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Zabraks
Zabrak are near-human sentients from the planet Iridonia renowned for their independence and wandering spirit. They have distinctive facial horns, whose number and pattern denote which subspecies an individual Zabrak belongs to. Most Zabrak wear ritual facial tattoos, which vary from simple lines to more elaborate patterns. The designs can mark significant events in their lives, or merely be a matter of personal preference.
After discovering space travel early in their civilization, they quickly colonized worlds throughout the Mid Rim and gained a reputation as pioneers and explorers. Zabrak are also skilled warriors, engaging in inter-clan competitions to hone their talents; their physiology, which includes a secondary heart and some resistance to pain, gives them surprising endurance in battle.
You can play any type of character as a Zabrak, as species are not restricted to certain Origin Stories or Combat Styles in Star Wars: The Old Republic.
Zabraks are automatically available to all players. However, there are two kinds of Zabraks – the neutral-colored Iridonian Zabraks, and the red-colored Dathomirian Zabraks, and which ones are available by default changes based on what type of character you are creating.
Class
Neutral (Iridonian)
Red (Dathomirian)
Jedi Knight
Yes
No, but can be unlocked
Jedi Consular
Yes
No, but can be unlocked
Trooper
Yes
No, but can be unlocked
Smuggler
Yes
No, but can be unlocked
Sith Warrior
No, but can be unlocked
Yes
Sith Inquisitor
No, but can be unlocked
Yes
Bounty Hunter
No, but can be unlocked
Yes
Imperial Agent
No, but can be unlocked
Yes
Unlock Option #1: All players can unlock all colors of Zabraks for all classes by purchasing the item Legacy Species Unlock: Zabrak from the Cartel Market with Cartel Coins or from the GTN with credits. The Cartel Market sells this unlock for 600 Cartel Coins, the price and availability on the GTN will change day to day and per server, but it is likely very expensive. This unlock is per-server, not account-wide, and requires that you have an existing character of any type on that server who has reached level 10 and created a Legacy. The icon looks like a half-and-half Zabrak to make it clearer its for both types of Zabraks.
Unlock Option #2: All players can play any type of Zabrak and then level them to level 50, which will automatically unlock all the Zabrak options for all future characters including the red Zabraks for Jedi and the neutral-colored Zabraks for Sith. This unlock is per-server, not account-wide.
Unlock Option #3: Subscribers can also unlock all Zabrak colors for all Origin Stories by spending 1.5 million credits as part of the Legacy system, after they have reached level 10 (Free-to-play and Preferred can technically too, but they have their credits capped at 1 million credits). This unlock is per-server, not account-wide.
Type
Class
Description
Roleplay
Jedi Knight
A symbol of hope in dark times, the Jedi Knight stands for the legacy of the Jedi Order, protecting the Republic and keeping the peace across the galaxy.
In the Old Republic era, seeing a Zabrak as a Jedi is not at all uncommon. Satele Shan's Zabrak Jedi Master, seen in the original trailers for the game, was one of the most prominent masters of his time.
Jedi Consular
Jedi Consulars channel the power of the Force for strength in combat and wisdom in diplomacy. Jedi Consulars always seek to grow their knowledge.
In the Old Republic era, seeing a Zabrak as a Jedi is not at all uncommon. Satele Shan's Zabrak Jedi Master, seen in the original trailers for the game, was one of the most prominent masters of his time.
Trooper
Troopers are the embodiment of the Republic military’s highest aspirations – the most advanced fighting force in the galaxy.
Zabraks make up a large percentage of the Republic military - and when you join Havoc Squad a a Trooper, you'll even be introduced to another Zabrak member of the team within your first few minutes of playing.
Smuggler
Above all else, Smugglers make their own destinies. Smugglers require fast reflexes, fast wits and a fast draw with a blaster.
Smugglers are beholden to no traditions, and it would not be surprising to see a Zabrak smuggler, especially as Zabraks are often known to be fiercely independent, beholden to no master.
Sith Warrior
An unstoppable force of darkness, the Sith Warrior is entrusted with the task of destroying the Empire’s enemies and enforcing Sith domination across the galaxy.
While it is uncommon to see an alien in the ranks of the Sith, red Zabraks are fairly commonly seen at the Sith Academy, red lightsabers in hand.
Sith Inquisitor
Dark secrets are the lifeblood of the Sith Inquisitor. The Inquisitor experiments with forbidden powers in order to excel and seize authority.
While it is uncommon to see an alien in the ranks of the Sith, red Zabraks are fairly commonly seen at the Sith Academy, red lightsabers in hand.
Bounty Hunter
It’s never a question if a Bounty Hunter will find you… only when. Both infamous and anonymous at the same time, Bounty Hunters are far more than mercenaries for hire.
Bounty Hunters carve their own paths, and it would not be surprising to see a Zabrak Bounty Hunter. Zabraks are known to have a great resistance to physical pain and strong self-determination, both useful for a Bounty Hunter.
Imperial Agent
Imperial Agents must master the arts of infiltration, seduction and assassination to carry out the most dangerous and sensitive Imperial assignments.
While it is uncommon to see an alien in the ranks of Imperial Intelligence, the Minister of Intelligence recognizes the need to take advantage of 'an alien mind'. A prominent Sith named Darth Malgus has seized the opportunity to create a new Empire, one that embraces alien cultures and is strengthened by diversity.
Zabrak Colors
Zabraks can be found in many different colors and shades.
When choosing a Species, you’ll first choose between Iridonian or Dathomirian Zabraks, then within each one there are multiple shades and variations you can choose from.
Zabrak Horns
While many species in the game share hairstyles, Zabraks have the unique feature of horns that grow out of the top of their head, so they have a set of unique Zabrak-only hairstyles to choose from. Iridonian Zabraks have blunted horns, while Dathomirian Zabraks have sharp horns. When creating a character, the hair and horn styles are matched together, you can not mix-and-match them.
Male Iridonian Horns
Female Iridonian Horns
Male Dathomirian Horns
Female Dathomirian Horns
Zabrak Tattoos
Most Zabrak wear ritual facial tattoos, which vary from simple lines to more elaborate patterns. The designs can mark significant events in their lives, or merely be a matter of personal preference.
Upon completing the rite of passage, Zabrak adopt a pattern of facial tattoos. These are generally made up of a pattern of thin lines and elegant designs. They are often based on family tradition, but can also incorporate personal designs or representations associated with significant events.
As Zabrak fall to the dark side, they have the option to turn on Dark Side Corruption, where their eyes turn yellow then orange, their veins become dark and more prominent, and they lose pigment in their skin.
Zabrak Naming
You can choose any name you want for your Zabrak character, you do not have to try and follow any type of conventions, as Zabraks have spread far and wide across the galaxy, with some being given a traditional Zabrak name, while others have been given a name traditional to their home planet, and others take on a code name or nick name.
A supplemental Star Wars roleplaying guide says that Zabrak would commonly take their names from animals native to Iridonia, with many Zabrak families named after the Bukk. Many Zabrak males were named after the Blok, Lok, and Zur. Many Zabrak females were known to take their names from the Triz. However I’ve put together a massive list of Zabrak names and how much that rule is actually followed is pretty debatable.
Zabrak Name Examples
These are the names of some existing Zabraks that live in the Star Wars universe…
Aach Een
Aaph Koden
Aath
Acaadi
Aeios
Agen Kolar
Akaavi Spar
Alitra
Aloeek
Alvania
Anniya
Anstiss
Arane Oreida
Arim
Avax
Aveso Ars
Bao-Dur
Barret
Bickell
Bob
Bol Chatak
Bracco
Braigin Helk
Brody Johnson
Bulga
Cadomaccus
Cale Herron
Chandra Conrad
Charotke Chel
Chrone
Co’overma
Coret Bhan
Coria
Cronah
Crymi
Cyrus
Dael Margok
Daen Nark
Dannik Malaan
Dao Jodh
Darkstone
Darth Hexid
Dastid
Defte
Denal-zon
Detorkro Gaan
Do Zonn
Domm
Dommu
Don
Donloor Noth
Drakka Judarrl
Drell Kahmf
Duqua Dar
Eamul
Eeth Koth
Eidolon
Eldo
Elibet Dav
Elkan
Entha Kandela
Eotrisa
Ereen Agar
Errik Darksider
Evie Denigh
Exteen
Fa’Zoll
Falner Oeth
Feldon
Ferrin
Fezrik Bendledon
Fingers
Frazznik
Fryoto
Garan
Garfield
Gek
Giaal Itotr
Girik
Gith
Groj
Grollix
Grot
Hagen Longmyre
Hague
Hallen
Haresh
Hele
Heljus
Henshin
Hull
Hunde Decan
Idonia
Iridonia
Ivok
Iza Paatzee
Jacen Nire
Jamoh Hogra
Jarm Brock
Jas Emari
Jaye Hawkson
Jaylen Kos
Jeffrey
Jewl’a Nightbringer
Jiro
Jolka
Jomar Chul
Jonset
Jorelle
Jorgellansel
Junker Jott
Jurgan Kalta
Juuho
Kalia Kulmina
Kancras
Kao Cen Darach
Karena Keer
Kateo
Kaz Lo
Keeth Anak
Keicho
Keikodi
Keloh
Kels
Kern
Kin’ade
Klage
Klaua Jik
Koep
Koon Odan
Korventine
Krieg
Krosh
Ledesmar
Lem Karner
Lin
Llokay
Lo Bukk
Logan
Maa Kaap
Mada Johnson
Mai
Maris Brood
Markus Gilder
Martonn
Mase
Master in Violet
Matare
Maulkiller
Mekus Drin
Mellichae
Mennaus
Mira
Mogg
Morgo One-Shot
MuNu
Mykka
Nek Lawsirk
Nelinik
Neskett
Numinn
O’choa Detera
Odon Anak
Oggo
Onn Iria
Onto
Oorn Noth
Orth Maag
Ovold
Pak Taldine
Pall
Paul Klarrk
Platt Pareja
Po Bandis
Pol Haus
Quanera
Ralen Margok
Raxa Binn
Revaak
Rhalia Jinsari
Rose Maanki
Sar Omant
Seevi Nyed
Serdor Marrak
Ses Jopp
Sirak
Solida Hesk
Spanios
Teilo Monnro
Ters Sendon
Tettsel Anker
The Eidolon
Thon Larimhor
Tiaba Charr
Tilian Moravai
Travin
Triz Bukk
Vanto Bazren
Veag Gonwa
Vikto
Vil Burren
Virne
Vurrha Jantsk
Wyll Kander
Yassia Koth
Zabraks
Zarien Kheev
Zhin
Zubain Ankonori
Zabrak Name Generator
If you want, you can use a generator to generate a name for your Zabrak. Generators follow a set of rules to try and put together a name for you.
I like the Fantasy Name Generators generator for Zabraks. The creator notes that they know Zabraks are often named after Iridonian animals, but there’s not a ton of information out there otherwise. So they gave the generator rules to create names that are: “harsh sounding, often short (one or two syllables), but still fairly easy to pronounce.” Here’s some examples form the name generator.
Blostug
Dronan
Korau
Aovua
Eadruko
Brogruu
Dogrup
Reqot
Sagrap
Pevoa
Nustei
Vrupai
Guxe
Sanem
Nodran
Oudri
Eemoa
Bavrag
Seman
Pakepo
Hetro
Brutroo
Nokru
Sudag
Pedag
Xapran
Eakok
Vrabuk
Blega
Stedro
Notable Zabraks
Notable Zabraks in the Old Republic include…
Kao Cen DarachJedi Master
Bao-DurEngineer
Jewl’a NightbringerBounty Hunter
EidolonAssassin
Famous Star Wars Zabraks include…
Darth MaulSith
Savage OppressSith
Eeth KothJedi
Agen KolarJedi
Zabrak Lore
The Zabkrak, or Iridonians, when referring to the original Zabrak’s who came from their homeworld Iridonia, are known for a strong sense of self-determination and a dominant need for independence. Ashaa, or the Mother Machine, said the Zabrak’s were one of the many synthetic lifeforms she made for the infinite empire. The infinite empire used them to study the loss of their connection to the force. The two-hearted species were well known to resist the Sith, and many colonies joined the Republic Alliance after forming the Galactic Empire in the far future.
While it’s easy to recognize the Zabrak people as “the aliens with horns”, they also have a rich culture and background in Star Wars lore.
Physiology
Zabrak resemble humans in skin tone and physique, but they are easily distinguished by their vestigial horns. They are renowned for both their inherent confidence and their martial prowess. Zabrak physiology is similar to human, with several notable differences, including the presence of a second heart and a heightened resistance to physical pain. Zabrak vestigial horns emerge at puberty; they are a sign that an individual is reaching maturation and nearing the age of the traditional rite of passage. Zabrak skin colors range from near-ivory through browns to near-black, in a broad range of tones. Some have hair, but many are completely bald. Eye colors include the common human range, but can also include yellow, red, and orange.
Zabrak are a self-assured people, confident that they can attain any goal they set out to achieve. To some they seem single-minded, being usually focused on one given idea, concept, or task at a time—with the conviction to accomplish their goal successfully. While with others such confidence might lead to prideful superiority, it isn’t within a Zabrak’s nature to denigrate other species. All Zabrak demonstrate great pride in their home colony, and while there is some competition among these colonies, intra- or extracultural insults or fights are not common occurrences without extreme provocation. On the contrary, most Zabrak are proud of their species’ diaspora, believing that their varied colonies and experiences add to their species’ overall value to the galaxy as a whole. The motivation to make a contribution to the greater good is a driving force for many Zabrak.
Zabrak are renowned for their self-assurance and independent natures. The harsh conditions of their homeworld, Iridonia, led to a particularly competitive and warlike nature in its inhabitants. Thus, study in martial arts is common throughout Zabrak cultures. The bladed quarterstaff known as a zhaboka is a culturally significant weapon to Zabrak; historically, Zabrak would wield zhabokas while riding reeks, their war mounts. The combination of determination and military prowess has made Zabrak culture extremely resistant to Imperial domination. In concert with their militaristic tendencies, Zabrak have established a reputation as exceptional weaponsmiths. They craft both traditional melee weapons and reliable blasters. While none of these armaments are mass-produced, they can still be found throughout the galaxy (sometimes when Zabrak surreptitiously arm other oppressed species).
Zabrak are native to Iridonia, a world located in the Mid Rim. Because its environment is so hostile to life—conditions include brutal weather, acidic seas, and a host of predatory wildlife—many Zabrak were quick to embrace spacefaring and migrate to other worlds. Consequently, many Zabrak identify themselves with their colony world rather than the homeworld of their species. Zabrak colonies can now be found spread across the galaxy, from established colonies on major metropolitan worlds to enclaves in entirely unexpected locations, such as the mountain colonies found on Dathomir. The Dathomirian Zabrak emphasize their culture’s warlike tendencies to the exclusion of all else, and tend to be even more violent and dangerous than their off-world kin.
Due to the extremely harsh environmental conditions, such as hugely powerful storms and lethal seas, many Zabrak have relocated to other worlds. It was once the site of a Sith training academy.
Located in the Mid Rim, deep canyons scar the planet’s landscape. Great winds rip through these canyons, sometimes reaching over 200 kilometers per hour, Seas of frothing acid swirl up into “acid spouts” that soar hundreds of kilometers into the sky. Worse still, these acid seas are home to gigantic predators.
Home of the Zabrak, Iridonia is frequently among the first planets to be pulled into war. A Mid Rim world situated near important hyperspace lanes, Iridonia is one of the gateway planets that connects the Outer Rim to the Inner Rim. At the start of the Mandalorian Wars, lridonia is one of the first planets to be invaded. It suffers heavy losses in the initial wave of attacks because the planet’s defenders fight aggressively and recklessly to repel the invaders. Though the Republic eventually liberates Iridonia and the planet subsequently joins the Republic’s war against the Mandalorians, many of the planet’s soldiers are recruited and indoctrinated by the Mandalorians, joining the enemy cause before the Republic can free their home world.
Iridonia is the site of several battles throughout these dangerous years. The First Battle of Iridonia is a turning point in the Great Sith War. Jedi-led Republic forces rout the combined armies of the Krath and Sith, driving them back and gaining significant momentum. During the Jedi Civil War, the planet changes hands several times as the Sith and the Republic clash over the planet, which is used as a staging point for both militaries. The Zabrak suffer heavy losses during the Jedi Civil War, though they never stop fighting the Sith invaders. After the Jedi Civil War, lridonia’s eight colonies become independent, but cooperative, worlds, because the central government on lridonia cannot maintain control of the colonies when the home planet is occupied.
The Zabraks are a proud, fiercely strong-willed people known across the galaxy for their sense of independence and a refusal to accept defeat under any circumstances. Originally hailing from Iridonia, Zabraks were among the first species to discover interstellar travel and spread across the galaxy. When the Empire settled on Dromund Kaas and began to expand, its scouts discovered many small, isolated Zabrak colonies, home to a number of Zabrak subspecies that had evolved cultures and traditions very different to their Republic cousins.
The Zabrak are an early spacefaring race distinguished by patterns of vestigial horns on their heads. Zabrak hail from many worlds and have been spacefarers for so long that they define themselves and each other according to the colony from which they originate.
The harshness of Iridonia, their homeworld, forged in the Zabrak an iron will to survive. Driven to escape their world, they sought to obtain the knowledge of space flight. When Duros scouts began exploring the Mid Rim Territories, they encountered Zabrak in eight thriving colonies in five different systems.
Each Zabrak colony considered itself a sovereign system. However, each colony and Iridonia itself saw the value of Republic membership from the start. For millennia, the Zabrak-settled worlds marked a galactic frontier, and as the Republic crumbled, the independent-minded Zabrak resisted Imperial control, though not for long.
The Zabrak were made to serve as examples to any ather species or planetary group that dared resist the Emperor’s will. The Empire established garrisons on all Zabrak-inhabited worlds, plundered or dismantled the Zabrak factories, subjected trade routes through Zabrak-inhabited systems to heavy taxes, and allowed disease to run rampant through Zabrak colonies.
Imperial oppression reunited the Zabrak colonies. Underground resistance movements formed. As the New Republic established itself, the Zabrak sent a single representative to the Galactic Caucus, positioning themselves as a unified state. Whatever fate the future holds, the Zabrak will never again yield to oppression.
The native language of Zabrak from Iridonia is Zabraki. However, because of their long association with broader galactic civilization, almost all Zabrak also speak Basic.
Because their skin tones vary wildly between the different subspecies, especially between those dwelling in the Empire or the Republic, Zabrak are distinguished more by their vestigial cranial horns and ceremonial tattoos. These facial tattoos are unique to each Zabrak, and can represent any number of things in their life or culture. They receive their tattoos upon completion of the rite—a series of personal trials that test their senses in the most inhospitable environments. To the Zabrak, passing these tests is an integral part of their personal self-assuredness.
Even before the Zabrak mastered interstellar travel well enough to establish colonies, their civilization came into contact with the dark side of the Force. The ancient Sith hired numbers of Zabrak mercenaries to use within their armies. The Zabrak High Council profited tremendously from the mercenary contracts, and a degree of savagery that appealed to the Sith became an ingrained part of Zabrak martial culture. It has remained in place long after the Sith vanished.
Zabrak adventurers love to explore the galaxy. No challenge is too great to deter a Zabrak. Zabrak adventurers range from fringers from distant colony worlds, to noble ambassadors and merchants, to scouts, soldiers, and even Jedi.
Like any member of the Jedi Order, Consulars can hail from any planet and Force-sensitive species in the galaxy. Most Consulars are humans, Zabraks, and Twi’leks.
Any being with the capacity for cunning and devotion to the dark side may become an inquisitor after surviving the Sith trials of Korriban. Humans and Sith Purebloods were long the most common to ascend to power. But since aliens and slaves were allowed into the Sith Academy, Twi’leks, Zabraks, and Rattataki have all risen from nothing to become Sith Inquisitors.
Their unique physiology, such as a second heart and high pain tolerance, makes Zabrak highly sought-after soldiers—and, in the Empire, valuable slaves. Those who show an affinity for the Force are able to be taken for training at an older age than other species due to the mental discipline that is engrained in all Zabrak.
Because they evolved on a harsh homeworld, the Zabrak were known for their ability to withstand great amounts of pain. They discovered space travel early in the Republic’s history and quickly set out to settle more worlds. The strong will of the Zabrak led them to establish colonies on eight Mid Rim worlds including Lorista and Frithia, with other large settlements on Talus and Corellia. On their homeworld, the Zabrak clans fought in continual wars to hone their impressive martial skills. Among the unique aspects of the Zabrak physiology was the presence of a secondary heart. The Zabrak were distinguished by the set of short horns that grew from their skulls; the number and pattern of these horns distinguished different subspecies. Zabraks were further differentiated from humans by ritual tattoos that sometimes were painted on their faces. The Zabrak were among the galaxy’s best explorers and warriors, but were rarely boastful or overbearing. At the height of the New Order, the Zabrak species was one of a small group of nonhumans allowed to move throughout the Empire with relative ease. With the end of the Galactic Civil War, the Zabrak joined the New Republic. Both Jedi Master Eeth Koth and the Sith Lord Darth Maul were Zabrak.
Zabrak vibroblade: A vibro-weapon developed by the Zabrak but rarely used by them. Its small size made it a good off-hand weapon. Zabrak vibroblades used a rare cortosis weave
The Republic is a heterogeneous organization made up of species from across the galaxy, and its military reflects that diversity. Humans remain the most common species among fresh recruits and battle-scarred veterans like. Zabrak soliders – often transferring from resistance cells on Imperial-controlled colony worlds – are also common. Even the usually spiriatual and pensive Mirialans boast an impressive enlistment rate.
Anyone can claim the title of “bounty hunter”, but the majority of these icy professionals are human. Their ubiquity allows human bounty hunters to go just about anywhere and blend in – but not blending in has its own advantages. Spooked targets make bad choices that can reversal their locations, something upon which Chiss, Rattataki, and Zabrak bounty hunters cheerfully capitalize.
The Zabrak, also known as Iridonians, are a humanoid species native to the inhospitable world of Iridonia in the Mid Rim—a world of dangerous stalking predators, deep canyons, fierce winds, and acidic seas. Zabrak resemble humans, though their heads are crowned with varying patterns of vestigial horns. For both males and females, horns begin to grow at puberty, and signal the time that their rite of passage is near. Like humans, Zabrak have different skin colors, but these hues are the result of genetic dominance. The variety of colors include a peachy white, tan, brown, and black, with many tonal shadings. Zabrak can also grow hair or be completely bald, depending on subspecies. Horn patterns are often linked with hair growth (or lack thereof). Hair colors are similar to those of humans, although Zabrak do not have eyelashes, eyebrows, or any other facial hair. Zabrak eye colors are also analogous to human, though yellow, purple, red, and orange are also seen on occasion.
Zabrak wear facial tattoos made up of thin lines that they receive during their rite of passage. These tattoos can be symbolic of many things, such as family lineage or where they came from, or a personal design of their own. The Zabrak Sith Lord Darth Maul had black tattoos placed upon his red skin that had special Sith significance.
With instincts developed by tolerating their homeworld’s environment, they are renowned warriors and explorers. Before colonizing other worlds, Iridonian clans fought continual wars to hone their skills in martial arts, and the Sith made lucrative contacts on the high council of their world, spending exorbitant sums to hire the talents of Iridonian mercenaries. While the Sith as a culture are long gone, the war-like influence remains a part of Zabrak culture, as they are still fierce, proud warriors—particularly those from Iridonia.