KOTOR Only Species
Arkanian
![Knights of the Old Republic Campaign RPG 250px-Arkanian_KotORCG](https://2img.net/h/images2.wikia.nocookie.net/__cb20081012165244/starwars/images/thumb/f/f3/Arkanian_KotORCG.jpg/250px-Arkanian_KotORCG.jpg)
Arkanian society and history are among the most complex in The Old Republic. At different times in its history, Arkania has belonged to both the Republic and the Sith Empire and played important roles in each. Knowledge and research are extremely important to the Arkanians, and they are highly skilled academicians and scientists. It is therefore not surprising that Arkania would become a main repository of the history of the Sith Empire, as well as home to vast libraries of information from across the galaxy. Arkanians are not afraid to profit from their research and high intelligence. Arkanian corporations amass wealth by bringing key medical treatments and technology to the market at opportune times. Many in the galaxy find the Arkanians arrogant and aloof. They are horrified by the direction of some Arkanian research, particularly their work in the genetic engineering. Indeed, the Arkanians are known to have transformed entire specie over the course of generations, often to the detriment of the species. Even the Arkanian species itself has not been off-limits to research and genetic engineering. Specific subspecies, such as Arkanian Offshoots, were engineered for specific tasks. However, the Offshoots are less hardy and shorter lived than the original Arkanians-a trait not helped by occasional attempts by the racist Purebloods to wipe them out. They also differ in physical appearance, typically in skin tone, eyes, and ears. Reactions of Offshoot vary within Arkanian society. Much to the horror of the occasional outsider who visit Offshoot communities, some Arkanians regard them as merely tools or slave species. However, such feelings are not universal. Many regard the Offshoot as an example of the cruel consequences of Arkanian corporate greed.
Personality: Arkanians are arrogant and regard themselves superior to all other species. Even those with a more moderate viewpoint still believe themselves to be among the more intelligent being in the galaxy. As such, they prefer the company of fellow Arkanians. Arkanian Offshoots do not share this arrogant attitude. They are highly confident in their own abilities, nonetheless.
Physical Description: Both Arkanians and Offshoots are bipedal humanoids with near Human appearance. Arkanian eyes have no visible iris or pupil, a trait not shared by the Offshoots. The Offshoots have pure white skin and might display other lesser genetic anomalies. The Arkanians also have only four clawed digits, whereas the Offshoots’ hands have five fingers.
Homeworld: the frigid and inhospitable world of Arkania, in the Perave System of the Colonies Region. Offshoots who have left Arkania are scattered across the galaxy, hiding in the lower reaches of society.
Languages: Arkanians speak their native tongue of Arkanian, as wellas Basic. Offshoots speak Basic and a slightly different Arkanian dialect based on an older version of the language.
Example Names: Arkoh Adasca, Dolvan Genarik, Jaro Salaban, Kalor Nelprin, Marael Kortva, Sulan Bek.
Example Offshoot Names: Edessa, Gorman Vandrayk, Jarael, Zadawi.
Adventurers: Arkanian heroes are typically nobles, scouts, or scoundrels. Many attempt to counter the reputation that all Arkanians are greedy, out-of-control scientists out to change the galaxy to benefit Arkanian corporations. Even Jedi Arkanians meet with skepticism distrust, despite their position. Arkanian Offshoots are typically any non-Jedi class that complements the task they were engineered for. However, most offworld Offshoots soon gain levels in scoundrel, just to survive.
Cathar
![Knights of the Old Republic Campaign RPG F8d1d9f03b60590d38a131c53a76caae](https://2img.net/h/holocrons.com/cache/preview/f8d1d9f03b60590d38a131c53a76caae.jpg)
The Cathar are a proud, passionate, and loyal species of bipedal feline humanoid, well known for their long-standing friendships and ferocity in battle. They dwell in large city-trees, each meticulously carved with friezes depicting the city’s heroes and history. The planet Cathar is a wild place, with many ecological niches and huge insect predators. The Cathar easily hold their own, aided by their natural claws and passionate combat ability. Physically, the Cathar vary greatly in size and features. Some are muscular, with pronounced manes and beards, but others have Humanlike proportions, with fine, short hair covering their bodies.Cathar have high moral values, learned from family and society. As such, Force-sensitive Cathar often become Jedi, though they know the Jedi way to be in direct opposition to their natural instincts. Cathar know all too well the story of Cardo’s fall to the dark side under Exar Kun. However they might find strength in fact that Crado’s mate was able to turn away from the dark path and regain the Jedi way.As a nonaligned Rimworld, Cathar was devastated in the Battle of Cathar prior to the Mandalorian invasion of the Republic. Remnants of the species fleed offworld to survive. The extent of the massacre of this remote world was unknown to the Republic until an expedition led by Revan brought the atrocity to the attention of the galaxy at large, winning him the support of many Jedi durning a time when many saw him as an outcast. The Cathar begin resettling their planet after the Mandalorian Wars, working to rebuild their society. Cathar survivors find sympathy on the Republic world after Revan’s discovery, but many are too proud to use defeat to their advantage.
Personality: Cathar are moral and passionate creatures with strong ties to tradition and family. They have great passion in all emotions, with love and hate holding equal strength. Despite their reputation, Cathar are even-reputation, but do not hesitate to act when needed.
Physical Description: Cathar have leonine features, the distinctiveness of which varies by individual. Males have large manes, short beards, and tusks jutting from the lower jaw. Females have smaller manes but impressive fangs along the upper jaw. Cathar coloration ranges from light yellow to dark beige, sometimes accented with dark stripes.
Homeworld: Prior to the Battle od Cathar, most hail from Cathar itself. After the battle, Cathar find refuge on most any Republic world.
Languages: Cathar speak Catharese and Basic, using low growls and similar sounds to emphasize their point.
Example Names: Crado, Elashi, Feeth, Ferroh, Juhani, Larducias, Marnshara, Nodon, Nonak, Stragos, Sulvar, Tinisho.
Adventurers: Cathar adventures can be of any heroic class. Force-sensitive Cathar often become Jedi. Cathar scoundrels are relatively rare, for even they cannot escape their own instinctive morals. Such scoundrels create their own rules to live by.
Draethos
![Knights of the Old Republic Campaign RPG Draethos.1](https://2img.net/h/holocrons.com/images/stories/holocrons/draethos.1.jpg)
Draethos are long-lived humanoids from a little known, largely secret world in the Outer Rim. When on their homeworld, Draethos are fierce and unrepentant warriors. They are ruled by haughty, spoiled aristocrats more interested in local affairs than galactic politics. The warriors spend their time perfecting their skills and hunting fierce predators on their homeworld of Thosa.
Draethos residing offworld are usually exiles who chose not to become warriors, each for his or her own reason. Thus, they are highly intelligent and pacifistic. Exiled Draethos become enthralled with learning as much as they can, though they might never practically apply their detailed knowledge of a given subject. They dislike debate – even on subjects they know extremely well – because Draethos fear overlooking details or being unable to adequately explain what they have learned. Older Draethos eventually overcome this barrier.
Partly due to their long lives, Draethos society is slow to evolve and relies heavily on tradition. Attitudes developed before The Old Republic remain central to Draethos society thousands of years later. The stability of the Draethos culture cause exiled Draethos to have trouble understanding the complex and relatively rapid changes in alien societies.
Personality: The typical personalities of the Draethos vary greatly between offworld and residents and those remaining on Thosa. Exiles are highly intelligent, but socially inept. They avoid conflict whenever possible. Draethos living on their homeworld live up to their fierce and aggressive reputations.
Physical Description: A Draethos’s most prominent feature is a lipless mouth, which creates the illusion of a large overbite. Their tightly muscled humanoid bodies are covered in a scaly skin ranging from violet to mauve to gray. Their hands are claw like, contributing to the Draethos’s skeletal appearance.
Homeworld: Few oddworlders know the exact location of the Outer Rim world Thosa, the Draethos homeworld. It features jagged, windswept mountains and deep, sprawling cave systems.
Languages: Draethos is an erratic-sounding language full of harsh clicks and sighs. Exiled Draethos also quickly learn Basic and any other languages common to the region.
Example Names: Odan-Urr, Omal-Zan, Uval-Nor, Shal-Orl, Tyan-Ruu.
Adventurers: Draethos on Thosa are primarily soldiers, with a few noble leaders. Force-users follow ancient and mysterious Draethos force traditions. Exiled Draethos can belong to any class, and few have gone to join the ranks of the Jedi.
Feeorin
![Knights of the Old Republic Campaign RPG Feeorin.1](https://2img.net/h/holocrons.com/images/stories/holocrons/feeorin.1.jpg)
The Feeorin are known to come from the planet Odryn, a world of severe climatic extremes. Little else is known about the world, given the closed nature of Feeorin society. Few Feeorin venture from their homeworld, and those few outsiders who have survived a visit there tell of a world well suited for the Feeorin but no one else.
Feeorin are massive humanoids whose aging process allows them to grow stronger and more powerful until they die, dropping dead suddenly of old age. Because they are long-lived, they have ample time to gather and use their strength. Feeorin who travel offworld typically select careers compatible with their self-serving and aggressive nature. Feeorin encountered on their homeworld display a greater range of personality and motivation. In either case, Feeorin do not seek out acquaintance with members of other species.
Personality: Feeorin are reputed to be brutal and dangerous. While this is not entirely the case, they are quick to anger and highly impersonal. They typically place their own affairs above others, causing other species to regard them as selfish.
Physical Description: Feeorin are massive, highly muscled humanoids standing over 2 meters tall. Their skin tones vary wildly, from coal black to pale white but are most commonly green, yellow, or blue. Half-meter-long tendrils hang from the side and backs of their head. Thay also have bright red eyes.
Homeworld: The harsh Outer Rim world of Odryn, almost nothing is known about this planet.
Languages: Feeorin speak and read their own language, as well as Basic.
Example Names: Bral, Crayl, Dod, Dreyla, Feln, Kren, Nor, Nym, Pryn, Sayla, Zun.
Adventurers: Feeorin adventurers are typically soldiers or scoundrels. Force-users are uncommon, though some have become Jedi Knights and Masters.
Khil
![Knights of the Old Republic Campaign RPG Khil.1](https://2img.net/h/holocrons.com/images/stories/holocrons/khil.1.jpg)
Khil are considered to be one of the oldest species of the Republic. They are avid travelers and settlers, spreading colonies and settlements throughout the galaxy. Even to this day they are still active colonizers. They respect planets already inhabited by native sapient species or other colonists, preferring to use worlds without significant major threats, be they intelligent or highly predatory. However, once a colony is established, the Khil become fully dedicated to its success. They are a peace loving species, but they are also highly driven and can become vindictive when impeded or crossed by an enemy.
The Khil are technologically advanced. Their multi-ethnic cities attest to their willingness to live in harmony with other peaceful species. They are passionate supporters of the Republic and the peaceful order it represents. Unfortunately the Khil find they cannot follow their peaceful ideals in the current times. While they greatly prefer a political solution when possible, they recognize that the Mandalorians and the Sith are unlikely to be swayed by negotiation. Khil deviousness and vindicitiveness become especially apparent when they defend their homeworld and colonies. They have no desire to see their hard word destroyed, especially by a war loving enemy.
Personality: Khil are highly intelligent and dedicated to their tasks, hating to leave projects unfinished. They become especially frustrated with those who would impede their progress, reguardless of whether an individual or government blocks their way. Their vindictive side surprises many who know them only as peaceful creatures. They view music as high art; it pervades their culture and society.
Physical Description: To humans, Khil faces are ghastly. Their skin is a sickly green, and they have fleshy strands (hullepi) hanging were one would expect a mouth.
Homeworld: The Colonies world of Belnar feature dank, marshy environments with wide open spaces. Khil can also come from one of their many colonies, or live in most any civilized area of the galaxy.
Languages: Khilese is a melodious language, pleasing to other species. They “speak” or sing the language by breathing through their hullepi, which are different lengths, and therefore produce different tones. It is impossible for other species to speak Khilese, though they can learn to understand it. Not surprisingly, their written language is also ornate and resembles poetic prose.
Example Names: Geld Bernar, Greldo Farnor, Tarlo Ganar, Revel Mallinor, Xamar.
Adventurers: Though they are avid colonizers, they are not willing explorers. Khil prefer to follow in the tracks of others when possible. However, their compulsive nayure drives them in unusual directions. Khil adventurers can be of any class, and few Khil become Jedi.
Kissai and Massassi
![Knights of the Old Republic Campaign RPG Massassi_KotORCG](https://2img.net/h/images.wikia.com/starwars/images/3/30/Massassi_KotORCG.jpg)
The Massassi are two subspecies of the original Sith race of Korriban. The Kissai are the priests and spiritual leaders who indoctrinate their comrades in the teachings of the Sith. The Massassi are ferocious, selfless soldiers led by the great Sith Lords. When the Sith Empire goes to war with the Republic for the first time, the Massassi fill the ranks of the Sith armies and fleets.
The Massassi are fearsome, ruthless and efficient soldiers. They use traditional Sith weapons and armor-primarily the lanvarok and alchemically hardened armor. They also prefer to use simple martial weapons. in addition to their focus on war and fighting, the Massassi are also loyal and organized. Even though they are not extremely intelligent, they can be trained well enough to carry out complex battle plans and maintain their equipment starships, and weaponry.
The Kissai are just as ruthless as Massassi, but are more intelligent and observant. their strict cultural standards demand that they serve their masters well, a trait instilled in them by the Dark Jedi who first enslaved their species. When the Massassi and Kissai flee Korriban (well before the arrival of the eventual Sith lords) to resettle on Ziost, the Kissai oversee the rebuilding efforts.
Personality: Massassi are fearsome, loyal and formidable fighters. They live to serve their Sith masters. On their own, Massassi dedicate themselves strongly to whatever life they choose. Kissai are loyal and capable allies who perfer to work with others, making them excellent aides and assistants, they respond well to instruction and are adaptable despite great adversity.
Physical Description: Massassi and Kissai have glowing yellow eyes and crimson hides. They are humanoid with distinctly sharp, predatory features. the Massassi are large, hulking beings who appear brutish-a trait that disguises their intelligence.
Homeworld: Korriban, later Ziost.
Example Names: Baelgren, Kelgath, Vissrar, Zythmnr.
Adventurers: Massassi adventurers are rare in the Republic, even during the fall of the Sith Empire. Most beings in the galaxy would not recognize a Massassi or a Kissai on first glance, even though adventurers from these subspecies draw attention to themselves. Massassi and Kissai do not become Jedi during this time, but one might have received formal Force training at the hands of a Sith Master. Such training is forbidden, though, even among the Sith. Kissai are nobles and scoundrels, and Massassi prefer the soldier and scout classes.
Miraluka
![Knights of the Old Republic Campaign RPG Images?q=tbn:ANd9GcTYnSCqx--ZhKVWyH6NWGQIDzJ9LS_VVEEVhSbNiZFgGKrhNHV5&t=1](http://t0.gstatic.com/images?q=tbn:ANd9GcTYnSCqx--ZhKVWyH6NWGQIDzJ9LS_VVEEVhSbNiZFgGKrhNHV5&t=1)
Miraluka are remarkably similar to Humans, except for two important and distinctive differences. Miraluka have no eyes, but they have a natural ability to see by using the Force. Since they appear Human, including their speech and gestures, most Miraluka attempt to blend in with Humans when traveling throughout the galaxy. Thus, estimating how often they travel or how many live off their home planet of Alpheridies is difficult, but the number is relatively low. To make matters worse, the Sith lord Darth Nihilus consumed the colony of Katarr after the Jedi Civil War. Currently, no major centers of Miraluka life exist outside their homeworld and colonies, through individuals might be encountered anywhere in the galaxy.
It is highly unusual for an entire sapient species to be Force-sensitive. Given their connection to the Force, it is common for Miraluka to join the Jedi Order. In fact, several Miraluka became central figures in shaping the Jedi traditions during The Old Republic. The strength of a Miralukan connection to the Force varies by individual. Miraluka who are not powerful enough to become fully fledged Jedi serve the order in supporting roles. Most live similar to that of a normal Human.
Miraluka and Humans tend not to intermarry, given the unpredictable and often unhappy genetic results. A rare exception is Krynda, daughter of a Miralukan father and Human mother. She was born with both Force Sight and functioning Human eyes.
Personality: Miraluka are a thoughtful, cautious, and deliberative species. They have little interest in personal gain or glory. Some have a strong desire to follow their own path, because of their connection to the Force.
Physical Description: Miraluka are similar to Humans. They cover their featureless eye sockets with cloth or visors, especially when traveling.
Homeworld: The terrestrial world of Alpheridies in the Aborn system, in the Expansion Region.
Languages: Miraluka speak Miralukese and Basic.
Example Names: Damaya Guru, Embrul Joff, Jerec, Q’Anilia, Shoaneb Culu, Visas Marr, Zebron Tadro
Adventurers: Miraluka adventurers are almost always Force sensitive.