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Isleh Moderator
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Posted: Wed Apr 05, 2006 3:18 am Post subject: Race Information |
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From the pages of Star Wars Roleplaying Game: Galactic Campaign Guide
Props to Jerrel Huntsmen, Dwilah for the original posts.
Last edited by Isleh on Wed Apr 05, 2006 3:21 am; edited 1 time in total |
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Isleh Moderator
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Posted: Wed Apr 05, 2006 3:20 am Post subject: Bothans |
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Bothans
Bothans hail from the Mid Rim planet of Bothawui. They developed the technology to travel among the stars millennia ago and are longstanding members of galactic civilization.
To the Bothans, information is the galaxy's most valuable currency, as well as its most potent weapon. As a culture, they believe that direct confrontation with foes--wheater economic, political, or material--is pointless. In an open conflict, the object or possession both sides desire is often damaged or destroyed. This attitude has made espionagea natural line of work for Bothans. Information and and spies are their greatest exports. The famed Bothan spynet is the largest independent intelligence-gathering organization the galaxy has ever known.
Beings of power everywhere find Bothans irritating because they have a tendency to use every bit of information they can find to acquire leverage or money. However, no one wants to be the only person without access to the spynet, so everyone continues to deal with the Bothans.
Personality--Bothans are manipulative, crafty, suspicious, and currious by nature. Some might even call them paranoid. They are also loyal and brave.
Homeworld--The industrial world of Bothawui located in the Mid Rim. Bothans also populate various colony worlds throughout the Mid Rim, including Kothlis and Torolis.
Age in Years--Child 1-11; young adult 12-16; adult 17-45; middle age 46-65; old 66-84; venerable 85+.
Bothans are important players in the arena of galactic politics and are well known for their intelligence-gathering abilities. Before the Battle of Endor, two dozen of them sacrificed their lives to acquire the technical schematics for the second Death Star, as well as the revelation that the Emporer would inspect the station, thus rendiering him vul;nerable to a Rebel attack. Ever since that time, they've enjoyed a pretigious role in the New Republic.
Bothans are short, furry humanoids who express themselves with great eloquence and gentle ripplings in their fur that signify their emotional state. However, this latter trait can betray them when they are being duplicitous.
By their nature, Bothans are greedy for power, manipulative, and opportunistic, seeking the prestige that comes from controlling others. Wealth isn't as important as influence, and family clans constantly plot ways of gaining as much of it as possible. They seldom attack a competitor directly, usually waiting for rivals to do so, then finding ways to benefit from their efforts.
Bothans are also paranoid, and in their society, paranoia is well-founded. Layer upon layer of schemes swirl around any clan and those who associate with Bothans often find themselves unwittingly caught up in the web of politics.
The Bothan Council, made up of representatives from each of the clans, governs Bothawui as the primary law-making and law-enforcing body. The council elects one member to at as council chief, and all policies are decided by a majority vote, with the chief holding the tie-breaking vote. Each member of the council heads up several ministries and committes and appoints leaders to positions of importance.
Spying is the Bothans' main industry. Everyone comes to Bothawui to get information, though information comes at a hefty price. The Bothan spynet, an underground system for buying and selling information, is as active under the New Republic as it was under the rule of the Empire. Leia Organa Solo noted her impressions of the Bothans in a private journal entry written at the beginning of the Yuuzhan Vong invasion, twenty-five years after the Battle of Yavin.
During the war with the Empire we came to trust the Bothans as allies, but in the later years we learned that, for them, there's always a hidden agenda. Because the Empire denied them paower, they fought back in unioty. If not for a common enemy, the Bothan clans would have been at each other's throats, competing to climb another rung on the ladder for control and influence.
I do my best to keep free of prejudices when dealing with peoplem but with Borsk Fey'lya and his team, it's difficult. When we warned him of the Yuuzhan Vong, he accysed me of being a traitor and making a play for power. He struck out at me, not realizing he was striking at his own survival.
I realize that it's the way he was trained--to desire, to question, to challenge--but how can anything be accomplished without solidarity? How can we survive?
Will this division and disruption continue? Will it end only when the New republic is destroyed and conquered due to its lack of cohesiveness? And if that happens will the Bothans be at the heart of it all?
Designation: Sentient
Planet of Origin: Bothawui
Height of Average Adult: 1.5 Meters
Lewis, Margaret Ann. Star Wars: The Essential Guide to Alien Species. New York: Del Rey, 2001.
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Isleh Moderator
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Posted: Wed Apr 05, 2006 3:22 am Post subject: Ithorian |
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Ithorian
Ithorians are tall humanoids whose distinctive appearance leads many other species to refer to them colloquially as "Hamerheads." Peaceful and gentel, Ithorians are widely recognized as talented artist, brilliant agricultural engineers, and skilled diplomats.
Ithorians are perhapse the greatest ecologist in the galaxy. They have a technologically advanced society but have devoted much of their efforts to preserving the natural bueaty of their homeworld's tropical jungles. They live in what they refer to as "herds," dwelling in floating cities that hover above the surface of their planet, where they continually strive to maintain the ecological balance in what they reverently refer to as "Mother Jungle."
Ithorians developed space travel early in their civilization. They travel through hyperspace in massive "herd ships," which are masterpieces of eviromental engineering. Each ship carries within it a perfect replica of their native jungle. Ithorian herd ships are familiar sights from one end of the galaxy to the other. Many planetary populations look forward to trading for whatever exotic wares the Ithorians bring from distant planets.
Personality--Ithorians tend to be calm, peaceful, tranquil, and gentel.
Homeworld--Ithor, a jungle planet located in the Mid Rim, or a specific herd ship.
Age in Years--Child 1-13; young adult 14-17; adult 18-44; middle age 45-69; old 70-84; venerable 85+
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Posted: Wed Apr 05, 2006 3:23 am Post subject: Mon Calamari |
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Mon Calamari
The Mon Calamari are land-dwellers who share their Outer Rim homeworld with the Quarren. They tend to be soft-spoken but vigorously defend causes that inspire them. Mon Calamari believe sentient beings should struggle to make order out of chaos, while attending to the greater good whenever possible. Their ancestors have been explorers for the species' earliest recorded history. They always dreamed of traveling to the stars. When they finally achieved their dream, they were delighted to find they weren't alone in the galaxy. Delight turned to disapointment when the corrupt forces that gripped the Galactic Republic in its later years devistated their homeworld. Mon Calamari suffered under great oppresion when the Empire was formed; thus, it was one of the first alien civilizations to declare support for the Rebel Alliance.
Mon Calamari are widly recognized for their keen analytical and organizational abilities. The Mon Calamari have developed a reputation as being among the formost ship designers in the galaxy.
Personality--The Mon Calamari embody idealism and darring, often attaching themselves to cause that seem hopeless or lost right from the start. They are creative and inquizitive, concealing great spirit and enthusiasm behind a quiet, orderly exterior.
Homeworld--The Watery, technological planet of Mon Calamari in the Outer Rim.
Age in Yaers--Child 1-11; young adult 12-16; adult 17-40; middle age 41-57; old 58-79; venerable 80+.
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Posted: Wed Apr 05, 2006 3:24 am Post subject: Rodian |
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Rodian
Rodians hail from the Tyrius star system in the Mid Rim, and their culture places great emphasis on hunting and tracking.
The Rodian homeworld is humid and chocked with heavy rain forests teeming with dangerous lifeforms. The Rodians evolved into brutal hunters and killers to survive. As their technology became more advanced, they started exterminating other lifeforms on their world at an increasing pace. If a Republic scout vessel hadn't reached Rodia when it did, the world's ecosystem migt well have been damaged beyond repair, and the Rodians would have died out. Instead, they joined the Galactic Republic, fascinated by the powerful ships that let them travel to the stars and the might energy weapons used by the aliens they found there.
Rodian culture is built almost entirely around the concept of "the hunt." their art glorifies violence and the act of stalking prey. The more intelligent and dangerous the hunters prey, the more honorable the hunt. Rodians have numerous annual festivals that exist solely to honor such activities. Since joining the rest of the galaxy's spacefaring species, the Rodians have come to view bounty hunting as the most honorable profession in existance. Many of them have found great success in this feild.
Personality--Rodians tend to bve violent, tenacious, and dedicated.
Homeworld--Rodia, an industrial Mid Rim planet chocked with heavy rain forest.
Age in Years--Child 1-12; young adult 13-15; adult 16-35; middle age 36-49; old 50-59; venerable 60+.
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Isleh Moderator
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Posted: Wed Apr 05, 2006 3:25 am Post subject: Sullustan |
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Sullustan
To survive the natural perils of their harsh, volcanic homeworld, the Sullustans evolved in the planet's nummerous caves. They prefer to dwell underground, constructing highly advanced cities of such great buauty that wealthy sightseers come from all over the galaxy to visit them. They have natural inclinations toward astrogation and piloting. It is said that once a Sullustan has traveled a path, he or she never forgets, even in hyperspace.
This friendly, gregarious species enjoys interacting with unique, unusual, and interesting beings. When Old Republic scouts first visited their homeworld, the Sullustans embraced the notions of space travel and a galaxywide civilization wholeheartedly. The Sullustan manufacturing company SoroSuub quickly became one of the first non-Human-owned interstellar corporations. It remains one of the largest manufacturing conglomerates in the galaxy. The company is so powerful that it has become the offical government of Sullust. More than half the planet's population is on it's payroll. SoroSuub retains it's idependance by walking a careful balancing act between the Empire and the Alliance durring the Galactic Civil War.
Personality--Sullustans tend to be pragmatic, pleasent , and fond of pratical jokes.
Homeworld--Sullust, a volcanic technological world located in the Outer Rim Territories.
Age in Years--Child 1-9; young adult 10-14; adult 15-39; middle age 40-55; old 56-69; venerable 70+. |
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Posted: Wed Apr 05, 2006 3:28 am Post subject: Trandoshan |
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Trandoshan
Trandoshans are strong, reptilian, warlike humanoids from an arid world that orbits the same star as the lush wookiee homeworld. Bad blood exists between the two species for many reasons. In the centuries before the foundation of the Galactic Empire, the Trandoshans tried to colonize regions of the Wookiee homeworld and were driven back following numerous bloody skrimishes. The influx of tourists from other systems also worried the Wookiees, who started realizing the negative impact on their planet's delicate ecosystem. They created laws restricting the number of tourists allowed to visit their homeworld, which greatly reduced the number of tourists to the system and infuriated Trandoshians eager to profit from the the tourist trade.
Trandoshans raided the Wookiee homeworld, attempting to plunder its natural resources. The Wookiees brought the matter to the Senate, but that did not discourage the Trandoshans. Terrible battles raged on both worlds until, finally, the Senate rulled in favor of the Wookiees and put an end to the Trandoshan raids.
When Emporer Palpatine came into power and began seeking inexpensive alternatives to more traditional workforces, the Trandoshans seized the opportunity to take their revenge on the Wookiees. They reached an agreement with the Emporer and began delivering regular shipments of Wookiee slaves in exchange for varrious concessions, including economic sactions agaist the Wookiee homeworld.
Trandoshans value hunting above all else and worship a female deity who rewards the Trandoshans based on their success or failure in the hunt. Young Trandoshans hatch from eggs and have the ability to regenerate lost limbs. Trandoshans loose their regenerative abilities once they become young adults.
Trandoshans have supersensitive eyes that can see into the infrared range. They also shed their skin several times in the span of their lives. They have a difficult time manipulating delicate objects with their realatively clumsy clawed hands.
Trandoshans refer to themselves as "T'doshok."
Personality--Trandoshans are agressive, selfish, and vindictive beings. Violent, brutal, and driven, they love to compete, but can show compassion and mercy when the situation warrants. They like to collect trophies from varrious successful hunts, and they generally value credits more than friendship, although a Trandoshan will pledge his life to protect another being who has saved him from cartain death.
Trandoshans despise Wookiees above all other species and will not work alongside them except under the most extraordinary circumstances.
Homeworld--Trandosha (also called Hsskor or Dosha), an aid planet located in the Mid Rim. The planet orbits the same sun as Kashyyyk, the Wookiee homeworld.
Age in Years--Child 1-11; young adult 12-14; adult 15-34; middle age 35-49; old 50-59; venerable 60+ |
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Posted: Wed Apr 05, 2006 3:32 am Post subject: Twi'lek |
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Twi'leks
A species of humanoids with twin head tentacles, they are sometimes dismissively called worm-heads. The dual taillike appendages called lekku grow out of the backs of their heads and can be used to communicate with other Twi'lek. Native to the planet Ryloth in the Outer Rim, they speak a language that combines verbal compoments with subtle head-tail movements. Twi'leks cultivate edible molds and fungi and raise cowlike rycrits for their meat and hides.
The species is generally nonviolent, preferring to use cunning instead of force. Twi'leks live in vast city complexes, located on their planet's dark side to escape the heat of the planet's surface. Each complex is autonomous, governed by a group of five Twi'leks - the head clan 0 who jointly oversee production, trade, and other daily endeavours. The leaders are born into their positions and serve until one of them dies. Then the others are banished to die in the Bright Lands of the planet's light side, making room for the next generation of leaders.
Twi'leks depend on neighbouring systems, pirates, smugglers, and merchants for their contact with the rest of the galaxy. They attract these ships with their chief export, ryll, a mineral with legitimate medicinal uses that has also become a popular and dangerously addictive recreational drug, particularly in the Corporate Sector. Near defenseless, Twi'leks also face constant raids by off-world slavers. Bib Fortuna, top aide to criminal kingpin Jabba the Hutt, is a Twi'lek, as is Oola, the dancing girl in Jabba's court.
Ryloth: Homeworld of the Twi'lek
Located in the Outer Rim near Tatooine, it is the principal planet in the Ryloth system and home to the Twi'leks. Mountainous Ryloth rotates so slowly that its rotation is equal to the length of its orbit around the sun. One side of the planet always faces the sun and only habitable areas are in the band of twilight separating the two sides. Heat storms in Ryloth's thin atmosphere help to distribute warmth throughout the twilight zone, where the Twi'leks live in a network of mountain catacombs. Wind driven turbines power their primitive industrial civilisation, and raw fungi and cowlike rycrits are raised for food. Ryloth's primary exports are the addictive ryll spice and Twi'lek Females, who are desired for their seductive dancing skills.
The Twi'lek government is organised around a five member head clan that is in charge of all community decisions. When one member of the clan dies, the remaining four are exiled into the day side desert (also called the Bright Lands) and a new head clan is selected. A major Twi'lek corporation, Galactic Exotics, developed orchards on the planet Belsavis. Ryloth is also home to SchaumAssoc., A Twi'lek advertising agency that pioneered media and public relations for the Corporate Sector.
Years ago a small Imperial refueling centre and training outpost was established on Ryloth, supported by the Empire yet often used by smugglers. Tarkin, then a commander, had plans to turn the refueling station into an important base. Jabba the Hutt's majordomo, Bib Fortuna, was one of the first to widely sell ryll spice off-planet, which attracted the Empire's attention and brought slavers to Ryloth. |
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Posted: Wed Apr 05, 2006 3:33 am Post subject: Wookies |
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Wookies
Wookies are widely recognized as one of the strongest and fiercest intelligent species in the galaxy, but their homeworld of Kashyyyk has predators so powerful that the Wookies must live in the tree tops of the world's giant wroshyr trees.
Wookies developed the ability to leave their homeworld only a few millennia before the Battle of Yavin. Even then, they acquired the necessary boost in technology from their spatial neighbors, the Trandoshans, lishing colonies. The fierce wookiee natives drove them off, but the Trandoshians left behind a single ship that the inquisitive Wookies easily disassembled, analyzed, and replicated. Soon, the first Wookiee explorers set off into the black depths of space.
When the Republic first made contact with Kashyyyk, the Wookiees were engaged in a war against the Trandoshians. The Republic mediated the dispute, and the Wookiees eagerly joined the galactic community. During the days of the Republic, the Wookies were admired as honorable, trustworthy warriors and technical experts, due to their knack for repairing all types of machinery. When the Empirer came to power, however, the Trandoshians, for whom the war against the Wookiees never really ended, gained ultimate victory when they convinced the Emporer to declare all Wookies slaves.
Wookies have a great many costoms and traditions that revolve around honor and loyalty, including the special bond of friendship called the honor family, and the sacred pledge of honor called the life debt. Though arboreal, a Wookiee never uses his or her climbing claws in combat; doing this is considered dishonorable and a sign of madness.
Personality--While Wookiees have a well-deserved reputation for hostility (such as pulling arms off droids and ears off gundarks.), they also possess a great capacity for kindness. Wookiees tend to be honorable, rash, loyal, and short tempered.
Homeworld--The jungle world of Kashyyyk, located in the Mid Rim. Wookiees build their communities amid the crowns and boughs of Kashyyyk's enormous wroshyr trees.[/i] |
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Posted: Wed Apr 05, 2006 3:35 am Post subject: Zabrack |
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The Zabrack are an early spacefaring race distinguished by patterns of vestigial horns on their spacefarers for so long that they define themselves and each other according to the colony from which they originate.
The harshness of Iridonia, their home world, forged in the Zabrack an iron will to survive. Driven to escape their world, they sought to obtain the knowledge of space fight. When Duros scouts began exploring the Mid Rim Territories, they encountered Zabrack in eight thriving colonies in five diffrent systems.
Each Zabrack collony considered itself a sovereign system. However, each colony and Iridonia itself saw the value of Republic membership from the start. For millennia, the Zabrack-settled worlds marked a galactic frontier, and as the Republic crumbled, the independant-minded Zabrack resisted imperial control, though not for long.
The Zabrack were made to serve as examples to any other species or planterary group that dared resist the Emperor's will. The Empire established garrisons on all Zabrack-inhabited worlds, plundered or dismantled the Zabrack factories, subjected trade routes through Zabrack-inhabited systems to heavy taxes , and allowed disease to run rampant through Zabrack colonies.
Personality--Zabrack tend to be dedicated, intense and focused. They are sometimes considered single-minded.
Homeworld--Iridornia, located in the Mid Rim. Deep canyons scar the planet's landscape. Great winds rip through these canyons, sometimes reaching over 200 kilometers per hour. Seas of frothing acid swirl up into "acid spouts" that soar hundreds of kilometers into the sky. Worse still, these acid seas are home to gigantic predators.
Age in Years--Child 1-8; young adult 9-14; adult 15-44; middle age 45-55; old 56-69; venerable 70+ |
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