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50 views8 pages

Onez

Uploaded by

Meatpuppet
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Table of Contents

Vehicles 18
Introduction 4
Dathomir Gazetteer And Historical Timeline 19
A Brief History of Dathomir 4
The Pre-Republic Era 20
Species 5
The Old Republic Era 20
Dathomiri 5
The Republic Classic Era 21
Drackmarian 5
The Clone Wars 21
Kwa 5
The Galactic Civil War 22
Reptoid 6
The New Republic 23
Heroic Traits 7
The Galactic Alliance 25
New Destiny 7
Dathomir Points Of Interest 26
New Talents 8
Allies And Adversaries 29
New Feats 9
Characters 29
New Force Powers 9
Native Beasts 49
The Force 10
Mini-Adventure: Dark World Of Dathomir 65
Shamans 10
Index 67
Allyan Magic 11

Weapons, Armor, Equipment And Artifacts 12

Melee Weapons 12

Ranged Weapons 13

Armor 14

Equipment 14

Talismans And Totems 16

3
INTRODUCTION descendants in responsible use of their magic. As a former Jedi
Knight, Allya based some of the text on the Jedi Code:
Dathomir! A mysterious and obscure world in the Quelii sector of the
Outer Rim, this planet represented a vergence in the Force, centered Daughters of Allya. Learn these words and learn them well, for
around a place, if there ever was one. A temperate and beautiful they are the foundations that will increase your strength and keep
planet by Human standards, nine-tenths of the world remained you safe from harm.
unexplored and uninhabited, with the population limited to a relatively Those who suffer emotion will never enjoy peace.
small area along the edge of one of the three main continents. Many Those who choose ignorance will never know their own greatness.
events of galactic significance have occurred on or at Dathomir, and Those who yield to passion will fail to dominate.
this guide is intended to help the Gamemaster devise adventures Those who fear death will never achieve pure power.
surrounding this lush, dangerous world and its inhabitants. Inside Never forget that your magic must always be used wisely.
you will find a wealth of knowledge pertaining to all aspects of Never concede to evil, lest you be consumed by it.
Dathomiri society, including the Force tradition of the Witches of
Dathomir and their villainous splinter sect, the Nightsisters. Allya's descendants eventually dispersed themselves across
Dathomir creating new clans of Dathomiri Witches, each of which
There is more to the Force than just the ways of the Jedi and Sith. had their own copy of the book. Although the message in each book
On Dathomir, light and dark engage in eternal battle, but the was based on Allya's original message, each clan added its own
philosophies and cosmologies of the Witches of Dathomir and discoveries and spells to their copy. Some clans even took Allya's
Nightsisters of Dathomir have a very different, if familiar, flavor. original message and replaced it with various interpretations. One
Throughout this document, players and Gamemasters are such example of this would be the Nightsisters' Book of Shadows.
encouraged to look beyond the surface and discover the motivations
that make these characters such memorable and iconic parts of the Generations prior to the Clone Wars, a small group of Iridonian
Star Wars saga. Zabraks originating from Rattatak, where their ancestors had crashed
in a starcruiser, were brought to Dathomir during pirate raids. When
The Dathomir Field Guide is intended as a companion supplement to the Force Witches of Dathomir discovered that they could interbreed
the Star Wars Saga Edition Roleplaying Game, and includes a host with Zabraks, they isolated them to a small part of the planet where
of characters and creatures you can use to populate your Dathomir- they could draw from their population for mates and servants. The
based adventures. This writing is an invaluable reference for Nightsisters, a dark side splinter group of which Asajj Ventress was a
Gamemasters. GMs can pull statistics for allies, antagonists, member, created from these populations of male castaways the
creatures and minions straight out of its pages for use at a gaming Zabrak Nightbrothers, from whom Darth Maul was selected by the
table without having to generate characters for themselves. There’s Sith Lord Darth Sidious for apprenticeship. At some point during the
also plenty of information in this document for players, such as new Imperial Era, Dathomir served as a penal colony for the Empire.
talents, feats, weapons and equipment.
Eight years after the Battle of Yavin, Han Solo won the deed to
A Brief History of Dathomir Dathomir from Drackmarian Warlord Omogg in a game of sabacc
and destroyed the Nightsisters, freeing Dathomir to ally with the New
Dathomir was once home, in pre-Republic times, to the now extinct Republic. In 19 ABY, an agent of a faction known as the Second
Kwa, a sapient species of wise and intelligent reptilian spacefarers Imperium reestablished the Nightsisters and engineered a social
who built the Infinity Gate and lived side by side with the native, near- revolution, so that the new Nightsisters came to treat males as
sapient rancor. After the Kwa’s disappearance – or perhaps equals, adding escaped slaves from the other clans to their ranks. By
degeneration into the brutish Kwi – Dathomir later came to be ruled 22 ABY, some Great Canyon Clan warriors, like Captain Garowyn,
by the Rakata before they retreated to Lehon, and is now an isolated had already undergone thorough training at Brakiss’s Shadow
world sparsely populated by matriarchal tribes of Humans and Academy battlestation, and received commissions in the Imperial
Zabrak-Human hybrids. The original Human inhabitants are believed military. Later that year, however, Tenel Ka and Luke Skywalker
to have been exiles from an ancient, Outer Rim hegemony known as infiltrated the Great Canyon and from there were able to reach the
the Paecian Empire whose hold over Dathomir was stolen away by Shadow Academy. The clan's strength would be subsequently
Drackmarian warlords. Around 1,002 BBY, the Brotherhood of slashed by their defeat in the Second Imperium's attack on Yavin 4.
Darkness operated a Sith academy on the world that trained Sith
Acolytes and apprentices, though little, if any, trace of it is left. By the beginning of the Yuuzhan Vong War, Dathomir was once
again under New Republic protection, and although the planet fell
In approximately 600 BBY, a rogue Jedi Knight named Allya was during the Yuuzhan Vong’s initial attack in 27 ABY, the invaders soon
banished to Dathomir by the Jedi Council and took the leadership of realized that the native "Jeedai" were going to be harder to subdue.
the surviving Human denizens, teaching them, and eventually her Dathomir was never fully conquered, and after the war's end, Jedi
own children, her own matriarchal brand of the Force, enslaving the Master Streen and Dathomiri Jedi Kirana Ti and Damaya founded a
entire male population, domesticating the rancors and codifying her Praxeum on Dathomir in 30 ABY to train the local witches as Jedi. In
teachings, thereby single-handedly transforming Dathomiri society the following years, Jacen Solo came to the planet and trained in the
forever after. arts of the indigenous witches. Later, Luke Skywalker and his son
Ben tracked Vestara Khai to the planet and were rejoined by Han,
During her leadership of the Dathomiri, Allya eventually wrote a Leia, and Allana Solo. The Jedi became involved in some affairs on
treatise called The Book of Law, a grimoire of "magic" and "spells" the world, including a resurgent clan of Nightsisters and a proposed
originally meant to be moral a guide to teach Allya's female Sith-Nightsister alliance.
4
SPECIES

Dathomiri (Near-Human) generosity and are not easily coerced. They do not require sleep in
the technical sense of the term, but rather need only to rest for four
Dathomiri, or Dathomirians, are hours each night in a lethargic state, during which they are fully
a hybrid near-Human species aware of their surroundings.
native to the Outer Rim world
of Dathomir comprising the Some time between one to three thousand years before the Battle of
genes of female Humans Yavin, the Republic classified the planet Dathomir as part of the
Nightsisters and enslaved Quelii Sector, territory held by Drackmarian warlords, though the
Zabrak men. Dathomirian Drackmarians held little real interest in the planet. During the
females tend to have pale gray Galactic Civil War, the Drackmarians were fearless opponents of the
or white skin, blue eyes tall, Galactic Empire. Once in control of the Quelii sector, the
thin, athletic bodies and no Drackmarians were driven out by Warlord Zsinj. The Drackmarians
vestigial horns. Males (or were only loosely allied with the New Republic. The Morseerians
―malelings‖) more closely were reported to be one of their client species.
resemble Zabraks, muscular
and powerfully built with Appearances and Examples: The Drackmarians first appeared in
colorful skin and sharp horns. the novel The Courtship of Princess Leia, where Drackmarian
All specimens on Dathomir are warlord Omogg played a high-stakes game of Sabacc with Han Solo
Force-sensitive due to the genetic Force-sensitive component of the and lost the deed to Dathomir to the smuggler.
female Human Nightsisters who helped breed the sub-species.
Ability Modifiers: Str +2, Con +2, Cha -2
Dathomiri are a tribal people, and tend to use dark side magic. They Strong-willed: The Drackmarians are tough and are not easily
worship the Fanged God and the Winged Goddess and enslave coerced. They receive a +2 species bonus to Will defense.
many immigrated Zabrak men to do their biddings. Cold-blooded: Drackmarians become sluggish in cold climates, but
enjoy the heat of the sun. They take a -2 penalty to Fortitude
Appearances and Examples: Darth Maul, from The Phantom Defense when in areas of extreme cold, but gain a +2 bonus on
Menace and Asajj Ventress from The Clone Wars animated series Fortitude Defense against heat hazards.
are Dathomiri. Special Equipment: The dependence of the Drackmarians on the
methane atmosphere of their homeworld restricts their ability to leave
Ability Modifiers: none without use of specialized equipment. Without a breathing
Bonus Trained Skill or Bonus Feat: A Dathomiri character may apparatus, a Drackmarian will suffocate. A breathing apparatus
choose one additional trained skill from the list of class skills at first costs 2,000 credits, and a year’s supply of breathing filters costs 200
level or may gain one bonus feat at first level, but may not choose credits (50 credits on Drackmar). A Drackmarian character begins
both. play with these items at no cost.
Heightened Awareness: a Dathomiri may choose to reroll any Size: Medium (no special bonuses or penalties due to size).
Perception check, but the result of the reroll must be accepted even if Speed: A Drackmarian’s base speed is 6 squares.
it is worse. Language: Drackmarian, Basic.
Size: Medium (no special bonuses or penalties due to size).
Speed: A Dathomiri’s base speed is 6 squares.
Language: Paecian (females only), Zabrak (males only), Basic. Kwa

The Kwa were bipedal, three-


Drackmarian meter tall, cobalt-blue skinned
Drackmarians are saurians who lived in the pre-
reptilian humanoids Republic era and had the ability
from Drackmar in the to communicate with those
Quelii Sector of the whose telepathic abilities
Outer Rim. They are matched theirs. Kwa could also
a matriarchal warrior run at incredible speeds. They
species recognizable were an ancient species that
by their tails, large built the Star Temples on
sharp teeth, colorful Dathomir. They also built and
spotted scales, dorsal used the Infinity Gates as a
spikes running from weapon and as a means of
the top of their head interstellar travel. When their
to their tail and along empire was at its height, about
their shoulders, and 100,000 BBY, they encountered
the breathing apparatus they must wear when away from the the Gree Empire, leading to
methane atmosphere of Drackmar. They are known for their border disputes between the two societies.
5
For some unknown reason, the Kwa later began to lose their levels. It is possible that the Reptoids could regain their intelligence
influence in galactic politics. They sealed the Infinity Gates and Star if their surge-coral implants were removed. The fate of the Reptoids
Temples, and set guardians to protect the Temples, giant wuffa after the Yuuzhan Vong War is unknown, though they may have
worms with thick hides and impressive speed. Though it is unknown gone with the Yuuzhan Vong to Zonama Sekot.
what happened to the rest of the Kwa around the galaxy, the original
settlers of Dathomir eventually degenerated into the primitive species Reptoids do not appear on Dathomir, or indeed in the Galaxy at all,
later known as the Kwi. until the time of the Yuuzhan Vong invasion, twenty-five years after
the Battle of Yavin.
Appearances and Examples: The Kwa first appeared in the Young
Jedi Knights novel Shadow Academy, and appear again in the Dark Appearances and Examples: Reptoids appear in the Yuuzhon
Horse comic Infinity’s End, in a vision of Quinlan Vos. Vong novels.

Ability Modifiers: Int +2, Wis +2, Cha –2 Ability Score Modifiers: Con +2, Wis –2, Cha –2
Natural Telepath: A Kwa gains a +5 bonus when using the Bonus feat: Reptoids gain Improved Damage Threshold as a bonus
Telepathy aspect of the Use the Force skill, and can make untrained feat.
checks to use this aspect of the skill even without the Force Coufee Familiarity: The Coufee counts as a simple weapon for
Sensitivity feat. Reptoids.
Saurian Sprinter: A Kwa moves up to 6 times his or her speed when Darkvision: as described in the SECR.
taking the Run action, or up to 4 times in heavy armor. Size: Small
Size: Large (–1 to Reflex Defense, –5 on Stealth checks, +5 on Speed: A Reptoid’s base speed is 4 squares.
Grapple checks, +5 to Damage Threshold, increased carrying Language: Chazrach, Yuuzhan Vong
capacity and damage)
Speed: A Kwa’s base speed is 8 squares. Chazrach Coufee
Language: Kwa, Ancient Basic
A coufee was a slightly curved double-edged dagger used by
the Yuuzhan Vong in close-quarters combat. Coufees were
Reptoid often used as a last resort, and a first choice of suicide for
honor-driven warriors. The coufee was also used by Reptoid
Reptoids, also known as slave soldiers as their main weapon due to their short, stocky
―Chazrach‖ in their own stature. The Yuuzhan Vong and Reptoids used Venogel, an
tongue, are short, stocky, anointing untion, to clean the blades.
reptilian humanoids with
stubby snouts who served The weaponized form of the coufee eel, the daggers were
the Yuuzhan Vong as slave approximately 20 cm long, and like all Yuuzhan Vong
soldiers. They resemble technology, fully organic and alive. After the resolution of the
Trandoshans but much Yuuzhan Vong war, coufee eels resided in Liberation Lake on
smaller. Like the Yuuzhan Coruscant, where they became prey to the native hawk-bats.
Vong, the Reptoids are not It is also probable that the coufee made Zonama Sekot their
native to the Galaxy, having home as well.
been enslaved during the
Yuuzhan Vong's conquest of Type: exotic melee weapon (simple for Reptoids)
their galaxy. Unlike the Yuuzhan Vong, however, they have a Damage: 1d6/1d6 piercing
presence in the Force. For thousands of years, the Reptoids were Size: Small
bred in large numbers as expendable support troops. A pair of dome- Weight: 1 kg
like calcifications, surge coral implants, protrude from the forehead of Special: A coufee counts as a double weapon, allowing a
an enslaved Reptoid, inhibiting their autonomy and allowing their character to strike twice with it on the same round, albeit at a
Yuuzhan Vong masters to control them, often a fatal disadvantage in -10 penalty on each attack (unless the character has the
battle. appropriate feats to reduce that penalty). A coufee may be
wielded one-handed, even by Small creatures.
Reptoids are controlled in battle by Yuuzhan Vong warbeasts such
as Thrall Herders and Rakamats. If the controlling warbeast is
destroyed, the Reptoids associated with it attack any living thing,
including each other. Any form of cognizance and initiative
possessed by the base species vanished over the generations of
genetic tampering by the Shaper caste. This flaw, combined with
their small, stocky statures makes them incapable of mastering the
standard Amphistaff used by the Yuuzhan Vong Warrior caste. The
Reptoids instead use the inflexible coufee, an inferior breed of the
Amphistaff, which is better suited to their physiology. A few Reptoids
have served the Yuuzhan Vong so well over the generations that
they have been permitted to join the Warrior caste at its most basic xxxxxxxxxxxxxxxxxxxxxxxxxxxx
6
HEROIC TRAITS

DESTINY

A new Destiny available to beast-riding characters, is the "We've vehicles and starships is meant to accommodate that departure.
Been Through A Lot Together" Destiny from page 53 of Scum and Typically, under Saga edition rules, all a player needs to have an
Villainy. While this Destiny has typically only been applicable to animal companion is the Gamemaster’s permission. To that end,
starships and, to a lesser extent, planetary vehicles, characters in a players building Dathomir Witches may wish to have a mount, such
Dathomir-based campaign may apply this Destiny to a living mount. as a rancor, voritor lizard or horse. Without investing in the We've
Been Through A Lot Together Destiny for a living mount, the mount
The We've Been Through A Lot Together Destiny is different from all can be thought of as belonging to the Gamemaster, in a sense,
the other Destinies in the Core Rulebook and sourcebooks in that it is allowing the Gamemaster to do with the mount as the story
not a Destiny to be "fulfilled" – there is no single, defining, watershed necessitates; it can die, it can be stolen; it can turn on its rider. If the
event that completes this Destiny as there is for Destinies such as player wishes the mount to be an integral part of the character’s
Education or Corruption. Instead, the We've Been Through A Lot concept – thus insulating it from any of those fates – the player
Together Destiny has traditionally linked a character to his or her should invest in the We've Been Through A Lot Together Destiny for
starship or planetary vehicle. In a Dathomir-based campaign, the his or her mount.
Destiny can be used to link a character to a living mount. Like the
traditional application of this Destiny (to starships and planetary
vehicles), the living mount becomes part of the character's destiny.

A character linked to a living mount using the We've Been Through A


Lot Together Destiny is destined to have the most significant events
of his or her life occur with that living mount. The character earns
and spends Destiny Points using the same basic rules as with other
Destinies, but linking a living mount to your character causes the
rules to work slightly differently:

1. If a living mount is a character’s destiny, it can never be


permanently killed; there is always some way it returns to play,
whether by barely surviving despite impossible odds and slowly
returning to health, or some other means of escaping a final death.

2. A character with this Destiny can spend a Destiny Point to:

a. automatically cause a successful attack against the living mount


to miss;

b. automatically succeed on any Ride check;

c. change the character’s position in the Initiative order;

d. cause any damage to the living mount to affect any other living
mount, ship or vehicle within 3 squares;

e. move the living mount to the top of the condition track, removing
any persistent conditions;
"I had to kill a rancor once. It was a
f. restore a number of hit points to the living mount equal to its shame—they're such fine creatures."
Damage Threshold; "Even so, they are dangerous to those
who are not their friends."
g. restore any personal energy shields (see Knights of the Old
Republic Campaign Guide, pp. 71-72) shielding the mount to full SR,
though the shield is still limited to (typically) five charges, and can still ―Luke Skywalker and Tenel Ka Djo,
only be activated once per encounter. about Jabba's rancor
A game set primarily on a single, primitive planet departs somewhat
from the characteristic tropes of a typical galaxy-spanning Star Wars
story. Allowing the application of the We've Been Through A Lot
Together Destiny to living mounts, rather than solely to mechanical

7
TALENTS

Dark
Dark Side
Side Talent
Talent Tree
Tree Force Item Talent Tree
This talent may be added to the Dark Side Talent Tree on page 101 of This talent may be added to the Force Item Talent Tree on
thetalent
This Saga Edition
may beCore added Rulebook.
to the Dark Side Talent Tree on page 101 of the page 214 of the Saga Edition Core Rulebook.
Saga Edition Core Rulebook. used by the dark force witches of Dathomir,
Enshroud: While often Lasting Ichor Item: Items you create with the Ichor
enshroud isWhile
Enshroud: an ancient technique
often used by theused
darkbyforce
many darksiders,
witches inculdingenshroud
of Dathomir, Creation Force Power last for a number of days equal to your
is but
an not limited
ancient to the Anzati.
technique used by Themany
weilder of this talent
darksiders, can coalese
inculding but not limited to character level before dissipating. Instead, you can choose to
thedarkside
Anzati. energy aroundofher,
The weilder this creating
talent cana cloak
coaleseof shadows. Far to often
darkside energy around her, spend a Force Point when creating the item to give it an
creating a cloak of shadows. Far to often the shadows cling to blur
the shadows cling to the user, but when in motion the shadows the the
user, but indefinite (subject to GM fiat) duration.
movements,
when in motionprojecting
the shadows infront
blurand
thetomovements,
the side, creating a swath
projecting of and to the
infront Prerequisites: Ichor Creation, Trained in Use the Force.
darkness
side, creatingthata contains
swath ofthe witch. But
darkness thatwhere in the
contains thedarkness
witch. Butcould she in the
where Superior Ichor Crafter: Items you create via the Ichor
darkness could she be? Whenever your character moves 3 or more you
be? Whenever your character moves 3 or more squares in a round squares Creation Force Power gain one applicable benefit of your
in gain concealment.
a round You may choose
you gain concealment. You not
maytochoose
use thisnotpower when
to use this you
power when choice from the list associated with the Superior Tech feat.
youmove.
move. Prerequisites: Ichor Crafter, Ichor Creation, Int 17+.
Prerequisite:Power
Prerequisite: Powerof ofthetheDark
DarkSide
Side

Dathomiri Witch Talent Tree

Dathomiri Hunter: When you use a Chain Sickle or an


Energy Bow, your damage die increases by one step. In
addition, you gain a +2 bonus to Use the Force checks to
Sense Surroundings.
Prerequisites: Weapon Proficiency (Chain Sickle), Weapon
Proficiency (Energy Bow)
Ichor Crafter: Items you create via the Ichor Creation
Force Power gain one applicable benefit of your choice from
the list associated with the Tech Specialist feat.
Prerequisites: Ichor Creation, Trained in Use the Force
Intuitive Aim: While you wield an Energy Bow, taking the
Aim action requires only a single Swift action as long as you
have used the Sense Surroundings aspect of the Use the
Force skill since the beginning of your turn.
Prerequisites: Weapon Proficiency (Energy Bow),
DathomiriHunter, trained in Use the Force
Relentless Arrow: Once per turn as a Free action, you can
expend one use of Move Object from your Force Suite to reroll
an attack roll made with an Energy Bow. You must keep the
new result, even if it is lower.
Prerequisites: Weapon Proficiency (Energy Bow), Move Object
Sweeping Sickle: When you miss with an attack made
with a Chain Sickle, or fail a grapple attempt made with one,
the target of that attack or attempt takes damage equal to your
Dexterity modifier (minimum +1).
Prerequisites: Weapon Proficiency (Chain Sickle), Binding
Sickle
Unstoppable Arrow: As a Standard action, you may make
a single attack with your Energy Bow against a target you
sensed through the Sense Surroundings aspect of the Use the
Force skill since the beginning of your turn. That attack
The following additional Dathomir Witch Talent Tree talents regarding ignores all concealment and cover from any source that is not
the native weapons the chain sickle and energy bow may be added to resistant to lightsaber attacks (such as Phrik alloys). Attacks
the core talent tree. made in this way that pass through cover on their way to the
target deal one less die of damage.
Binding Sickle: You can make grab or grapple attempts against any Prerequisites: Weapon Proficiency (Energy Bow), trained in
enemy within the reach of a Chain Sickle that you are wielding. These Use the Force, Dathomiri Hunter, Intuitive Aim.
attempts use your attack bonus with the Chain Sickle in place of your
grapple score. When you would deal damage as part of a grapple (such "A Hunter's skill with the energy bow
as through the Throw or Crush feats), you deal extra damage with that
influences the reputation of all Nightsisters
effect equal to your Dexterity modifier (minimum +1).
Prerequisites: Weapon Proficiency (Chain Sickle) for good or ill."
―Talzin
8
FEATS FORCE POWERS

Magical Familiar Chant of Resurrection [Dark Side]


You gain a small companion creature that aids you in your magical A powerful Nightsister can raise the dead with Dark Magic. Time:
pursuits. Full Round Action. Target: One creature within 12 squares and line
Benefit: You gain a magical familiar from the list below. While within of sight.
5 squares of you, this familiar can communicate with you Make a Use the Force Check. The result of this check determines
telepathically, and grants a +2 bonus to your Use Magic checks. the results, if any:
During combat, the familiar flies or moves to a safe distance, or takes DC 30: The caster may restore life to the body with 1 HP and place
cover inside your square. A familiar has a Stealth check modifier of the target at -10 on the condition track.
12 + one half it's owner's level, and can be used to scout areas and DC 35: The caster may restore life to the body with 1/4 of their HP
relay information. Familiars grant additional bonuses while you are and place the target at -5 on the condition track.
within 5 squares of them based on their type: DC 40: The caster may restore life to the body with 1/2 of the
 Kolef Lizard: +2 to Stealth checks, no damage from falls original HP and place the target at -2 on the condition track.
less than 30 feet. Targets restored to life in this final manner are not in full control of
 Gibbit Bird: +2 to Perception checks, low-light vision. their minds, instead operating on instinct. The simple instincts of this
 Baz Nitch: +2 to Knowledge (Lore) checks, speak and read creature are to obey its creator (the person who restored its life) and
one additional language. to eat raw flesh (preferably neural tissue) when it can.
 Kodashi Viper: +2 to Deception checks, immunity to Special: A caster of this spell may spend a Force Point to move the
poison. target an additional +1 step on the condition track. A caster may
 Moog: +2 to Athletics checks, hold breath for 10 minutes. spend a Destiny Point to affect a number of targets equal to her
Prerequisites: Member of the Dathomir Witch or Nightsister character level.
traditions.
Ichor Creation
Primal Warrior You call forth the Ichor and form it into a useful shape, at least
You are extraordinarily skilled with the use of simple weapons. temporarily.
Benefit: Your attacks with Simple weapons deal an additional die of Time: Full Round action
damage. This effect does not apply to weapons that are treated as Target: One created item
Simple weapons due to some effect or ability, only to those that are Make a Use the Force check. The result of your check
listed as Simple weapons. determines the quality of the item you create, if any;
Prerequisites: Weapon Proficiency (Simple) DC 15: The item is of inferior quality, imposing a -2 penalty to
all checks and attack rolls made with it.
DC 20: The item is of normal quality.
DC 25: The item is of good quality, granting a +1 bonus to all
checks and attack rolls.
The created item can be any size up to that of a Large weapon
or similar object. Only simple items can be created this way, no
electronics or complex machinery. The item created in this fashion
lasts for 5 minutes, or until the end of the encounter.
Special: When you use this power, you can spend a Force
Point to extend the duration of the created item to one hour.

Call Swarm [Mind-Affecting]


Using the Force, you draw in all the creepy-crawlies in your
immediate area, and drive them towards your foe.
Time: Standard action
Target: Each creature in a 2 square x 2 square area within 6
squares of you.
Make a Use the Force check. Compare that check to the Will
defense of each target. Each target whose defense the check meets
or exceeds can take only a single Move action (and loses all other
actions) on their next turn. This action must be used to escape the
effected area.
"Rise, Sisters. Undead sisters, rise from your sleep. Special: You may maintain this power from round to round as
The time has come. Awaken. You have been called a Standard action. Each time you do so, you must make a new Use
upon." the Force check, and you may choose to move the area 4 squares in
any direction as long as it remains within range of you.
―Old Daka's resurrection spell When you use this power, you may choose to spend a
Force Point to increase the area of effect to a 3 square x 3 square
area.
9
THE FORCE

The Witches of Dathomir personified the Force in the form of ―spirits,‖ The shaministic beliefs on Dathomir predated the coming of the
primarily the Twin Deities—the Fanged God and the Winged exiled Jedi Allya around 600 BBY. Indeed, both male and female
Goddess. According to their beliefs another realm existed, a parallel shamans and seers from this obscure planet were known to be
plane to the physical world that was inhabited by these spirits. This amongst the founders of the Je'daii Order circa 36,453 BBY. These
spiritual realm was thought to be governed in balance by the Twin shamans were identified by a green inverted triangle marked on their
Deities, the Winged Goddess and the Fanged God, which were forehead.
depictions of the Light and dark side of the Force.
The early Dathomiri seers were already skilled in animal friendship,
as they had successfully domesticated mount rancors millennia
before the coming of Allya. Their practices survived and probably
merged with Allya's Jedi teachings, which gave birth to the Dathomiri
Witches' unique culture. After the coming of Allya, the culture of
Dathomir became a female-dominant society of Force-wielding
women only, which explains the disappearance of male shamans.

After the death of the self-appointed Queen Zalem in 31 BBY, Clan


Mother Talzin, a powerful dark side shaman, rose to power and
united the fighting Nigtsister covens. She remained Dathomir's head
In her instructional treatise entitled Wild Power, Clan Mother Talzin shaman up until the Clone Wars.
implied there was a single representative spirit for each animal
species in the spirit realm, something she called the "ur-spirit." The Shamans were usually "called" or designated by signs in their early
Nightsisters also believed the two realms were so close on Dathomir life. Talzin described how she took the mantle after being saved by
that their shamans could carry messages between them. the spirits during childbirth. Struck with a fatal affliction while she was
birthing her first daughter, Talzin professed she "saw the matching
According to Dathomiri lore, the spirits bestowed fertility upon the landscapes of the two realms". As she had passed their challenge,
clans and claimed the souls of the dead. The talismans of Dathomiri the spirits restored her health, and Talzin willingly became their
Witches were thought to have been empowered by the spirits. Darth conduit. From this moment on, the spirits would "pull upon the folds
Sidious postulated that their artifacts were not very different from the of her robe" as she walked and "echo beneath her voice" when she
ones made by the Sith, but no alchemist had ever been known to spoke—which explains her eerie voice and slithering moves.
duplicate the non-conventional effects of the dark talismans of the
Nightsisters (such as metamorphosis). The shaman acted as a medium between the physical and the spirit
worlds, mostly through dreams or visions. The voices of the spirits
The Jedi believed that the work of the spirits was a primitive concept echoed whenever the shaman spoke, and challenging a shaman's
for the Unifying Force and the Living Force, a theory supported by authority was challenging the spirits of life themselves. They would
many parallels between the spirits and the Force. Mother Talzin also use their Allyan Magic in hopes of unfogging the future, with the
often said that a Nightsister had to serve the will of the spirits, just help of mysterious artifacts such as crystal balls.
like a Jedi would serve the will of the Force. Moreover, it was Allya
foretold the rise of a perfect being "brought into existence by the The shaman was also expert at manipulating spirit ichor, a physical
spirits", which was very reminiscent of the prophecy of the Chosen manifestation of Allyan Magic appearing as glowing green smoke or
One. a liquid known as ―Water of Life‖ that was used to heal or shroud an
individual or even conjure solid items, and was believed to be
The elder gods were divine entities Queen Zalem of the Nightsisters channeled from the Winged Goddess.
believed held the power of the Infinity Gates of Dathomir. Zalem
claimed that the elder gods held power beyond measure, power that Apart from her ability to communicate with the other realm, the
the Nightsisters could harness by opening the Infinity Gates. shaman was also the craftswoman and keeper of the artifacts.
Apparently, all Dathomir Witch talismans and other Force-imbued
Shamans items belonged to the community and were placed under the
authority of the shaman. Indeed, the witches had to borrow the
In the Dathomiri witches' culture, the shaman was an elder Sister artifacts and return them afterwards.
who was thought to have access to, and influence in, the world of the
spirits. They worshipped nature's balance and interpreted the nature When Charal turned her back on her Nightsisters and left Dathomir,
of Allyan Magic from a specific religious and cultural point of view. she secretly stole the Talisman of the Raven. Many years later, in her
manifesto Wild Power, clan shaman Talzin complained about "one of
"On Dathomir, shamans and seers the sisters" never returning the talisman. Some of the most precious
encountered the Tho Yor in dreams artifacts, like the Talisman of Resurrection, were guarded jealously
and visions. The Tho Yor sang to by the shamans, and other sisters were rarely allowed to borrow
them." them.
―Ketu

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