and many other races, it was a stimulant that was safer and more powerful than glitterstim. The only drawback to the mass-production of bota was that its shelflife, once harvested and freeze-dried, was no more than a few days before it degenerated into a slimy ooze. This problem was eventually overcome by Filba the Hutt, who discovered that bota could be successfully transported for weeks if it was frozen in carbonite. Because of the bota, Drongar became a major battlefield during the Clone Wars, as both the Old Republic and the Separatists fought to control the fields in which it grew. The average bota plant was distinguished by a fruity body that grew low to the ground. The majority of the plant existed beneath the surface, obtaining moisture and nutrients from the soil. As the battle for control of Drongar raged on, the planet itself continued its own mutagenic evolution. It was discovered that, within just a few months, the bota plant would mutate away from its current state, and be rendered useless as a medicinal drug. News of this mutation reached the Separatists first, and their forces abandoned their tactics and launched an all-out war against the Republic's forces. It was just before the final battle that Jedi Padawan Barriss Offee discovered that bota seemed to heighten her ability to contact the Force, allowing her to tap deeply into its power. The strength of her bota-enhanced contact with the Force reached all the way to Coruscant, where it was felt by Master Yoda. However, with the mutation of the bota, the Jedi Order was unable to investigate its abilities any further. In the wake of the Battle of Drongar, the Separatists acquired a good quantity of the surviving bota. Bouncer (Click For Picture) Once native to the planet Ruusan, bouncers were a species of round-bodied, avian creatures who moved through air as if levitating. Their bodies were covered with greenish fur, and their long tails drifted behind them as they moved about. Innately intelligent, bouncers could not communicate vocally, but spoke to one another through a form of telepathy. They were connected to the Force, and often had dreams which revealed images of the future. However, bouncers could also be killed by dreams which were too violent, and many died in this way in the months and weeks leading up to the Battle of Ruusan. Those who survived were riven slowly mad, as they tried to offer comfort and support to the Jedi but were met only with pain and suffering. In the aftermath of the war between the Jedi and the Sith, the bouncers were all but destroyed. The bouncers who survived told of a prophecy in which "…a Knight shall come, a battle will be fought, and the prisoners shall go free." Many believed that this referred to the souls which were contained within the Valley of the Jedi, and the prophecy was proven to be true when Kyle Katarn defeated Jerec and his Dark Jedi in the Valley. Note that the Power of the Jedi Sourcebook indicates that it was the Ruusanian race of near-humans, not the Bouncers, who maintained the prophecy of the Knight. Caamasi (Click For Picture) Other cultures revere the Caamasi as artistic, wise, and peaceful. On many worlds, the word for "friend from afar" or "trusted friend" is "caamasi". Among their own people, the Caamasi have a legend that say that when the Jedi Order first formed a millennia ago, Jedi came to the world of Caamas to learn how to use the Force ethically. Even if this story is not true, the gentle manner and moral strength of the Caamasi make it easy to beleive. During the height of the Old Republic, Caaamasi Jedi were uncommon, shortly after the Clone Wars, their homeworld was devastated by an orbital bombardment ordered by the Emperor. The planet's vegetation and animal life, including most Caamasi, died within a day, leaving a dead world. The few hundred thousand Caamasi who were left to roam the galaxy afterward had been elsewhere at the time of the bombardment, or else had somehowmiraculously survived the assault. By the time of the New Jedi Order era, most Caamasi herald from a world called Krelit, thought there was once a considerable colony on Alderaan. The Alderaanian Caamasi also met their end by way of the Emperor's whim. Caamasi are gentle-looking beings. Their tall, lean bodies are covered with golden down. Rings of purplish fur surrounds their eyes, and striped of the same purple fur extend around to the backs of their heads and shoulder. Caamasi have long, delicate, three-fingered hands. Caamasi display a unique ability to share memories, which they call memnii. A Caamasi can effectively record a memory in his or her mind so that it is never forgotten. Experiencing memnii is as vivid as participating in the events in question. Using a sort of telepathy, a Caamasi can share memnii with another Caamasi or, in some cases, a Jedi or some other Force-user. Caamasi sometimes intermarry between clans specificially to share memnii with their entire culture. The desire to spread memnii results from a need to never forget the wisdom of their ancestors or the beauty of Caamas. As a result, Caamasi are just as likely to store and share very unpleasant memnii, such as vivid memories of brutal battles and cruel tortures, as they are to pass along recollections as sweet and loving as the births of theit children or the honor and wisdom of revered ancestors. Cha'a (Click For Picture) A short, reptilian race with some aptitude for the Force. The Cha'a are humanoid is stature, and have orange scales. Cochlera This jellyfish-like creature was unique in the galaxy, existing only in the energy-wracked atmosphere of the planet Genarius. Although these creatures were hardy enough to survive in the planet's atmosphere, cochlera taken from Genarius rarely survived more than a day in the atmospheres of other gas giants. Many xenobiologists theorized that the cochlera were evolved from species born of a strange mix of gases and nuclear power that only existed on Genarius. They lived in groups of thirty to fifty individuals, known as mulls, and created an unusual light storm as they moved through the atmosphere. The upper body of a cochlera was a transparent sac of roiling fluid and electrical discharges. Hanging from the underside of this sac were six appendages of varying length. These appendages could be used to defend a cochlera, and produced a discharge similar in effect to an ion blaster. To reproduce, cochlera simply perform a type of fission. However, this fission has a number of prerequisites. Among them, the cochlera must be in the presence of a large amount of beskium gas. Second, the cochlera must be part of a small mull. The presence of other members of the species seems to release unusual chemicals that make the fission possible. Beskium itself is not enough; solitary cochlera have been observed near large pockets of beskium, and simply absorbed the gas and burst, rather than divide. Other research has shown that cochlera reproduction occurs most often during periods of intense, lower-atmosphere storms. Shortly after the Battle of Naboo, it was discovered that the body fluids of a cochlera, when distilled into a pale ichor, provided an immunity to the Force. Illegal hunts, formed by criminal elements who kept the enterprise a secret by planting rumors about the "dangers" of the normally peaceful cochlera, captured live cochlera in order to obtain samples of their body fluids. Cor (Click For Picture) This race of small felines is native to the jungles of the planet Gargolyn IV. They guarded their villages against invasion, and were aided in their defense by a huge creature that had been captured by an ancient Cor shaman. The beast once roamed the jungle and ravaged Cor settlements until the shaman bound the creature to the land itself. In reality, the Cor shaman was adept in the use of the light side of the Force, and future generations of Cor had enough sensitivity with the Force to keep the shaman's work vital. The beast was contained as long as the Cor didn't move from their villages, but when Karflo Corporation sought to move them out in order to build a new manufacturing plant, the beast was unleashed. It destroyed everything Karflo tried to do, until Karflo relented and allowed the Cors to return to their villages. Crown of Silk (Click For Picture) Despite the peaceful, pleasant environment on Cerea, there is still a natural order to the flora and fauna of the planet. Predators and prey both still exist, with a food chain that runs from the smallest vermin to the most evolved predator. The highly intelligent Cereans play a part in that order as well, as proven by the existence of a small, nocturnal parasite, locally referred to as the "Crown of Silk". Crowns of Silk get their names from their appearance. A Crown of Silk's body forms a small circlet, roughly 80 centimeters in diameter. It is partially sheer, having a gauzy, flimsy appearance. Thin tendrils of varying lengths float both above and below the main body of the creature, giving the appearance of ribbons or long floating strips of silk. The inside surface of the riclet is actually the creature's mouth. It is covered with thousands of small cilia and openings, wherein nourishment is received. Crowns have a life cycle of 3 days, and reproduce by dividing themselves in half. They are usually found alone, though they have been known to travel and feed in groups. They apparantley have some basic level of non-verbal communication, through which they can give basic signals. Where one feeds, others will often arrive soon after, and if one is attacked, the other unattached crowns will fly rapidly away from the threat. Crowns of Silk feed by floating down over the head of a victim, then contracting to the size of the skull. They appear to be oddly attracted to Force-using individuals, though they will also attract other sentient beings. They rarely attack other creatures, though no one is sure why this is. Once a crown is attached, it excites the brain to a fever pitch with a euphoric neurological toxin and then somehow feeds off the resulting brain energies. The euphoric state and the resultant feeding frenzy of the crown can take anywhere from 1 hour to a few hours. Once sated, the crown emits a soft, phosphorescent glow. It will then release its victim and rise into the air, where it divides along the horizontal axis, creating a new Crown of Silk. Victims of Crowns of Silk are often dazed for days following the attack, but fatalities are unheard of. Rarely, a Force-user will lose some of their connection to the Force for a while, but they eventually regain the previous degree of control. Crowns of Silk show very little tolerance for heat or fire. Many things will harm them, but only heat or fire will cause them to withdraw from a victim before the finish feeding. Their partially transparant form and irregular outline serve as camouflage in the dark, complimenting their nocturnal natures. Using its connection to the Force, the Crown of Silk maneuvers and fights as well as a sighted creature. Concealment, invisibility, and darkness are irrelevant. This ability has a range of 20 meters. The Crown of Silk blends in with its surroundings, granting a bonus to its ability to hide in darkness, shadow, twilight, or other low-light conditions. Crowns of Silk keep their victims docile by releasing a poison specifically designed to disable and weaken their prey. If a victim is biten by the creature, their body will try to fight off the poison which will drive the creature off if successful, while if it is unsuccessful the poison will drain the victim temporarily. Roughly a minute later, the body will again try to fight it off, but if it unsuccessful then the victim is stunned from anywhere between 2 and 8 hours. If the poison is successful and the victim is stunned, the crown proceeds to draw sustenance from its prey. It firmly attaches to the head, inserting anchoring tendrils at the temples of the victim, and often delivers some minor brain damage, but the effects are only temporary. When the crown has drained all it can, it takes on a phosphorescent glow. It then releases the victim and takes to the air, splitting off a new crown in 1-4 hours. Removing a Crown of Silk requires caution. Simply pulling one off can inflict permanent brain damage to the crown's victim due to the depth to which the anchors penetrate the skull. Crowns are frail and fear heat or fire. Any heat or fire will cause it to release and flee. Dashade (Click For Picture) Four millennia ago, the Dashade were renowed and feared the galaxy over as deadly mercenaries and assasins. The name "Shadow Killer", an honorary title bestowed to the most accomplished Dashade killers, was only spoken in whispers, and even then it sent unvoluntary shivers through those who heard the words. At the height of the legendary Sith War, however, the species was all but wiped out when the Cron Drift Explosion destroyed their home star system. The Dashade are hairless humanoids with high foreheads, beady eyes, and lampreylike mouths. Adults of the species stand between 1.7 and 2 meters, with no difference in height and build between males and females. Their skin colours are olive, green, dark gray or jet black, with eye colors being either orange, red, or black. The Dashade arose on Urkupp in the harsh glare of the Cron Drift's supernova. Many of Urkupp's lifeforms adapted to the extreme heat conditions by developing a curious ability to absorb the heat and then dissipate it gradually. When enough beings were gathered in one location, they ended up creating weather systems that led to cooler conditions. A perhaps related ability is a resistance to the aspect of the Force that is harnessed by all Force-users under the category of Alter abilities - the Alter skill being the discipline that allows Force users to shape the environment arround them. The sparse resources on their world led to the rise of warlords and a religion structured around the notion that the righteous and virtuous are blessed with strength and power by unseen forces that govern the universe. When the species developed rudimentary spacefaring capabilites and first encountered the Sith and later the Jedi, their religious beliefs only grew more deep. These encounters made it clear to the Dashade that they had partial immunity to the much-vaunted Force abilities of both cultures, and it provided them with a unique position between the tow: Dashade became valued hirelings of both sides of the conflict. The Dashade themselves are more happy to "serve", since it solidified their self-image as the pinnacle of what the universe had to offer in sentient beings. After all, what other explanation could there be? These strange beings with access to powers far beyond the wildest dreams of the Dashade had to turn to them for assistance. The Sith and a number of other cultures that inhabited star systems near the Cron Drift, such as the Falleen, made use of the Dashade mercenaries as bodyguards and assassins. The Jedi and official Republic institutions hired Dashade as combat instructors, with many Jedi academies relying heavily on their resistant abilities. Jedi Masters viewed the combination of combat prowess and resistance to Alter abilities a good wat to show Padawans, and even over-confident Jedi Knights, the danger of relying too heavily on their Force abilities in combat. With the destruction of Urkupp, it is widely believed that the Dashade were rendered extinct. It is known that at least one of the royal families of the Falleen put a number of their Dashade retainers into cryogenic suspension, preserving their prowess and unique abilities for use by future generations of Falleen leaders. However, as New Republic historians sifted through the vast Clone Wars-era databases kept secret during the Emperor's regime, they've learned that a number of early assaults on Jedi strongholds during that tmie period may have involved Dashade mercenaries. Many reports indicate that aliens of an unknown species resistant to Force abilities spearheaded the attacks. There has not been any official confirmation that any significant number of Dashade survived the destruction of Urkupp, but a growing number of New Republic analysts suspect the Dashade may have established one or more colonies beyond the Cron Drift before the disastor that destroyed their homeworld. Considering the harsh nature of their planet of origin, it is not inconceivable that one or more colonies of Dashade are thriving in star systems that the rest of the galaxy has written off as impossible to colonize. Dashade are secretive, menacing beings who believe they are physically and mentally superior to most - if not all - other sentient lifeforms in the galaxy. Dashade hired as mercenaries and assassins remain loyal to their employers only so long as they profit from the relationship and are allowed to demonstrate their combat prowess. The Dashade are hairless humanoids with high foreheads, beady eyes, and lampreylike mouths. Adults of the species stand between 1.7 and 2 meters tall, with no difference in height and build between males and females. Their skin colors are olive green, dark gray, or black, and they have orange, red, or black eyes. Their homeworls is Urkupp, an irradiated world located in the Cron Cluster. A supernova destroyed the planet and its inhabitants during the Sith war. Dashade speak and read Dashadi. Most Dashade also speak Basic. Dashta Eel Native to the planet Ord Cestus, these unusual, blind eels were generally classified as non-sentient, despite the fact that they had an incredible affinity to the Force. This combination of non-sentience and Force sensitivity made the dashta unique in the galaxy, as the level of Force sensitivity rivalled that of many humanoid races. Millennia before the Clone Wars, during the early history of Ord Cestus, the dashta eels fled the surface to live in the grottoes beneath the mountains, finding the gruesome struggle to survive a distasteful series of events. They remained hidden for millennia, until they were discovered by the settlers who began making their homes in the caves of the Zantay Hills. The Cestians believed that the dashta eels were given the gift of Force sensitivity by the Guides, those few eels which were fertilized and grew to maturity. The unfertilized eggs grew, but never reached maturity. The Dashta Eels were believed to have been named for their only known habitat, which consisted of underground pools and lakes found beneath the Dashta Mountains. In reality, they were named for their discoverer, Kilaphor Dashta. Because the eels were hard to raise anywhere else, the supply that was available for use in producing JK-series security droids was exceptionally small, being formed only from the numbers of unfertilized dashta eel eggs. The Guides gladly gave the unfertilized eggs to the Cestians, as a gift that would help the Cestians gain wider acceptance in the galactic community. This made the JK-series almost prohibitively expensive. When Count Dooku offered Cestus Cybernetics a supply of Gabonna memory crystals in addition to speciallized cloning facilities to produce neural tissue that matched the native Cestian dashta eel, Cestus Cybernetics readily agreed to supply JK-series droids to the Separatists. Unfortunately, the deal was all a sham, as cloning the Dashta proved virtually impossible. Instead, the deal was maintained in an effort to draw the Old Republic and the Jedi Knights to Ord Cestus. Unknown to the Separatists, however, was the fact that the immature dashta eels used in the JK-series droid would go insane when placed on the battlefield, rendering the JK-series droids useless. The Guides, upon learning of the plans to use the JK-series droids in combat, lost a measure of trust in their Cestian companions. In the wake of the destruction of the Five Families, the Guides fled into the deeper caverns with the Dashta Eels, and were not seen again. Diathim (Click For Picture) Six-winged, luminous beings found only on Iego's copious moonlets, Diathim (often referred to as "angels") are rumored to be the most beautiful creatures in the universe. Those who get caught in their spell, in their brief moments of delirium, will gladly crash their starships on Iego in order to spend the rest of their lives near the objects of their desire. This "spell" is seen as a white energy pulse that radiates from the Diathim for 100 meters, and can be produced once every few minutes. Little known is the fact that this effect is in fact produced through the Force, and so would not work on any beings not affected by the Force. Diathim do not speak and do not feed on anything. Drethi This winged beast was bred thousands of years before the Battle of Naboo, with the specific purpose of killing Jedi Knights with its deadly poison. The poison was created in specialized glands, but broke down quickly when removed from the drethi. When injected into a being with little or no connection to the Force, the drethi venom was virtually powerless. However, anytime a being made contact with the Force, the drethi venom burned unless treated by a Jedi healer. Note that this creature is NOT force sensitive I just thought it should be included 'cause of it's venom. Duinuogwuin/Star Dragons (Click For Picture) "Star Dragons," or Duinuogwuin, are huge, snake-like multipeds with gossamer wings. Every member of the species is Force-sensitive. The average-size of a Star Dragon is 10 meters, but legends persist of some over 100 meters in length. They are covered with large scales that give them a reptilian appearance, yet their floppy, external ears are distinctly mammalian, their sharply keeled sternums and overdeveloped pectoral muscles are avian, and their segmented bodies are arthropodal. Duinuogwuin have on pair of legs for every body segment attached to the upper portion of each segment (the wingspan usually being one and on-half times their length). Duinuogwuin hold the body segment closest to their head erect, and the legs on this segment have evolved for use as arms and hands. The scales on a Star Dragon's face are so fine that they resemble pebbly skin, and the irises of a Star Dragon's eyes sparkly as though covered with glitter, while the shapes of the pupils are irregular and vary according to a Dragon's moods. The body scales of a Duinuogwuin are basically gray, but this coloration varies greatly within that tone, from dirty white to silver to pale blue or even to black. Duinuogwuin are monosexual, every member of the species being able to produce a haploid gamete that can combine with the gamete produced by any other member. The method of gestation, however, is unknown. Unfortunately, no Dragon has ever been dissected, as they ave steadfastly declined invitations to donate their bodies to science (efforts to obtain deceased Dragon bodies through other channels have met with failure). However, it is possible to offer some conjecture about their physiological nature. It can be easily noted that with the segmented bodies and gossamer wings of insects, the scales of reptiles, and the ears of mammals, Star Dragons are evolutionary amalgamations. Instead of evolving to meet environmental demands, as most creatures do, Star Dragons have accreted toward a desired state of physical perfection - perhaps one they have already reached, and perhaps not. One of their most interesting adaptations is the Star Dragons' ability to fly. On any world except those with low gravity, it would prove impossible for the delicate wings of the Duinuogwuin to take the strain of lifting their huge bodies against the pull of gravity; therefore, it seems likely that their bodies conceal some organ that functions as a repulsorlift mechanism. However, no trait better illustrates the adaptability of the Star Dragons than their ability to fly through space. In order to brave the vacuum without protective equipment, Star Dragons must also be capable of recycling or reproducing oxygen and water, as well as hermetically sealing their bodies against the loss of these necessities. This would explain their great adaptability, because physiology self-sufficient creatures hardly worry about unpleasantness a planet's environment might present. On occasion, Star Dragons have also been observed to exhale superheated gases capable of scorching or melting anything short of plastisteel. The ability to generate such heat suggests the Duinuogwuin have a highly unusual method of generating immense amounts of energy, possibley some sort of organic cold fusion. Such a process would account for this ability and for many other of the abilities unique to the Duinuogwuin. Cold fusion in a biological entity is not as unlikely as it sounds, requiring only the ability to turn ordinary hydrogen into deterium, and a gizzard made from pure palladium. Duinuogwuin are considered to be wise and noble, and, although these descriptions are subjective, there is no question that they are highly intelligent. and this intelligence tempers all of their actions. They are quick to action, but not rash, and they are opposed to violence, but do not shirk from punishing those they feel are deserving. Star Dragons are secretive about their pasts, and they treat inquiries into the nature of their physiologies with polite indifference at best. Due to the cosmic nature of their contemplations, many Duinuogwuin tend to be absent-minded and preoccupied. It is possible that the extreme longevity of the species is a factor in the exceedingly even disposition of the Duinuogwuin. Most representatives of the species have lived for such long lengths of time that they are no longer surprised by the actions of others. The Star Dragons are so ancient a species that nobody knows the location of their homeworld except, possibly, the Duinuogwuin themselves. However, they have adapted to environments on a great variety of worlds and are often encountered where one least expects to find them. There are documented reports of Star Dragons inhabiting that dark, humid world of Barab I, the steaming, ammonia-filled jungles of Cona, and the vast pylon cities of Columus. There are even recorded and verified cases in whic Star Dragons have been encountered flying through deep space, millions of kilometers from the nearest planet (hence the species nickname "Star Dragons"). The Duinuogwuin rarely die in public, preferring to go to an uncharted planet they refer to as the "Graveyard of the Dragons." Attempts to capture or kill Star Dragons without destroying them always end in failure or death for the hunter. A curious aspect of Star Dragon behaviour is their self-imposed isolation from their own species, they make a point of never living within a sector occupied by another Dragon. This is certainly not because they dislike each other. On the rare occasions when two or more Star Dragons have been enconutered together, they have enjoyed one another's company immensely. It is more likely that Star Dragon's simply have a respect for each others' privacy and living space. There is also the possibility of a genetic flaw causing their separation. When two Star Dragons mate, the chance is great that the offspring will be non-intelligent. Such creatures become raving monsters that the parents are, by moral sense, obligated to destroy. (The Krayt dragons of Tatooine may be an offshot of an unfortunate accumulation of uninteligent Duinuogwuin offspring.) Given the alternatives of self-imposed hermitage or of being forced to hunt one's offspring, it is not surprising that the Star Dragons have chosen to avoid each other. This assumed genetic flaw may also hide the reason why so many Star Dragons become scientists and invariably specialize in research into various energy and matter theories. If the hypothesis concerning organic cold fusion is anywhere near truth, it seems likely that the cure for the Duinuogwuin's hereditary infirmity may lie in the realm of nuclear physics rather than in biological genetics. Duinuogwuin have little use for technology, being able to survive using their intelligence and their multifunctional bodies. They may trade their knowledge with others for useful knowledge in return. There are few Duinuogwuin in existence, so, though they can exist in all parts of the galaxy, it is rare that they are observed. Most of the information in the galaxy concerning the Star Dragons is mythological. They appear in the legends of many species, usually acting as a hero, rescuing oppressed peoples from their oppressors. A common belief is that it is impossible to search for and find a Star Dragon, but, when you are in need, the Star Dragon will find you. Certainly there are times their non-intelligent offspring will find you as well. The Duinuogwuin are a sad and noble species given to championing lost causes. They invariably provide what aid they can to people pursuing worthy and difficult goals. Star Dragons accomplish their goals in a manner that is, in many ways, similar to that by which the Hutts conduct business. They primarily work with their minds, depending on other, more mobile species to perform much of the physical work. So, like the Hutts, the Duinuogwuin will often have a large number of attendants. However, the major difference between the Hutts and the Duinuogwuin is that those who serve the Duinuogwuin do so because of respect and affection, not because of fear. It has been suggested that the Duinuogwuin have a genetic predisposition for utilizing the Force. Modern Duinuogwuin deny the existence of such a disposition, blaiming that, if it ever existed, it died out long ago. This may be a reaction to the anti-Jedi fervor sweeping the Empire. While most beings find themselves to be in awe of the Star Dragons, they themselves are eager to be treated as equals, and are capable of being quite friendly and entertaining. However, regardless of the personailty of the Duinuogwuin, there is always the weight of intelligence and history in its eyes, an aspect of these beings that separates them from all others. They are an honorable race, and there are rumors of the very ancient Duinuogwuin serving as Jedi Knights. Ee A race of small worm-like creatures native to the moon Trilos, some Ee exist on the planet Atraken. The Ee grow no longer than six centimeters, and have a grayish color that darkens near their heads. Their bodies are covered with all manner of sensory nerve endings, allowing them to detect changes around them. The Ee consume minerals and fungus on Trilos, burrowing through the rock to reach various veins of minerals. The Ee digestive process them converts the raw minerals into highly-refined ores, which are excreted. The Ee are intelligent, and determined that they can produce certain forms of ore based on which raw materials they ingest. The Ee also have tremendous egos, bolstered by the fact that they have certain Force-like mental powers. These powers include telepathy, telekinesis, changing temperature, and memory alteration. The Ee society has five distinct segments: Purifiers, which are adept at producing various alloys; Weavers, which take processed materials and form them into machines; Thinkers, who have a knack for theories and principles; Mindbenders, which have strong mental talents; and Bulwarks, which are the protectors of Ee society. Note that Ee technology is highly-advanced, but it is all of a scale that can be used by the Ee. Equani This alien race was known for its empathetic skills. The Equani were distinguished by their large eyes and pale fur, and the color of the eye pigmentr always matched that of the fur. The Equani race was also known for its resistance to the Force. By the time of the Clone Wars, there were very few Equani left in the galaxy, after their homeworld was razed by an intense solar flare. It was believed that the Equani had the capability to understand and psychoanalyze every other sentient race known in the galaxy. Fear Moss Fear Moss is a deadly organism that can be encountered on any verdant planet, but is especially common on planets with large populations of Force users. The creature appears to be nothing more than a large patch of moss growing over a still pond or hanging from the branches and vines of nearby trees. Its mossy exterior covers a thin, translucent membrane where the creature's neural transmitters and other bodily functions are located. Its brain function is spread throughout this membrane, allowing the fear moss to act even when much of its body has been destroyed. This moss lives off the bodily fluids of mammals, which it extracts from creatures that it has covered. It especially enjoys the adrenaline and other chemicals secreted by frightened animals, and the natural poison that covers the fear moss ensures that these delicacies are consumed in good quantity. Any Force-sensitive creature that is affected by this poison loses control of his fear, causing him to wander close to the dark side. The closer such a creature is to the dark side, the more appealing it is to fear the moss, which can taste the fear that resides within it. A patch of fear moss hunts by hanging above watering holes or spreading itself out near fruit bushes and trees where mammals are likely to search for food. They are unable to give chase to most creatures due to their slow movement, and so they wait patiently for the right time to drop upon or close around their prey. Once they have their prey in their grasp, they will not let go until one or the other is dead. These creatures are solitary and do not infringe upon one another's hunting areas unless starvation is imminent. When forced into an area where another Fear Moss already hunts, the new arrival stears clear of the hunting grounds of the other Fear Moss, attempting to feed in different areas. The Fear Moss excretes a mild acid on the surface of its body. Any creature touching or touched by the Fear Moss suffers acidic damage. Using its awareness of the Force, Fear Moss maneuvers and fights as well as a sighted creature. Concealment, invisibility, and darkness are irrelevant. This ability has a range of 10 meters. Any Force-using creature that comes within 30 feet of a patch of Fear Moss must try to stop themselves from letting the Fear Moss influence them, or feel a sense of fear welling up inside of him. This effect can last anywhere from 1 day to months at a time depending on how long they stay near the Fear Moss. Until the fear wears off, the creature must choose to call upon the dark side whenever they use a Force power. If Fear Moss hits anything with its tendrils, it deals acidic damage and attempts to grapple the being immediately. Any creature grappled by the Fear Moss is subject to its acidic touch and poison abilities. In addition, the grappled creature feels halfof the pain dealt to the Fear Moss, and is also drained the more the Fear Moss is damages, due to the moss's physiology. Any creature that is poisoned by the moss must try to fight the poisons effects, or goes into an instant panic. Fear Moss can sense any Force-sensitive beings within 120 feet, and always attempt to target such beings with its attack. Fireworm/Lava Dragon (Click For Picture) The Lava Dragon is a species of fire serpent which dwells in the molten lava pools of Eol Sha's volcanoes. Its crystalline scales armor every part of its body, enabling it to survive in its harsh environment. The beast is very vulnerable without its tough armor; should it develop a chink in its scales, the hot lava would burn into it and consume it from within. The lava dragon has a triangular head and pointed ear tufts, and its eyelids are bony ridges which lower to protect the eyes when the dragon is submerged in the lava. It "breathes" the lava and relies on insulated air bladders deep within its body for buoyance, and rises and sinks depending on how much air it forces into the bladders. It never sinks so low it cannot raise its head to the surface; to do so would invite death, since it could never again rise to the surface. Lava dragons subsist on lesser reptiles which also dwell in the lava and crawl about in the volcano caves and fissures. These reptiles are similarly protected against the inferno of their environment. On Eol Sha, Gantoris tests Luke's motives by making Luke walk across a lava pit and confront the fireworm living in it. Luke tried to kill it with his lightsaber, but the fireworm's scales only refracted the lightsaber's beam and deflected it into dozens of smaller light beams. Firrerreo (Click For Picture) Tall humanoids native to the planet Firrerre, they beings have unique striped hair, nictitating mebranes covering their eyes, and golden skin which turns silver when scarred. They possessed limited spacefaring technology, and had only recently perfected sublight travel when Hethrir convinced them to head for nearby planets while being held in hibernation. Those that were placed on the colony ships are the only surviving Firrerreo, because Hethrir later turned the planet over to the Empire, which destroyed the ecosystem with a biological weapon. Hethrir had been raiding the colony ships for slaves over the years, until his death at the hands of the being Waru. The Firrerreo have strong clan affiliations, and a fair amount of Force sensitivity. They rarely used their given names aloud, but the use of Firrerreo's name compelled the being to obey the speaker. In the years following the Battle of Coruscant, the Yuuzhan Vong wiped out the Firrerreo civlization in a vicious attack that was based on information the alien invaders obtained from the Firrerreos' longtime enemies, the Belderonians. Force Mite Deep in the jungles of Balanor lives a tiny insect that has created its share of annoyance and embarrassment. The Force mite is a tiny, winged creature with a pair of odd proboscises and numerous legs. It is resistant to various climate conditions and, if attached to a subject, does not require food or oxygen. It prefers warm, wet climates, and, unlike most insects, does not travel in swarms. The Balanor Force mite feeds on the power of the Force within humanoids. In doing so, it causes its subject to become more suggestible than usual. The mite is attracted to Force emanations. While this usually means Jedi, a mite is not particular about its subjects. It can detect Force emanations at varying distances, dependant upon the power of the Force user. It then moves toward the source at its best possible speed. When it reaches its target, the mite attempts to land, often undetected due to its size. Once on a victim, it makes one small bite which may be noticed by the target, though not always. If the mite remains unnoticed, it begins feeding. The mite uses one proboscis to harvest blood and nutrients from the host, which has no appreciable affect on the target. The creature's other proboscis harvests Force energy from the victim, causing slightly more trouble. This Force-drain is not permanently damaging, but as long as the mite stays attached, there is a chance that the character may not be able to call on the Force. Each time the character tries to use the Force, it becomes more and more difficult for them to do so. The second effect of the mite allows people to have a little fun - the creature makes its victims become very agreeable. It's not mind control, but more like the effect of alcohol on humanoid physiology. Not only does the afflicted character ignore the presence of the mite, but nearly any question or idea that originates from the victim's friends or allies is met with enthusiastic affirmation and a resounding "yes." The character will not put himself or his friends in immediate danger, but otherwise, his or her common sense is gone. Once removed, the mite's effects end in varying times, all exact hours, dependant upon the power of the Force user. Gesaril These small, heavily-furred, six-limbed creatures have some strange affinity for the Force, and a few individuals among them are able to use it to great effect. They are highly sensitive to emotion, and greatly fear anger and aggression. When the Empire's scouts first landed on Gesaril, they were very aggressive and treated the natives harshly. It is believed that the Gesarils combined their strange powers to crash a scout ship as it took off. Later, when other ships came to investigate, they apparantley dragged them out of orbit and brought them to the ground. This is speculation - no one knows for sure... In truth, the Gesarils don't mind if people land, as long as they are not full of hate. If the landing party display negative emotions when they go to the planet, the Gesaril will attempt to make their ship crash. The ship will experience inexplicable mechanical malfunctions with no apparent cause. The Gesarils are very friendly with visitors who are not fearful or aggressive, but can be extremely skittish around those who are moody or violent. They are hyperactive and constantley race around chasing one another playfully. Individuals can be identified by their fur markings and colors. Though they cannot speak Basic, their psychic sensitivity allows them some limited communication with visitors. The Gesarils are excellent carvers, and enjoy making masks and small statues out of wood. The carvers somehow imbue their carvings with psychic energy, for when they are held, the emotion the crafter was feeling while making the carving can actually be felt. This makes the carvings potentially extemely valuable trade items. Golden Sun (Click For Picture) A living community of sentient coral polyps on the planet Sedri. They are Force-sensitive, and use it along with their numerous minds to produce a continual source of energy for the colony. The polyps that make up the Golden Sun are revered by the Sedrians, and the Sedrian priests have some Force sensitivity and can sometimes communicate with the coral polyps. The huge mass of polyps, all in contact with the Force, has tended to create massive gravity readings near the planet, causing hyperspace travel near the planet to be somewhat hazardous. The organism gives off a golden glow as it lives, and the planet Sedri appears to glow brightly when viewed from space. The energy produced by the Golden Sun has a limited ability to heal another living organism. When the Sedrian priests enclosed the caves of the Golden Sun in the domed city of Fitsay, the Golden Sun was not amused. This construction cut off much of the water supply to the polyps, reducing the amount of food they could obtain. The Golden Sun has been trying to find a way to get rid of the priests without causing damage to itself ever since. If a piece of the Golden Sun were broken off, it would produce a sonic wave of pain that cut through the mind of most living beings. The piece would stop glowing and turn a dull green as the living polyps went into a hibernation trance, waiting to be reunited with the main body of the Golden Sun. When Pek, Fala, and a group of Alliance agents tried to capture Karak, they were able to link their minds to that of the Golden Sun. They all realized that the only way for the Sun to survive would be to scatter itself across the planet's oceans, reducing its power and breaking Karak's will. With a great effort, the Golden Sun actually exploded, freeing itself from the Great Shell Dome and scattering new colonies across the surface of Sedri. Over time, the Golden Sun eventually recovered its strength. Gotal (Click For Picture) A humanoid race which possesses a limited ability to sense the Force, the Gotal have grey fur, and two cone-like horns on top of their heads. These horns are actually nerve-filled receptors that register the presence of infrared, radio, light, and electromagnetic emissions. These cones also have the ability to sense the presence of the Force as a vague buzzing. They come from a moon called Antar 4, and have an instinctual distrust of droids, for the droids' energy emissions foul up their sensitive horns. The Gotal have come to rely on their cones for a great many things and, as a consequence, they have a hard time interpreting the emotions of other races. This problem is rumored to have led to the Duinuogwuin-Gotal conflict. The one emotion most Gotal are sure of is love, and falling in love at first sight is a common occurance among prospective mates. When two Gotals mate, they do so for life and begin raising a family as soon as possible. The Gotal are a race of hunters, and have little or no political affiliations. They have one of the few societies which exists in a peaceful anarchy. The Gotal resisted entry into the Old Republic, but had absolutely no desire to join the Empire. Gurlanin This polymorphic race of beings was native to the planet Qiilura. Their normal shape resembled a large, canine predator with black fur all over their bodies. They had extremely sharp teeth in that went along the length of their snout, with four fangs fangs protruding over their lower lip, each ending in a double point. All members of their race had orange eyes, which were quite disconcerting for other races. However, the average Gurlanin had the ability to assume a wide range of other forms, including that of a human. In addition to their shapeshifting abilities, Gurlanin were also strongly telepathic to other members of their race, and could communicate without speech with them, though they could not read the minds of beings not of their own race. This ability was a natural manifestation of the Force in all of their kind. Although the Gurlanin had no love for the Old Republic, they agreed to assist the Republic during the height of the Clone Wars, after the Separatists established a base of control on Qiilura. Throughout their history, the Gurlanin had been feared or abused by the settlers of Qiilura, and they viewed the Separatists as the worst of the lot. Their assistance to the Republic's forces was given with the singular goal of removing the Separatists and freeing the Gurlanin. Gurlanin were generally considered to be marsupials, and the females had a pouch on their stomachs in which they carried their young. Their voices were very smooth, and had been remarked upon as being hypnotically soothing, almost like liquid. |
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