Neimoidians


Trade Federation Viceroy Nute Gunray

At the time of this writing, we know very little about the Neimoidians and how they came to be the masters of the Trade Federation. Other than some basic personality traits (greed, cowardice, and subversiveness), we have been given very little information on them. It is interesting to note that the Neimoidian race has been represented before in the Star Wars films...if one watches closely, one gets a glimpse of a Neimoidian in the Mos Eisley Cantina in Episode IV.

What can be surmised is this: the Neimoidians are a very cautious people prone to manipulating others rather than attacking them outright; after all, it was Darth Sidious' presumed offers of greater profits and an easement of Republic taxation that led to the building of the secret army and the invasion of Naboo, as well as the defiance of Republic law. Although the Neimoidians appear more than willing to protest on a political level in the Senate, I think the fact that they didn't try and take action before Sidious' inolvement is quite telling: as a merchant culture, the Neimoidians have probably been socially programmed to avoid direct confrontation whenever possible, and guide other parties through the offer of wealth or opportunity first. Let's examine the fact that numerous contractors are instrumental in the building and maintenance of the Trade Federation army, such as the Baktoids and the Xi Charrians...these races aren't being subjugated. They have been bribed (the Baktoids with money, and the Xi Charrians with greater opportunities to practice their techno-religion). This must be the true Trade Federation...and hence, Neimoidian...way, since this particular arrangement had to have existed to some degree or another before Sidious' involvement in Federation movements. Although the Neimoidians are obviously capable of agression if prodded, it would appear to be a last resort in their eyes, given the fact that, even once committed to violent action, they are constantly in doubt of the merits of their chosen methods.

What is known about the Neimoidian culture offers a few telling insights...Neimoidian grubs are raised in mass hives for seven years before they emerge into society. During this seven-year period, they are encouraged to struggle and fight one another for food and other necessities of life. This cultivates in the young all the skills that Neimoidians value: backstabbing, greed, bootlicking (followed by betrayal), and an ever-present desire to rise in station. Even Neimoidian garments are part of their social structure; the complex finereis denote official stations and connections to other officials via birth or mutual business interests.

The Trade Federation itself had to have begun almost by accident, since I would sincerely doubt that such a cautious culture would ever begin such an endeavor with the intent of dominating galactic commerce, even though the Neimoidians have excellent organizational skill developed in their vast fungus farms. It would be reasonable to assume that, after connecting a few major trade routes in the Outer Rim, a handful of Neimoidian merchants banded together with the goal of helping to increase profits for everyone by assuring mutual protection of assets; a practice which, obviously, must have blossomed into something far greater. Think about it for a minute...if the race you were constantly doing business with appeared to be mere cowards, wouldn't you be more inclined to do business with them instead of some cutthroat pirate you couldn't feel secure around? The Neimoidian Trade Federation probably spread like wildfire in such a troubled part of the galaxy! No wonder they have representation in the Senate strong enough to aid in bringing down Chancellor Valorum...a great deal of galactic commerce has to, by this point, depend on the Trade Federation.

Once again, this is mostly speculation, but I believe it to be some very safe speculation. No doubt the idea of playing a minor merchant hoping to work his way up into the Trade Federation hierarchy will appeal to some players, and there is almost no doubt that any GM running a Prequel-Era game will want to include Trade Federation villains. We don't see any evidence of special racial abilities in the film or in any of the books, so at this point, a Neimoidian character could probably be created along the same lines as a human character, using the same racial parameters, until we are given more information (although a racial bonus applied to perception might not be a bad call, given the Neimoidian penchant for commerce and manipulation). After all, a Neimoidian character's "presence" in the game is going to be more dependent on the execution of the character's personality, and much less on any racial issues. if the personality is played well, the specifics, for the time being, are secondary anyhow. This is a roleplaying game, after all...

Next Page...

Home...