SWURPG
Quermian — playable species portrait for the Star Wars Universe RPG

Quermian

Quermians are a gaunt, long-necked humanoid species from Quermia, known for twin brains, two pairs of slender arms, and a culture built on philosophy.

Home world: Quermia

Size
Medium
Speed
30 ft

Traits

Four-Armed Dexterity

Your additional arms allow you to wield two two-handed weapons at once if your Strength is greater than 13. You may also take one additional free object interaction per turn (e.g., draw or stow a second weapon, ready a grenade while still holding your weapon).

Ventral Brain

A second brain sits in your chest cavity and drives your lower pair of arms, which keep working while your attention is somewhere else entirely. Once per Short Rest, when you fail a Dexterity saving throw, your lower arms react without being told to — reroll the save and take the new result.

Noseless

Quermians have no nose. They smell through glands set in their palms, which is no use at all with your hands full, gloved, or busy holding a weapon. You have Disadvantage on Survival checks.

Lore

Quermians are a gaunt, long-necked humanoid species from Quermia, known for twin brains, two pairs of slender arms, and a culture built on philosophy. They are among the tallest humanoids anyone is likely to meet across a negotiating table, standing over three feet taller than most other species, and the first impression is always the same: a swaying head on an impossibly long neck, deep-set eyes, and a lipless mouth fixed in what reads as a permanently bemused smile. That expression is anatomy, not attitude, though it has done the species no harm in the diplomatic corps. Quermians turn up wherever the galaxy needs someone patient enough to sit through a twelve-hour session and still remember what the other side said in the first hour, and many of the Republic era's most prominent diplomats and thinkers came from their ranks. Xenobiologists have spent centuries insisting the species is telepathic. The Quermians themselves keep correcting the record, which tells you something about how they like to argue.

The physiology is where the species stops being merely tall and starts being genuinely strange. A Quermian carries two brains: one in the skull, one in the chest cavity, with the lower brain supporting the second pair of arms that emerges from the torso. All four arms are thin, ending in hands with several long, slender digits, and both pairs are used with equal fluency. There is no nose anywhere on the face, because there is no need for one; a Quermian smells with olfactory glands set in the palms of their hands, which makes a casual wave an act of inspection. Despite the height and the extraordinary neck, Quermians have no spinal column at all, and their bodies are highly contortable, folding and bending in ways that unsettle species built around a rigid backbone. Sources disagree on exact scale: canon reference material puts the average at roughly 2.4 meters and notes they may live 200 years or more, while roleplaying sourcebooks give a broader adult range of about 1.6 to 2.3 meters with no size difference between males and females. (Assumption: the taller figures describe offworld-prominent individuals such as Jedi Master Yarael Poof, recorded at 2.64 meters, rather than a ceiling for the species.)

None of this evolved on its own. Around 17,000 BBY, during what Legends records call the Indecta Era, an Arkanian geneticist looking to continue research the Galactic Senate had outlawed collected a population of Xexto from the planet Troiken and relocated them to neighboring Quermia. The Arkanians terraformed the world into something close to a paradise and left their altered subjects there to develop under natural processes, with no predators and no further interference. The design brief shows in the result: longer necks for peering over the thick vegetation mats that covered the terraformed surface, and a frame built taller than the Xexto forebears. Quermia itself sits in the Quermia system of the Nilgaard sector, out in the Outer Rim Territories, close to the end of the Perlemian Trade Route where that lane runs out from Coruscant toward Makem Te. Seen from orbit it is green landmasses and broad stretches of ocean. The kinship with the Xexto was only established millennia after the fact, by genetic testing, and the Xexto initially refused to accept it before reluctantly conceding the evidence. (In Legends, the shared ancestry is the central fact of Quermian origin lore; canon states more briefly that Arkanian scientists settled the species' ancestors on the world that gave them their name.)

What the Arkanians abandoned, the Quermians built into something worth studying. With the geneticists gone and nothing on the planet hunting them, they developed a largely communal society organized around the contemplation of philosophy, and they kept the peace for an extraordinarily long stretch. Their own explanation for that peace is unglamorous and probably correct: they are very good at reading each other. A Quermian watching another Quermian picks up posture, the tilt of the neck, the position of four hands, and the micro-shifts that a two-brained nervous system produces, and draws conclusions outsiders cannot. Offworld observers took that for mind-to-mind contact and wrote telepathy into the reference books; Quermians maintain it is nothing more than fluency in body language, and that grievances tend not to fester when everyone in the room can already see them. The dual brain is not purely a gift. The two can develop separate personalities, and when that happens the result is genuine mental trouble rather than a curiosity. Custom runs toward modesty about the body: the lower pair of arms is usually kept tucked beneath robes when dealing with offworlders, and the triangular cannom collar, worn at the base of the long neck, is traditional attire the species carries with it across the galaxy.

The Quermian the galaxy remembers is Yarael Poof, who held a seat on the Jedi High Council from the High Republic era through the last years of the Republic and was, by 32 BBY, the most senior of the four Quermians then enrolled in the Jedi Order. Poof was pasty-skinned and red-eyed, robed to conceal his second pair of arms, collared in Quermian fashion, and known for two things that sit oddly together: a reputation as a diplomat and teacher, and an expert command of Jedi mind tricks and illusion. Canon has him dying on a mission shortly before the Clone Wars, with the Vurk Master Coleman Trebor taking his Council seat. In Legends his end is specific and costly. In 27 BBY he went looking for the Infant of Shaa, a Seylott religious statuette that stored Force energy and, set beside a large enough power generator, could tear a planet apart. He found it deep in Coruscant in the hands of the radical general Ashaar Khorda, took a mortal wound, and shut the artifact down before he died. He was cremated in the Jedi Temple's pyre room before the rest of the Council, Obi-Wan Kenobi, Anakin Skywalker, and the three other Quermian Jedi Knights of his generation. The species' record is not uniformly saintly, though. During the New Sith Wars the Quermian Sith Lord Ayanos Bactra ran the Bactranate in the Grumani sector, mostly sidestepping the wars his neighbors fought and selling arms to all of them instead.

A Quermian adventurer is almost always the strangest-looking thing in the cantina and the calmest. Expect someone who has to duck through every hatch built for humans, whose head sways at the end of a neck with nothing rigid inside it, and who has to lift a hand to the air to tell whether the ration pack has turned. The four arms are an open advantage for anyone whose work involves holding several things at once, and a social liability among strangers, which is exactly why the species learned to keep the lower pair out of sight. Two centuries of potential lifespan changes the shape of a character's ambitions: a Quermian who spends forty years tracking down one artifact or waiting out one dynasty is not being obsessive by their own reckoning. Most come from a homeworld that has never needed violence to settle anything, so a Quermian who has left Quermia has usually left for a reason worth asking about, whether that is a Jedi recruiter, a university post, a Senate appointment, or something sharper. (Assumption: Quermia sat in Separatist space during the Clone Wars, which canon confirms, so a Quermian traveling the Republic during that period is cut off from home and good adventure material.) What they bring to a party is perception, patience, and the unnerving sense that they already know what everyone at the table wants.

Physical Description

A Quermian is built along a vertical line. The neck accounts for much of the height, carrying a bulbous, narrow-chinned head that sways as the Quermian talks or thinks, and the eyes are small and deeply set above a lipless mouth whose resting shape looks like mild amusement to almost every other species. Skin tones run pale; Yarael Poof's was a pasty white, with red eyes. Canon reference material puts the species' average height around 2.4 meters, roleplaying sources give an adult range of roughly 1.6 to 2.3 meters with no difference between the sexes, and Poof himself was recorded at 2.64 meters, so a party is better off treating any individual as somewhere between very tall and genuinely towering. There is no nose and no nasal structure in the face at all. Scent is handled by olfactory glands in the hands, so a Quermian examining food, a wound, a chemical spill, or a new acquaintance raises a palm and holds it still for a moment, a gesture outsiders routinely misread as a blessing or a threat. Two pairs of thin arms branch from the torso, each hand ending in several long and slender digits, the upper pair rising from the shoulders and the lower pair from the chest. The lower set is driven by the second brain housed in the chest cavity, which is why a Quermian can run both pairs independently without the clumsiness that usually comes of extra limbs. Most significantly, there is no spinal column anywhere in the body. Quermians are highly contortable, able to fold, coil, and bend their frames in ways that look injurious to anyone built around vertebrae, and the long neck in particular moves with a fluidity that has no humanoid equivalent. Clothing is shaped around all of this. Robes are cut full and long, deliberately roomy enough to conceal the lower arms when the wearer is among offworlders, and the triangular cannom collar sits at the base of the neck as traditional Quermian attire, often the only visible marker of homeworld custom on a Quermian who has spent decades abroad. In motion they are unhurried rather than slow, with that swaying head tracking the room, and their physical build carries almost no bulk; the species reads as elongated and spare at every point, closer to a wading bird than to anything mammalian, despite being classified as a mammalian species in Legends reference works.

Culture & Personality

Quermians are deliberate, discursive, and very hard to rush. The species grew up on a terraformed world with no predators and no outside pressure, and it shows in the temperament: a communal culture organized around philosophy, a long institutional memory, and a default assumption that most problems yield to discussion given enough hours. Patience is cheap when you may live two centuries, and Quermians spend it freely, which is why so many of the Republic era's working diplomats and theorists were drawn from the species. The flip side is a tendency to turn a tactical decision into a seminar. What makes them formidable in a room is not mystery but observation. Quermians read posture, limb position, pauses, and the small tells of a two-brained nervous system with a precision that outsiders took for mind-to-mind contact; xenobiologists wrote them into the reference books as telepaths, and Quermians have been politely correcting that entry ever since, insisting it is only fluency in body language. They are not usually insulted by the mistake. They do tend to point out that a society where nobody can hide what they feel has an easier time staying at peace, and they will say it with the air of someone handing you the answer to a question you should have asked earlier. Among their own they are open to a degree that other species find invasive, sharing concerns and grievances early rather than letting them compound. With strangers they are courteous and faintly withholding, keeping the lower arms tucked away and the conclusions to themselves until asked. The two brains are also the species' private fault line. Each can develop a separate personality, and a Quermian in that condition is genuinely unwell rather than interestingly eccentric, which gives the culture a strong practical interest in mental discipline, self-examination, and the long contemplative traditions of the homeworld. Individuals vary widely once they leave Quermia. The Jedi Order drew Quermians who combined diplomacy with teaching and a formidable command of persuasion and illusion. The academic world produced historians willing to spend a lifetime on a single obscure subject. The Senate produced representatives who were reliable committee workers until something personal was held over them. And at least one Quermian, the Sith Lord Ayanos Bactra, took the species' patience and pattern-reading and used them to sell weapons to every side of a war he never bothered to fight, which is a reminder that the bemused smile is not a moral alignment.

Famous Quermian Characters

Yarael PoofJedi Master, Jedi High Council member

The most prominent Quermian in galactic history, Poof held a seat on the Jedi High Council from the High Republic era through the final years of the Republic and was the most senior of the four Quermians in the Jedi Order by 32 BBY. He was famous as a diplomat and teacher and as an expert practitioner of Jedi mind tricks and illusion, and stood 2.64 meters tall with pasty white skin and red eyes. Canon records that he died on a mission shortly before the Clone Wars and was replaced on the Council by the Vurk Master Coleman Trebor. In Legends he was mortally wounded in 27 BBY by the radical general Ashaar Khorda but deactivated the Infant of Shaa before dying, sparing Coruscant from destruction.

Ayanos BactraSith Lord and arms dealer, ruler of the Bactranate (Legends)

Bactra was a Quermian Sith Lord during the Republic Dark Age of the New Sith Wars, ruling the Bactranate in the Grumani sector. While his Sith neighbors spent themselves fighting one another, he largely avoided open battle and built his power as an arms dealer, expanding his reach through corporations rather than conquest. One of his companies, Industrial Heuristics, developed the mobile war universities known as arxeums.

Murk LundiProfessor of history and Sith scholar (Legends)

A male Quermian born on Ploo II, Lundi taught history at the University of Coruscant before the Battle of Naboo, specializing in obscure organizations and events that had quietly shaped the galaxy, and became the recognized authority on Sith history. His obsession carried him to Kodai in search of a holocron made millennia earlier by the Sith Adas. He is best remembered as the author of The Lundi Series, which Luke Skywalker used decades later to study the Sith.

Nim TarSenator in the New Republic Galactic Senate

Tar served as a Quermian senator in the New Republic's Galactic Senate in 5 ABY, where he was a frequent committee and caucus colleague of Senator Tolwar Wartol. He is remembered for the blackmail scandal that nearly derailed the end of the Galactic Civil War: Black Sun and the Red Key Raiders kidnapped his child to force him and four other senators to oppose Chancellor Mon Mothma's resolution to commit forces to Jakku. After a team led by Sinjir Rath Velus and Han Solo rescued the child and broke the conspiracy, Tar changed his vote in Mothma's favor.

Kindee YaJedi Knight (Legends)

Ya was a renowned female Quermian Jedi Knight serving the Order in the final days of the Galactic Republic, one of only four Quermians enrolled at the time of the Invasion of Naboo. She was noted among the Jedi as a telepath, a reputation overshadowed only by that of her far more senior countryman Yarael Poof. She attended Poof's funeral in the pyre room high within the Jedi Temple.

Loo RaeloJedi Knight (Legends)

Raelo was a male Quermian Jedi Knight of the late Republic and, like Kindee Ya and Vinian Ska, one of the small group of Quermians the Order counted among its ranks. He was known as a notable telepath within the Jedi, though his standing was dwarfed by High Councilor Yarael Poof's. He was present at Poof's funeral in the Jedi Temple's pyre room.

Frequently Asked Questions

What is a Quermian in Star Wars?

Quermians are a gaunt, long-necked humanoid species from Quermia, known for twin brains, two pairs of slender arms, and a culture built on philosophy. They are among the tallest humanoids anyone is likely to meet across a negotiating table, standing over three feet taller than most other species, and the first impression is always the same: a swaying head on an impossibly long neck, deep-set eyes, and a lipless mouth fixed in what reads as a permanently bemused smile. That expression is anatomy, not attitude, though it has done the species no harm in the diplomatic corps. Quermians turn up wherever the galaxy needs someone patient enough to sit through a twelve-hour session and still remember what the other side said in the first hour, and many of the Republic era's most prominent diplomats and thinkers came from their ranks. Xenobiologists have spent centuries insisting the species is telepathic. The Quermians themselves keep correcting the record, which tells you something about how they like to argue.

What are the Quermian ability score modifiers in SWURPG?

A Quermian character gains +1 Dexterity, -2 Constitution, and +2 Intelligence to their ability scores in SWURPG.

What species traits do Quermian characters have?

Quermian characters have 3 species traits: Four-Armed Dexterity, Ventral Brain, Noseless.

Can I play a Quermian in SWURPG?

Yes — Quermian is a free, fully playable species in SWURPG, a fan-made Star Wars tabletop RPG. Pick it in the browser-based character builder and its ability modifiers and traits apply automatically.

What are some Quermian names?

Example Quermian names include Yarael Poof, Ayanos Bactra, Murk Lundi. Generate more original Quermian names with the SWURPG Star Wars name generator.

Who are some famous Quermian characters?

Famous Quermian characters include Yarael Poof, Ayanos Bactra, Murk Lundi, Nim Tar, Kindee Ya, Loo Raelo.