Gamorrean



title: Gamorreans

Gamorreans, often disparagingly referred to as pig-lizards, were a species of porcine humanoids, known for their brutish nature, originating from Gamorr, a world of dense jungles located in the Outer Rim. The technological advancement on Gamorr mirrored the less sophisticated eras experienced by Human civilizations around 25,000 BBY. These beings established a colony on the planet Pzob within the K749 system, and they constituted the primary sentient population of Lanthrym in the Elrood sector. Their spacecraft were equipped with only the most basic necessities, alongside defensive shields and offensive weaponry. Typically characterized by their green skin and robust, muscular builds, Gamorreans had a well-earned reputation as formidable fighters, valued more for their physical strength and hand-to-hand combat skills than for their intelligence. Their societal structure was based on clans, each governed by a Council of Matrons. Within Gamorrean society, the sows (females) were responsible for all productive labor, whereas the boars (males) dedicated themselves to martial training and warfare. Their language was Gamorrese, also known as Gamorrean. A favored weapon was the arg'garok, a traditional battle axe crafted specifically for beings of immense strength and a low center of gravity. However, they were able to operate blasters if instructed.

The Galactic Registry entry for Gamorreans residing on Pzob is documented as 011-733-800-022.

Biology and appearance

Male Gamorreans typically stood around 1.8 meters tall and could weigh upwards of 100 kilograms. Distinctive features included thick snouts, closely spaced eyes, tusks, and a pair of small horns atop their heads. Their average body temperature hovered around 40.56 °C (105 °F), and their vocalizations spanned a frequency range from 50 to 13,000 hertz.

Gorge (left) with his brother Greel (right).

While the stereotypical Gamorrean was stocky, green, and powerfully built, variations did exist within the species. Dark greenish skin was prevalent among Gamorreans; however, skin pigmentation varied, particularly among females, with lighter shades and two-toned patterns being relatively common. Pigmentation could range from black and brown to pinkish yellow, and even, in rare cases, white. Boars tended to exhibit less variation in skin tone, generally displaying darker green hues, possibly due to increased exposure to Gamorr's star radiation. Eye color varied equally between gold-yellow, blue, black, and brown. Gamorreans generally did not place much importance on skin or eye color, although certain markings were associated with superstitions.

Not all Gamorreans were heavily built and squat. While this was the most typical and generally the desired appearance in Gamorrean society, some individuals were comparatively lean and tall. Greel, a co-owner of The Broken Tusk on Reuss VIII, was considerably smaller in stature compared to his brother Gorge, who exemplified a more conventional Gamorrean physique.

Gamorrean herding Snoruuk.

The broader galactic community largely perceived them as unintelligent and brutish. Their physiology, which rendered the clear articulation of Galactic Basic almost impossible, may have contributed to this perception. Their vocal structure made it exceedingly difficult to speak any language other than their native tongue with clarity. However, exceptions existed, such as Captain Griknaz, who demonstrated the ability to speak Basic clearly.

Gamorreans typically played host to numerous parasitic bloodsuckers native to Gamorr, known as morrts. They held these creatures in high regard, considering them to be endearing pets. The number of morrts a Gamorrean harbored was indicative of their status within the clan. A clan Warlord or Matron might have as many as 20 of these parasites feeding on them.

The Gamorrean diet primarily consisted of the abundant fungi found on their homeworld. Mobile mushrooms known as Snoruuk were among the most commonly consumed varieties, along with Fug. They also consumed an alcoholic beverage named Potwa beer.

Newborn Gamorreans were initially referred to as "feeders" until they were weaned. After weaning, the young were called "shoats" until the age of 3, at which point they commenced gender-specific training. Gamorrean childhood concluded around the age of 6, after which they were considered young adults. By the age of 13, they were regarded as mature adults, and the boars would enter into warfare. While biologically capable of living beyond the age of 45, the violent nature of their existence meant that few boars reached such an age.

Society and culture

Clan Society

Gamorrean society was structured around clans, each governed by a male warlord and his spouse, the head sow, who held the position of the most influential of the clan matrons. While the warlord and his boars were exclusively concerned with preparing for and engaging in combat with rival clans, the matrons of the clan undertook all productive tasks, including farming, hunting, manufacturing weapons, and managing businesses.

Gamorrean sows

Boar (left) and Sow (right).

The females within a clan were all related, tracing their lineage back to a shared matriarch. Boars, conversely, were exchanged between clans early in life, and some would shift their allegiance during adulthood. Clans varied in size, ranging from a few dozen to over a hundred individuals, but typically consisted of approximately 20 sows, 50 boars, and the young, totaling around 71 Gamorreans. The young were primarily born in the spring ("slushtime"), with litters typically ranging from three to nine offspring. The male-to-female ratio was approximately ten-to-one, with females being born only about every second litter. Despite this disparity, the high mortality rate among boars, due to their violent lifestyles, resulted in a predominance of older females.

Clans possessed and managed areas of land, constantly seeking to expand their holdings. Land acquisition occurred either through the colonization of unclaimed territories or, more frequently, through the seizure of land from rival clans. Due to the limited amount of arable land available on Gamorr, multiple clans often laid claim to the same territory, leading to constant conflict over its possession. A female typically had up to a dozen husbands throughout her lifetime, as a boar's lifespan was curtailed by his violent lifestyle.

Sows performed all the essential labor within Gamorrean society, owning and leasing all property. They were as capable of roughness as the males, actively encouraging boars to engage in acts of bloody violence to demonstrate their virility. Daughters inherited their mother's land equally, leading to a gradual fragmentation of holdings over generations. The consolidation of land by a matron was a critical driver of the ongoing wars between clans.

Kufbrug, matron of Bolgoink clan (with Morrts).

Clan matrons were an elite group of sows who possessed the greatest land holdings and constituted the clan council of matrons. They were usually admired by a number of clan Tusker boars, due to their beauty and status. A matron could often be distinguished from a lesser clan sow by the presence of a small number of bodyguards and the relatively large number of morrts that they hosted. The council of matrons was led by a head sow, who was the wealthiest and most powerful of the clan matrons.

Sows were responsible for all trade with non-Gamorreans. They were typically interested in obtaining weapons and food supplies with long lives. They would pay for such goods with gold or other precious metals if they had any or by boar mercenary contract.

Gamorrean boars

Gamorrean society recognized four classes of male boars: Warlords, Clan boars, Tuskers, and Veterans. Warlords were the most socially and physically dominant boars within a clan, attaining their position through marriage to a clan matron. The head sow selected the most accomplished warlord, based on their combat prowess and past achievements. He held absolute authority in all matters of war and served as the general of the clan's armies. Lesser warlords functioned as clan captains. A typical warlord could host up to twenty morrts and they were known to bestow them on other warriors for acts of heroism. Warlords almost always came from the ranks of the household boars (otherwise known as Tuskers).

Clan boars were males married to clan sows (not matrons) and they made up the core of the clan-guard and the clan army. They were important individuals because the income provided by their wives enabled them to afford good weapons and armor. Their relatively high status (below warlords) was indicated by the 10 or so morrts that lived on their bodies. They could generally not attain the position of warlord unless their wife died and they married a matron or she inherited a matronage, both rare events in Gamorrean society.

Two boars.

Tuskers, also known as household boars, were unmarried males pledged to a clan. They formed the bulk of the clan armies and generally lived off the plunder of military campaigns. While a tusker was customarily poor they could hope to gain the attention of a sow or perhaps even a clan matron and therefore enter the ranks of the Clan boars or Warlords. They typically hosted about half a dozen morrts but a successful tusker could amass a much larger trove. They would often give a clan matron their morrts as tribute. Tuskers were not totally loyal and would occasionally change their allegiance to another clan particularly if the clan matron was looking to increase the size of her clan.

The fourth basic variety of boars in Gamorrean society was the Veteran. They were retired from campaign due to old age or more commonly from a maiming or injury. A veteran could often be identified by the lack of a body part and the presence of about twelve or so morrts. They were typically very tough, experienced boars who were well respected within their clan. They were responsible for the training of the young boars before they first marched off to war and were trusted advisors to clan Warlords. They also often commanded the clan-guard.

Gamorrean youths often kept gelatinous slimes from the planet Saclas as pets.

Clan fortresses

A fortress on Gamorr.

The fortresses constructed by Gamorrean clans varied greatly in size, though they generally adhered to a common design. The simplest fortresses comprised a stockade encircling a small village of huts and longhouses. The clan-guard maintained control over the fortress's perimeter, preventing unwanted visitors from entering. They domesticated dangerous predators called Watch-beasts to help protect these strongholds. Access to the settlement was through a gate, and at the center of the village was typically the clan-house. This was a well constructed, heavily fortified building where the matrons and warlords resided. A small fortress would be inhabited by about 10 sows and 20 boars, making 30 Gamorreans in total.

An average fortress consisted of a village with a stockade that could be surrounded by a moat or other boundary defense. An internal sub-fortress was usually built around the village on a built-up or naturally occurring mount.

Watch-beasts guarded the Gamorrean fortresses.

The sub-fortress was a well-built construction that was sometimes built of stone and it was well guarded. In its function, the sub-fortress was a large version of the clan-house. An average Gamorrean village of this size would typically be inhabited by between 30 and 50 sow and as many as 100 boars. Immediately inside the main gate of the village was located a common area. This was a place where markets were held and it represented a safe area for other clan members. It was a serious crime to violate the strict no fighting rules in this area.

Some of the most powerful and prestigious Gamorrean clans had larger fortresses that were effectively townships. The town was surrounded by an outer wall fortifications and a broad moat. It was often also divided internally by walls to reduce the impact of an enemy that advanced passed the main gate. There were several clan-houses in the internal structure and a sub-fortress that acted as a final refuge against an advancing army. Only about a dozen townships of this size existed on Gamorr and was populated by as many as 100 sows and 300 boars.

Several of these larger fortresses have constructed a foreigners' quarter within their boundaries where other clans could deal with each other in safety. Like the common area of smaller settlements there was a strict prohibition of combat in this area. Non-Gamorreans were often found trading in these areas. Most towns maintained a large landing field outside of their boundaries.

Some of the larger clan-towns formed sub-clans that still considered themselves part of the parent clan although local rivalries between sub-clans did develop. It was debated among Xenosociologists whether the development of these large clan-towns marked a societal change within the Gamorrean clan structure or whether these clan-towns would eventually collapse under population and social pressure.

Common area in a Clan-town.

Certain clans evolved into compact, professional mercenary groups, offering their combat expertise to the highest bidder. Although occasional mercenary service for other clans was not unheard of among established clans, these mercenary clans engaged in it as their primary profession. However, they were not solely motivated by financial gain; the warlords of these clans still upheld the tradition of engaging in a blood-battle to finalize an agreement. Given their practice of traveling to fulfill contracts, they represented a significant contingent of Gamorrean mercenaries throughout the galaxy.

The perpetually warring clans of Gamorr never achieved unification under a single planetary government, thus preventing Gamorreans from having representation in the Galactic Federation of Free Alliances.

Despite their general lack of sensitivity, Gamorreans exhibited particular demonstrativeness towards their morrts and displayed great affection for their children and mates. Displays of affection included tackling hugs and snout punches. In fact, rendering a mate unconscious was considered a prelude to mating, although the initiator had to ensure the availability of smelling salts if copulation was intended.

Calendar

Callista Ming on Gamorr during Slushtime.

The seasonal cycles of Gamorr dictated the activities of the Gamorrean clans. Spring was known as slushtime, owing to the melting of winter snow, abundant rainfall, and the resulting perpetual mud. The damp conditions of early slushtime promoted plentiful harvests of short-term fungi and fostered the growth of longer-term molds. During this period, veteran boars trained the younglings in combat, while unattached tusker boars wandered the land in search of adventure and opportunities. Early slushtime on Gamorr was often a somber period, with constant rain and dark gray skies frequently causing widespread grumpiness and misery among Gamorreans. Given the Gamorrean idealization of strength and ferocity, discussing their emotional decline was considered impolite. Most sows gave birth during this time, approximately the gestation period following the boars' return from campaigning in autumn. Mid-slushtime was also traditionally the time for marriage and for negotiating and finalizing Clan alliances and mercenary contracts. It was also the time when young boars were exchanged for fostering and the clan matrons readied their warriors for war in the summer. Toward the end of this season, clans tuskers tended to initiate raids against rival clans in order to prove their boarness.

The summer season, called Wartime, initiated a period of military campaigning, often in retaliation for the raids in late-slushtime. The boars, unmarried sows (sometimes derogatorily called "v'lch") and young boars in training marched off to war. They left behind the matrons, married sows, elders and a small guard of boars to defend the settlements and fortresses. The military strategy of Gamorrean warfare was quite basic and involved attacking, plundering and the occupation of land. In early-wartime the clans participated in a number of small scale battles during which time each side probed the strength of the opposition for weaknesses. By the middle of the campaigning season the Gamorrean warriors had settled into the business of besieging opponents fortresses and as the temperature increase toward late-summer grand battles were fought as forces attempted to break from a besieged position.

A Gamorrean guard in Jabba's Palace.

By the end of the summer period, the clans had spent the majority of their strength. There were a few late skirmishes in autumn (Croptime) as the clans made their way back to their homes in triumph or otherwise and by mid-croptime they had settled in for the winter. During this period, the sows and drafted tuskers harvested the crops and autumn fairs occurred as newly wealthy clans traded plundered goods and crops. The fairs also operated as a forum for the forming of new clan alliances. Also during this season, widowed sows advertised their availability and married, tales of heroic battles were told, wounded boars ceremoniously join the ranks of the veterans and the clans feasted for the last time before the coming of winter.

Winter was called Coldtime and was a period of freezing temperatures and fierce storms on Gamorr. Clans that were too depleted during the summer campaigning season would often find themselves starving and this sometimes resulted in sporadic winter raids. In the more successful and affluent clans, life was more comfortable. Boars became docile and romantic, courting their wives as young tusker males did. This behavior by the boars continued into early spring when the first seasons flowers were picked and presented as gifts to the sows. The unmarried tuskers spent the winter worshiping a matron from a distance, planning for the next seasons combat and playing table games. During the winter and early slushtime, some skilled Gamorreans would ride sleds pulled by semi-domesticated Dwoobs as a method for transporting goods. They were generally only used by skilled sled drivers and most used simple wheel-barrows to transport goods.

Beliefs

Gamorreans adhered to Animism, believing that all things, including natural features, animals, sites of past battles, and individuals, possessed an enduring spirit capable of influencing the physical world. However, the superstitious beliefs of the Gamorreans declined in the century or so leading up to the Battle of Yavin. While they believed that everything had a lingering spirit, they were generally only concerned with powerful spirits that could pose a threat.

A Gamorrean with a Thogk (club) and M'uhk'gfa.

Examples of entities that Gamorreans believed could aid or hinder the living included renowned, long-deceased heroes, towering trees, massive fungi, the spirits of murdered individuals, and ancient fortresses. The manner in which these spirits affected the physical world was linked to the nature of their source in Gamorreans' lives. For instance, tree and mountain spirits were generally regarded as benevolent, as their sources provided wood and stone for construction. However, this did not imply that they were entirely harmless, as trees could drop branches on individuals, and mountains could trigger landslides onto unsuspecting Gamorreans.

The spirits of the sea and forest were considered incomprehensible. Sometimes, they would let a traveler past and other times, they would hinder their progress. Forests were viewed as mischievous, they would change the path and, on occasion, swallow an entire fellowship whole. Gamorreans didn't like the oceans as they saw them as incredibly unpredictable. If treated correctly, they thought that the spirits would send favorable wind, and if angered, they would unleash a ferocious storm. Even if the spirits sent favorable wind and current they believed that the spirit, on occasion, decided to sweep the traveler far out to sea or draw the vessel into a watery grave.

They believed that ancient fortresses had powerful and good spirits that could fortify the strength of defenders during an attack. Famous warriors who fell during an attack on a fortress were also invoked to increase the defenders strength. Such spirits were thought to protect a certain clan and they also included a powerful warlord who fell in combat, who was invoked to ensure victory in battle, and most importantly the spirit of the clan founder. The clan founder was a matron and it was believed that she sent dreams to the incumbent clan matron to advice in time of strife.

A Gamorrean with an axe.

Ancient clan fortresses and giant fungi were believed to house fertility spirits. In the case of the fortress spirit, it was believed to increase the fertility of sows during slushtime and croptime. They believed that giant carnivorous fungi, such as the Algark stalks, contained fertility spirits because they would dispense their spores (offspring) when approached. As such, the Gamorreans respected these spirits from afar.

The spirit of a murdered individual was greatly feared by most Gamorreans. They were thought to be angry at being killed by underhand means and intent on seeking revenge against the murderer. These spirits were believed to walk the land of the living during the night, seeking retribution and killing all that they came across. According to the Gamorrean beliefs, they were exceptionally strong and dangerous but did not possess supernatural abilities such as invulnerability or the ability to fly and could therefore be physically fought by a warrior. Since the surest way to prevent the spirit from entering the physical plane was to kill the murderer, justice was often swift on Gamorr and Pzob.

The fallen in great battles were thought to reside at the site of their demise and were believed to return during stormy winter weather to re-fight the battles. Since battles typically took place near settlements and fortresses, storm damage to these dwellings were often attributed to the spirits.

Combat and honor

A Gamorrean with a vibro-ax.

Gamorrean combat primarily involved hand-to-hand fighting, with or without melee weapons, and heavily relied on physical strength. Clans with frequent contact with offworlders eventually ceased to view vibro-blades as magical objects, as they had for a considerable time, recognizing their increased cutting power as a sign of superior weaponry. Vibro-axes were a popular weapon among Gamorreans, with the Arg'garok and the Clan Groogrun vibro-ax serving as prime examples. The latter was crafted on Gamorr by members of the Groogrun clan, including the master weapon-maker Snogrutt. Another commonly used weapon was the Thogk, a traditional Gamorrean club whose name literally translated to "log with a spike in it". These clubs were crafted with pride by driving a metal spike through a long piece of gorgt wood. Gamorreans also frequently wore armor called M'uhk'gfa. Traditionally, each suit of battle-plate was constructed from fragments of metals collected as trophies on a battlefield and bound by leather-straps. A segmented collar protected the neck while plates surrounded the torso and shoulders. Thinner plates were often attached to the arms that allowed a weapon to be freely swung. A helmet was also worn that took into account the Gamorreans horns. Since their introduction to the Republic, and later the Empire, the traditional skill of constructing M'uhk'gfa battle plates diminished and many Gamorreans started to acquire pre-fabricated armor.

Gamorrean Combat.

The porcine Gamorreans weren't particularly interested in projectile weaponry, such as blasters. When scouts from the Republic showed them these weapons, they flatly refused to use them. A Gamorrean male could only prove his "boarness" through hand-to-hand fighting. It was considered dishonorable to use a ranged weapon against a Gamorrean opponent who was honorable. However, it was acceptable to use blasters and other ranged weapons against other species and dishonored Gamorreans. A simple set of rules governed Gamorrean honor, mainly concerning the code of conduct for combat and warfare. Boars were bred and born to fight, and if they refused to or could not, they were killed by older boars (assuming that their mother let them live past infancy).

A trio of Gamorreans with various weapons.

Facing an opponent in combat to first blood, defeat, or death was honorable for a boar. Fair tournament fights were usually only to first blood since their purpose was to attract attention and show off, not to risk life. Pre-arranged death matches also took place at tournaments, often involving a suitor challenging a husband for the right to marry a sow.

Using "magic" in combat against an honorable opponent was considered dishonorable. This included not only the use of blasters, but also any other advanced technology, the Force, natural abilities considered magical, and anything else that could not be understood. Killing an opponent stealthily was also dishonorable. In Gamorrean society, challenging an opponent, fighting, and killing him for no reason at all was acceptable, but sneaking up and killing them while they weren't looking was an unforgivable wrong.

Intellectual thought was somewhat discouraged in Gamorrean society, and while some used intelligence and strategic planning to win battles, it was generally frowned upon. Sows were generally more intelligent than boars, but it was still not socially acceptable for a sow to be overtly intelligent.

Sows did not commonly participate in pitched battles, although they did fight in single combat against raiders and occasionally in duels to settle vendettas. Sows gained honor in Gamorrean society by being gweek, a term that translated as being matronly protective, having many children and tuskers, owning land and property and managing it well.

Regarding working with non-Gamorreans, they also stated that they would only work alongside them, should their opponent best them in single combat, as otherwise, they prefer death to servitude. This was how the first of the Gamorrean guards were recruited under the payroll of Jabba the Hutt, as well as how Thok was recruited by Arden Lyn.

Most Gamorreans hated droids and other mechanical devices, and they would often needlessly destroy a droid if given the opportunity.

Personal weaponry at a glance

Language

Gamorrean Runes.

Gamorrese, or Gamorrean, was their native tongue. To someone unfamiliar with the language, it sounded like a series of grunts, squeals, and oinks. However, it was a complex form of communication well-suited to the Gamorreans' lifestyle. Although Gamorrese did not have a sophisticated written language, it did have a very basic runic alphabet which was used for record keeping, accounting, recording epic stories, and genealogy. Gamorrean genealogy was an extremely complex subject and was studied by a small class of scholar-lawyer sows who were known to memorize genealogical listings, heroic deeds and property transactions. The runic alphabet was only typically used by educated sows, although a fair number of boars could read them slowly. There were known to be several variations of the runic alphabet. Since most Gamorreans encountered in the galaxy were males, it was generally considered that the Gamorreans had no written language.

Gamorrean names were simple and were generally a guttural word that the individual made up describing what they would do if somebody made them angry. Most other species did not understand the nuances of their names and therefore did not comprehend the meaning intended. Despite this, the Gamorreans continued the practice, perhaps unaware that it was generally their size and demeanor that frightened smaller opponents and not the sound of their name.

Creative arts

The Gamorreans developed a unique music genre called Gamorrean opera, composed of loud grunts, snorts and growls. Another form of music invented by the Gamorreans was called Baka rock. Gamorrean poetry was performed in Hutt-style chuba cantinas nightly in the Mirrsteel Heights on the Kwenn Space Station.

History

A Gamorrean performs at the Purghom Musical Performance Hall on Clak'dor VII.

When the first offworld traders landed on Gamorr, five Gamorrean clans fought for the right to approach the vessel. When one clan won the right to approach after two days of battle the victorious Gamorreans walked up to the trading vessel and smashed it into pieces. Six further trading expeditions suffered the same fate before a heavily armed vessel was sent with a new aim, to take the Gamorreans as slaves. After this initial contact, the galaxy found more productive uses for the Gamorreans.

Due to their physical characteristics and low intelligence, Gamorreans away from their home planet or colony were usually employed as mercenary fighters, guards, bounty hunters or heavy laborers. Gamorreans would generally work for anyone if the price was right and the nature of the work was to their liking. They would even accept slavery if the terms were right. A draw-back for some employers in hiring Gamorreans was their contractual requirements. They generally did not consider a contract binding if it was not sealed in blood by way of combat. Since traditionally a Gamorrean warlord would force a recruit to fight to prove his ability, they expected a prospective employer to do the same. From their perspective if an offworlder could not defeat those that they hired then they were not worth working for. Though prized as mercenaries, their strong clan allegiance and hatred for rival clans made it unwise to hire groups of Gamorrean enforcers without first inquiring about their clan backgrounds. A number of species, including Sullustans, found Gamorrean females attractive, and many found work as belly dancers.

During the Jedi Civil War, Gamorreans were known to be involved with the Exchange and to take innocent beings prisoner, keeping them as slaves, taking particular interest in Wookiees. Gamorrean slavers took Zaalbar prisoner in 3956 BBY, who had to be rescued by an amnesiac Revan. By the time of New Sith Wars, particularly the period between 1042 BBY and 1032 BBY, large numbers of Gamorrean warriors fought alongside Sith troopers under the banner of Sith Lords such as Chagras, Odion and Daiman, participating in raids and massacres. Due to these actions Gamorreans were considered cruel and merciless monsters, and their bad reputation survived into the times of the Galactic Empire. At least one, however, was intelligent and civilized enough to be the sergeant-at-arms for the New Republic Senate.

Gamorrean sows were not as commonly sighted off Gamorr or Pzob. Notable exceptions were female traders such as Ugmush, Captain of the Zicreex, who traveled from Gamorr to nearby worlds trading goods. A Gamorrean sow also performed at the world famous Purghom Musical Performance Hall on Clak'dor VII". A large group of sows settled on the asteroid G'aav'aar'oon and formed the religious order known as the Nuns of G'aav'aar'oon. They opened their convent as a medical facility, and took a pacifist approach to life, in contrast to the typical Gamorrean philosophy.

Gamorreans in the galaxy

A Hutt giving orders to a dim-witted Gamorrean guard.

Many Hutts employed Gamorreans throughout history. Jabba the Hutt, the intergalactic crime boss, was one of them. He liked hiring Gamorreans because they were so cheap and because their stupidity made them immune to bribery and other dirty tricks. At Jabba's request, Han Solo and Chewbacca brought twelve Gamorreans to Tatooine. The crimelord agreed to fight them all at once to seal the contract, but only if they were blindfolded. They agreed, and when they couldn't see Jabba, the Hutt ordered a group of his thugs to beat them. The nine that survived faithfully pledged themselves to the Hutt, believing he had given them a good thrashing. Gartog and Ortugg were two of the nine survivors. Ortugg was the leader of the Gamorreans, who looked down upon Gartogg, the most unintelligent Gamorrean in the palace. Even his fellow Gamorreans avoided him.

Among the Gamorreans employed by Jabba the Hutt were Gorc and Thok, brothers who possessed the "magic power" to breathe fire, which was actually a sign of their Force-sensitivity. Thok revealed his brother's abilities while in the custody of the darksider Sariss following an incident in Mos Eisley's Red Moon Saloon, leading to Gorc's mutation and subsequent membership in Inquisitor Jerec's band of seven Dark Jedi who were looking for the lost Valley of the Jedi. Arden Lyn, an Emperor's Hand, acquired Thok and trained him in the art of Teräs Käsi after defeating him in single combat.

Shortly after the Republic was reformed into the Empire, a Gamorrean laborer worked on the construction of Emperor Palpatine's retreat on the planet Byss. Darth Vader killed the worker using the Force at the Emperor's request.

Gardulla the Hutt also employed Gamorreans. She had about 40 Gamorreans who served her. However, almost none of those Gamorreans survived after Jango Fett infiltrated Gardulla's Palace in 32 BBY. Wartogg was one of the many Gamorrean guards who Jabba put prices on following the capture of Longo Two-Guns. Gardulla was defeated and the Gamorreans that survived were never heard from again.

Gamorreans indoctrinated aboard the Eye of Palpatine

Grappa the Hutt had only one known Gamorrean employed in his service. His name was Tront who, like most of his kind, loathed droids. He ran off with his partner Sol Mon when Rebels came to Grappa's palace. Other Hutts, such as Ka'Pa, also had a few Gamorreans in their employment.

Members of the Klagg and Gakfedd clans native to Pzob were abducted by the battlemoon, the Eye of Palpatine. This vessel had been programmed to pick up stormtroopers who had been implanted onto certain Outer Rim planets but it was disabled by Geith Eris and Callista Ming whose essence remained with the vessel after the Jedi's sacrificed themselves to prevent the assassination of a group of Jedi children on Belsavis. When it was later reactivated 30 years later (12 ABY) the Eye of Palpatine set off to complete its stormtrooper recovery mission. The forty-five stormtroopers deposited on Pzob diminished in numbers over the decades that followed through continual battles with the local Klagg and Gakfedd clans. When the Eye of Palpatine finally arrived the stormtrooper squad was decimated and it took the natives of Pzob in their place. They were forcibly indoctrinated through a cerebral feed and turned into stormtroopers. They wore pieces of stormtrooper armor by cutting out the sleeves or had fastened chunks onto their arms and chests with engine tape. Some of them had stormtrooper helmets perched on the top of their heads like hats.

Voort "Piggy" saBinring in Wraith Squadron flight suit.

The music band Deeply Religious had a track on their self-titled album called "Gamorrean Hard Case".

Voort saBinring, nicknamed "Piggy," was one of the most well-known Gamorreans. He was a member of Wraith Squadron and joined in 7 ABY, remaining a member throughout the Yuuzhan Vong War. He was biochemically altered by Binring Biomedical Product as part of Project Chubar to bring his attention span and intelligence more in line with Humans. He joined the fight against the Empire after escaping the facility.

SaBinring fought with Imperial Admiral Apwar Trigit as a Wraith and served as an analyst on Han Solo's anti-Zsinj task force. When the Squadron was transferred to New Republic Intelligence, he continued to serve with them. He helped repel the Vong from Borleias during the Vong invasion as both a Wraith and a member of Twin Suns Squadron. Piggy would also help plan Luke Skywalker's mission to Coruscant to track down Lord Nyax.

Gammy, a male Gamorrean, trained at some of the best restaurants on the planet Lamaredd and earned the title of Galactic gourmet. He then taught at the Jedi academy at the Jedi Temple on Coruscant and served as chef.

Behind the scenes

Early concept art by Ralph McQuarrie.

Ralph McQuarrie depicted large, aggressive humanoids with bear-like facial features in early sketches of Jabba's Palace guards. Joe Johnston later developed the design into creatures resembling wild boars with snouts and tusks. In the original sketches these porcine creatures were wearing no clothing over their torsos. However, due to the limitations of technology in the early 1980s, this was impractical, and the creatures were dressed with the familiar leather and cloth uniform. Metal epaulets were added to the costume to conceal the shoulder seams. Dave Carson refined the design, calling them "Pig Guards," which is what they were called during the production of Return of the Jedi.

On page 119 of The Dark Side Sourcebook, there is an image of what appears to be a Sithspawn Mutant Gamorrean changed by Sith alchemy. It is pictured with what appears to be a mutant Twi'lek, Mon Calamari and Wookiee. The section is about Sith Mutants, but there is no direct reference to the mutant creatures pictured.

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