Aliens
Imperial Database > Aliens

Synoptic information about various cultural and biological diversity of non-human species in the galaxy.

Yevetha

The Yevetha come from the planet of N'zoth, where they were a primitive, savage race. While they now are technologically at par with the rest of the galaxy, they remain vicious savages. They are extremely skilled in examining, analyzing, and improving technology.

They are very self-important race and consider every other species vermin, particularly humans. They never eat in mixed company, and detest the smell and feel of other races. They have installed specialized bathing stations on their embassy ships, to wash away the scent of other races. They are cool, calculating, fierce, ruthless and completely fearless. Instead of travelling to other systems, they have merely expanded their empire to the other planets in their sectors, conquering other races with a swift massacre, and then the next day inhabiting their homes. They have a hierarchical society, with the males being dominant. There are castes of males and females, and the higher classes alway dominate the lower. Lower-ranking Yevethan males must bear their necks in deferrence to their superiors, so lower classes live in constant danger of death. Custom requires peasents to kneel before upper-class members, offering themselves for sacrifice. Yevethan mating rituals involve blood sacrifice of an inferior male, and slaughter is always accomplished by use of the dew claws.

Few Yevetha have ventured off-planet, but the ones that have have become assassins and hirelings, using their natural instincs for hunting and killing to the advantage of crime bosses and corp leaders. Since only a few hundred Yevetha live away from the Koornacht Cluster, not much is generally known about their species. In most public places, a Yevethan will not be recognized for what he is.

Biological:

Name: Yevetha
Homeworld: N'zoth
Native language: Yevethan
Height: 1,5-2 Meters
Strenght: Normal
Dexterity: Normal
Intelligence: Normal
Perception: Keen
Mechanical aptitude: Normal
Technical aptitude: High
General knowledge: Normal
Natural weapons: Dewclaw

Zeltrons

Zeltrons are a near-human species with skin colour varying from deep red to near white light pink, and purple or black hair. Their homeworld is known as a "party planet" since thousands of years. In spite of their lazy approach to life, they are always in top physical condition. Zeltrons are famous for their love of gambling and their ability to love other beings unconditionally. Usually they care little for the military or planetary defence, but if they are deprived of love or gambling, they resort to violence and are known as excellent warriors if forced to be.

Zeltros is a popular monarchy with a ruling King and Queen. Work is considered an offence by law but offworlders are not included under this law and can easily find a job, particularly in security or as pilots. Most work is done by droids as Zeltros has advanced technology which is one of the major exports.

Zeltros is famous for its wine, arts, and dedication to luxury goods, fashion and jewelry. The Zeltrons themselves have unusual physical characteristics; they have limited empathic abilities through which they can sense others emotions, and they emit powerful pheromones which can affect people. They typically use these abilities to get what they want and put people in a relaxed mood. They dress in vivid colours and revealing attire.

Zeltrons are often underestimated due to their physical beauty and emphasize thereof, but they can be very intelligent, if easily distracted. They have a natural ability to be entertainers, diplomats and spies. The Zel system has been invaded several times, but very invasion has fallen short as the conquerors fall prey to the Zeltronian hedonistic lifestyle and pheromones. As important as positive emotions are to them, as shun and avoided are negative emotions such as a anger, fear, or depression.

Classified Intel: Certain data indicates that creatures imbued by the Dark Side are immune or at least highly resistant to the effects of Zeltronian pheromones. Dark Side users are generally avoided due to their massively negative impact on present emotions, but this may not be true for all Zeltrons. Logically, Zeltrons are able to detect Dark Side users at close range, but may not necessarily know the correct cause.

Biological:

Name: Zeltron
Homeworld: Zeltros
Native language: Basic
Height: 1,5-2 Meters
Strenght: Normal
Dexterity: Quick reflexes
Intelligence: Normal
Perception: Keen (empathy)
Mechanical aptitude: Normal
Technical aptitude: Normal
General knowledge: Normal
Natural weapons: None
Special: Empathy, Pheromones

Barabel

The Barabel are a vicious reptilian species with a hunting culture. On average, they stand 2 meters tall and weigh 130 kilograms. Jagged, overlapping, black keratin scales cover their bodies, and the Barabel are said to be able to shed their tails when necessary. They tend to be nocturnal, although they also engage in some daytime activity in their cave homes.

Barabel are famously mean-spirited. This normally manifests itself in direct physical confrontation, but Barabel have no qualms with property destruction, traps, indirect fire, or even crueler tactics. Outsiders sometimes confuse Barabel viciousness with stupidity. Though technologically primitive, Barabel are socially and economically adaptable. A Barabel trader will attempt to harm business rivals with rough negotiations in the conference room as zealously as she would rake with her claws in a fistfight.

Barabel live in cave complexes that honeycomb the planet's mantle. Their homes are not complex, or even all that comfortable to non-Barabel. They live in rock homes decorated with skins, bones, shells, and various artifacts from a lifetime of hunts. They organize themselves by clans, and several clans form communities that occupy entire cave complexes. Leadership is generally determined by combat, but clan elders can mitigate a leader's influence, both formally and informally.

The largest communities have as many as 10,000 people, but most number in the hundreds. Individuals rarely travel farther than a hundred kilometers from their home in their lives. However, nearly every community has or knows of a Barabel who has left the planet to work as a mercenary or bounty hunter.

Communities remain in contact by hunting in overlapping regions and compete with each other by bringing back kills after each night's hunt. A community gives its biggest kill to the leader of another community who shares the hunting ground. The rival community might suffer the indignity of having to accept a greater kill, tacitly admitting the first community's greater power and prowess.

These nightly exchanges form a loose worldwide community in which prestige is gained through giving away the largest, most dangerous creatures found on any given night. No overt planetary government exists, but the largest clans have representatives in Alater-ka who have learned to negotiate with barbed rhetoric rather than pure combat.

Despite their reputation, the Barabel have learned from visiting Jedi and display impressive unity for such a vicious species. Hatchmates are closer than most Human families, and entire clans will declare war for a slight against one member. This unity was most impressively demonstrated by the few Barabel who studied at the Jedi Academy; their minds melded with an ease that astonished the Jedi Masters. Of course, murderous fights still break out between individuals and whole clans, but the Barabel have generally learned to save their savagery for hunts or off-worlders.

Even years later, outsiders are still distrusted. Within Barabel memory, off-worlders have either hunted them or competed for good hunting. Non-Barabel are generally safe in Alater-ka, but traveling to another community or taking part in a hunt is an excellent way to get "accidentally" assaulted. Jedi who prove their station are treated deferentially, however, and can smooth over problems with a calm word and the flash of a lightsaber.

This information is the official description from Wizards of the Coast.

Biological:

Name: Barabel
Homeworld: Barab I
Native language: Barabel
Height: 1.8-2.5 Meters
Strenght: +2
Dexterity: -1
Intelligence: Normal
Perception: Normal
Mechanical aptitude: Normal
Technical aptitude: Slightly under par.
General knowledge: Normal
Natural weapons: Claws, tailwhip.
Special: Very strong consittution, very physically agressive.

Aleena

Aleena is a short, scaly reptilian species native from the planet Aleen which borders between the Inner Rim and the Colonies region. They are characterized by long, thick bodies, short limbs. They waddle when they walk and are considered ungainly to look upon. Their heads are dominated by a long thin plate of body extended back from the skull, and they have flat faces with two small eyes and a wide mouth filled with short, sharp teeth.

They have evolved a quick-change metabolism and breed themselves for color variation, all to avoid capture by the swift Sagcatcher predators. Aleena are known for their lightning-fast reflexes and strong warrior traditions, though they are also naturally apt to sneaking and listening. While the Aleena was originally a primitive race, their planet is located along a major trade route, which lead to their integration in the galactic society. They have since imported goods and brought their technology up to galatic par, although their planet remains largely wilderness.

Personality: Aleena are a friendly people, casting their loyalty to those they value like family. The word of an Aleena is considered by many to be unquestionable. Their love of contests of skill makes them a competitive race, though usually this competition is warm-hearted. Aleena can often be found outside their homeworld in search of adventure and new contests of sport and challenge. Aleena usually travel in groups, often family clans, a tradition leftover of the necessities against the native predators.

Classified Intel: Aleena have problems using heavy firearms due to their small size, but they are naturally very skilled in team tactics and often take to use demolitions instead of heavy blasters. Their strong morale and natural abilities make them a fierce opponent in their natural environment. Jedi Aleena have existed.

Biological:

Name: Aleena
Homeworld: Aleen
Native language: Aleenan, Basic
Height: 0.6-1.0 Meters
Strenght: -4
Dexterity: +2
Intelligence: Normal
Perception: Keen hearing
Mechanical aptitude: Normal
Technical aptitude: Normal
General knowledge: Normal
Natural weapons: None
Special: Lightning reflexes, natural stealth and camouflage, rapid-change metabolism.

Twi'leki

Biological: Twi'leks is a near human species which is more accepted by anti-alien sentiments than most others, though only in a subserviant role. The name "twi'lek" means twin lekkku - lekku being the tails that grow from a twi'lek's head. Rarer variants may have three to four lekku. The lekku are considered erogenous zones and their movement is part of their native tounge, twi'leki. The most common skin colour for twi'leks is green, with blue, white and red being increasingly rare variants.

Politics and economics: The homeworld of twi'leks is Ryloth, most famous as the only source of ryll spice. It is an industrialized pre-space world, relying on smugglers, pirates and merchants for galactic contact. Ryloth has a harsh environment with most of it unhinhabitable desert, the "Bright Lands". Heat storms and a thin atmosphere has caused all cities to be autonomous underground complexes founded in the twi'light zone (eventually the dark side of the planet will become the bright part). This coupled with the tough social environment have fostered a species of industrious, opportunist survivors. The twi'leks remained neutral in the Galactic Civil War, as they have in many prior conflicts. Each city is governed by a head clan, and Twi'leks worship a single female deity.

Twi'lek females are famous for their grace and beauty and are very popular as slave girls. This coupled with Ryll mining gives the twi'leks a lot of unwanted interest from crime lords. The twi'leks sell their own people into slavery in order to maintain a certain degree of freedom and control of their own homeworld. Because of this, twi'leks are found on most worlds in the galaxy, often as slaves or criminals, but in just about any function of society. The twi'leki lanugage is one of the most common in the galaxy, possibly the third largest after basic and huttese. Many humans and other aliens have learned it as a native tounge, though modified due to the lack of lekku. Twi'leks are generally nonviolent, relying on cunning to achive goals or resolve conflicts. Noble twi'leki are often considered stoic and aloof, with more unscrupulous members of the species considered ruthless and manipulative.

Biological:

Name: Twi'leki
Homeworld: Ryloth
Native language: Twi'leki, Basic
Height: 1.6-2.4 Meters.
Strenght: Males above average.
Dexterity: Females above average.
Intelligence: Above average.
Perception: Normal
Mechanical aptitude: Below average.
Technical aptitude: Normal
General knowledge: Normal
Natural weapons: None
Special: Head tentacles.

Miraluka

Biological: This species of humanoids appear to be so closely related to baseline human stock that one may conclude that they are, in fact, originally humans which have over time evolved to fit the environment of their planet better. Although we have no record of Miraluka mating with baseline humans, we believe that it is possible that the two races are still so closely related that they may be able to produce offspring and thus essentially are one species.

That said, there are certain distinct differences. The Miraluka are born without eyes, and every one of their race has the ability to see through the Force; all Miraluka are force-sensitive and some of them have become Jedi and Dark Jedi in the past, although such occurrances are rare; the Miraluka is a withdrawn and isolationistic species, seperate from galactic affairs. It is believed that their native sun Abron caused both of these distinctions through radiation.

Culture: Very little is known about Miraluka culture, but they appear to be level-headed and intelligent. They have colonized several worlds in their part of space and must have access to space travel. They wear decorative veils to cover their eyes - a custom that was probably originally used for meeting with regular humans, but has over time grown to a tradition. They also seem to have a particular style of clothing with decorative patterns.

Famous Members: The Jedi Master, later Dark Jedi Master Jerec, was noted to be a Miraluka, however this particular information is not yet verified. Jerec's abilities with the Force were so strong that he managed to create an unsightly pair of sithspawn that claimed to be twin brothers, regardless of huge difference in size. These two were also force sensitive and trained as Dark Jedi in Jerec's entourage.

About 4,000 years ago, the Miraluka colony of Kataar was mysteriously cleansed of inhabitants, with only a single known survivor - Visas Marr - who served as a Sith Devotee but later became a Jedi Knight. It was later concluded that the world had been attacked by the Sith during the Sith Resurgence following the Jedi Civil War. The reason for the attack was undoubtly the gathering of the Jedi council on Kataar at the time.

Biological:

Name: Miraluka
Homeworld: Alpheridies
Native language: Basic
Height: 1,5-2 Meters
Strenght: Normal
Dexterity: Normal
Intelligence: Normal
Perception: Blind; natural forcesight.
Mechanical aptitude: Normal
Technical aptitude: Normal
General knowledge: Normal
Natural weapons: None.

Chiss

Biological: The Chiss is a race of humans so closely related to baseline human stock that they must be the same species. The main difference between Chiss and regular humans is their blue skin, blue-black hair and red, glowing eyes, but they also tend to be tall and well-musculed.

Culture: The Chiss are strongly isolationstic, and while militant and with a long history of warlike expansion, they are remarkably defensive and have a strict honour code. Pre-emptive strike against an enemy is considered murder. The Chiss Ascendency is small and has expanded only slowly in the Unknown Regions, far from galactic affairs. Their technology is somewhat below galactic norm, undoubtly due to their isolationistic politics. Chiss are as a whole level-headed and intelligent; to raise your voice is considered to lose face. The Chiss are ruled by nine noble houses with the representatives in the Ruling Circle.

Famous Members: Thrawn, full name Mitth'raw'nurodo, is by far the most famous member of his race. While considered an outcast and a traitor by the Chiss at large, he rose to the venerable position of Grand Admiral in service of the Galactic Empire. He also created the Empire of the Hand, an organization of Chiss and former Imperials who are allied with the Imperial Remnant. The purpose of the Hand is to fulfill Thrawn's vision of the Empire, which seperates from the First Galactic Empire on several key issues. They used famous Imperial materials and symbols like stromtroopers and star destroyers. Thanks to their alliance with the Remnant and Thrawn's own advances in research, they had access to better technology than the Chiss Empire in general.

Biological:

Name: Chiss
Homeworld: Csilla
Native language: Cheunh
Height: 1,7-2 Meters
Strenght: Slightly above norm
Dexterity: Normal
Intelligence: Normal
Perception: Normal.
Mechanical aptitude: Normal
Technical aptitude: Normal
General knowledge: Normal
Natural weapons: None.

Duro

Biological: Duros are humanoids, with the usual amount of legs, arms, heads and eyes. Other than that they are distinct from other species. Duros is one of the most commonly found species in the galaxy, possibly third after humans, and have their own sub-species called Neimoidians. Duros are somewhat shorter than humans.

Culture: Duro are very industrious and can be found in any profession and location throughout the galaxy. Although they are at whole a peaceful race, Duros have been known to be mercenaries. They are considered dependable workers and gifted storytellers though they are usually quiet. Their society was formed many milennia ago, and reached advanced technology. Most Duros are interested in space travel and can be found working with something in interstellar related industries. Their homeworld Duro has many starship construction facilities, rivalling those on nearby Corellia. They refuse to acknowledge the Neimoidians as genetic descendants of their species regardless of scientific evidence for the relationship, possibly due to the villification of the Neimoidians during the Clone Wars. They are ruled by the Duros High House. While Duros understand basic, they prefer their own language, and most spacetravelling species understand the distinct Durosian language which has spread to all corners of the galaxy.

During the Civil War, the Duros remained ostensibly loyal to the Empire, and many of them still feel that the galaxy would be better ruled by the Empire than the New Republic. They are now independant but technically allied with the New Republic, though they have their own DDF, Duro Defense Force. The Duro Sector was annexed into the Corellian Sector by Imperial Decree, but the New Republic cancelled the arrangement.

Homeworld: Duro is covered by poisonous muck, probably the result of environmentally challenging industries. It is claimed (mainly by New Republic politicians) that the Empire used up all resources on Duro and dumped toxins on it, but evidence has it that the pollution has been going on since the Duros first took to the stars milennia ago. Duro is now uninhabited and covered with automated industries, with the native population resting in twenty orbital cities and outlaying colonies.

Biological:

Name: Duro, Durese, Durosian
Homeworld: Duro
Native language: Durosian
Height: 1,5-1,8 Meters
Strenght: Normal
Dexterity: Normal
Intelligence: Normal
Perception: Normal.
Mechanical aptitude: Normal
Technical aptitude: Normal
General knowledge: Normal
Natural weapons: None.