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

Nightsister

The Nightsisters — the Witches of Dathomir — were an ancient, matriarchal order of magick-wielding women native to Dathomir, a remote planet steeped in dark-side energy.

Home world: Dathomir

Size
Medium
Speed
30 ft
Height
1.6 to 1.8 meters
Weight
55 to 75 kilograms
Adulthood
16 standard years

Traits

Daughters of Dathomir

Every Nightsister is raised in the dark 'magick' of Dathomir — an aspect of the Force channeled through incantation and the planet's ichor. If you have levels in a Force-using class, you gain +1 to Use the Force checks.

Coven Arms

Every Nightsister is raised to the energy bow and the enchanted blade, the twin arms of the coven. You are proficient with the Energy Bow and the Ichor Blade. (A witch who wants the coven's heavier or rarer weapons — the war pike, chain sickle, or poison dart — trains into them like anyone else.)

Marked by the Dark

Tattooed, ash-pale, and wreathed in dark-side energy, a recognized Nightsister is met with fear and hostility. You have disadvantage on Persuasion checks against anyone who knows you are a Nightsister.

Witch's Veil

The veiling magicks of Dathomir let a Nightsister slip from sight. If you are a Force-using class, you know the Witch's Veil Magick power innately, in addition to the powers you select.

Magick of the Coven

You were raised in the spell-craft of Dathomir. If you are a Force-using class, the Nightsister Magick powers are open to you: you may choose them as part of your normal Force-power selection, alongside standard Force powers. (Other Force users can only access Nightsister Magick by taking the Dathomir Witchcraft trait.)

Lore

The Nightsisters — the Witches of Dathomir — were an ancient, matriarchal order of magick-wielding women native to Dathomir, a remote planet steeped in dark-side energy. Most were Dathomirian Zabraks, marked by ashen skin and intricate clan tattoos, though the coven was never strictly defined by species — the human Morgan Elsbeth, for one, rose to its ranks. The witches drew their power from the 'ichor,' a magical essence that flowed from the depths of their world, and lived apart from the planet's men, the Nightbrothers, in a stone fortress bordering Dathomir's endless swamps. For generations the separate clans drifted in and out of harmony until the iron will of Clan Mother Talzin unified them into a single, formidable sisterhood.

Nightsister power was called 'magick,' which Maul himself identified as an aspect of the Force — yet the witches wielded it unlike Jedi or Sith. Through incantation, ritual, and the ichor they called the Water of Life, the most powerful could conjure objects from thin air, veil themselves from sight, transform foes into ghostly shadows of themselves, and even reanimate the dead as Nightsister zombies. They brewed elixirs, poisons, and medicines; bonded with the rancors they rode into battle; and imbued their finest warriors with supernatural strength. Crucially, they made little distinction between light and dark — they used the dark side as a tool while remaining themselves, avoiding the consuming rage and ambition that defined the Sith. Some revered the Winged Goddess of life and divination, others the Fanged God of death and the hunt; all regarded death not with fear but as a veil to be passed through.

During the Clone Wars, Talzin sold her sisters' services as mercenaries and briefly allied the coven with Count Dooku — though, as she told him, a Nightsister's loyalty is reserved for her sisters alone. After Dooku betrayed and discarded Asajj Ventress, she returned home seeking vengeance, and the witches unleashed the Nightbrother Savage Opress as their weapon. Their schemes earned Dooku's wrath: he dispatched General Grievous to Dathomir, and the resulting Massacre decimated the clan, ending the Nightsisters as a civilization. A scattered few survived — Talzin, Ventress, Merrin, Old Daka, and Morgan Elsbeth among them — their lessons lost among rotting marsh villages and haunted caverns. Their legend persisted: Merrin would later join Cal Kestis aboard the Stinger Mantis, and decades on, Elsbeth, empowered by the Great Mothers, would carry the witches' dark inheritance to the distant world of Peridea.

In Legends material, the Nightsisters first appeared in Dave Wolverton's 1994 novel The Courtship of Princess Leia as a renegade splinter of the broader Witches of Dathomir, said to descend from the exiled Jedi Allya, who wrote the Book of Law that taught the sisters to distrust the Jedi. Legends gave them signature arms — the energy bow and, later, the lightwhip — and a deeper tradition of spell-craft and beast-taming. (Assumption: SWURPG treats canon and Legends as a shared well, so a Nightsister character may draw on either tradition; where the two disagree on specifics, defer to your table's preferred continuity.)

As a player character, a Nightsister is a survivor of a dead world — a dark-side mystic who walks her own path between the Jedi's restraint and the Sith's hunger. She is feared wherever her nature is known, brews her own remedies in the wild, and binds dark magick to a simple blade when a fight turns desperate. Nightsisters make natural lone agents, vengeful exiles, occult advisors, and wary allies whose loyalty, once given to a true companion, runs as deep as the ichor of their homeworld. The order was, and remains, a sisterhood of women — a Nightsister character is female (or non-binary), never a man; the men of Dathomir walk the separate path of the Nightbrother.

Physical Description

Nightsisters are humanoid, most commonly Dathomirian Zabraks: lithe and pale, with skin ranging from chalk-white to ashen grey, dark-rimmed eyes, and the faint cranial horns of their Zabrak heritage. Their bodies are marked with intricate black tattoos — clan sigils, rites of passage, and channels for their magick — painted or branded across face, throat, and arms. Hair is often dark and worn long or shorn into ritual patterns. Members of other species, such as humans, lack the horns but adopt the same tattooed, dark-robed presentation once initiated.

They favor flowing dark robes, hooded cloaks, and layered leathers suited to Dathomir's swamps, accented with bone, talon, and shell talismans. A Nightsister at work in her magick is an eerie sight — green or crimson dark-side energy gathering at her fingertips, her voice dropping into the cadence of incantation. Even at rest, an aura of cold menace tends to cling to them, the unmistakable mark of a life steeped in the dark side.

Culture & Personality

Nightsisters are proud, self-possessed, and fiercely independent, raised in a matriarchal sisterhood that prizes survival, secrecy, and loyalty to one's own. They are pragmatic about power — willing to ally, bargain, or serve as mercenaries when it suits the clan, but never truly subordinate to outsiders, and quick to discard any alliance the moment it stops serving them. Where the Sith are ruled by passion and the Jedi by restraint, a Nightsister aims to wield the dark side as a tool while keeping her own mind, a discipline drilled into every initiate.

They are unafraid of death and comfortable with the macabre, treating poisons, rites, and even the reanimated dead as ordinary instruments of the craft. To outsiders this reads as cold, sinister, or unsettling — and the witches rarely trouble to dispel the impression. Yet within the sisterhood, bonds of shared hardship and ritual run deep, and a Nightsister who comes to trust a true companion can be a loyal, formidable ally.

For adventuring, a Nightsister suits players who want an occult, dark-side flavor without the rigid ideology of a Sith — a mystic, healer, poisoner, and beast-friend who survives by wit, will, and witchcraft. Many are exiles or lone survivors of the Massacre, giving rich hooks for stories of vengeance, rediscovered tradition, and the slow, wary forging of new loyalties beyond Dathomir.

Frequently Asked Questions

What is a Nightsister in Star Wars?

The Nightsisters — the Witches of Dathomir — were an ancient, matriarchal order of magick-wielding women native to Dathomir, a remote planet steeped in dark-side energy. Most were Dathomirian Zabraks, marked by ashen skin and intricate clan tattoos, though the coven was never strictly defined by species — the human Morgan Elsbeth, for one, rose to its ranks. The witches drew their power from the 'ichor,' a magical essence that flowed from the depths of their world, and lived apart from the planet's men, the Nightbrothers, in a stone fortress bordering Dathomir's endless swamps. For generations the separate clans drifted in and out of harmony until the iron will of Clan Mother Talzin unified them into a single, formidable sisterhood.

What are the Nightsister ability score modifiers in SWURPG?

A Nightsister character gains -2 Strength, -1 Constitution, +2 Wisdom, and +1 Charisma to their ability scores in SWURPG.

What species traits do Nightsister characters have?

Nightsister characters have 5 species traits: Daughters of Dathomir, Coven Arms, Marked by the Dark, Witch's Veil, Magick of the Coven.

Can I play a Nightsister in SWURPG?

Yes — Nightsister 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 Nightsister names?

Example Nightsister names include Talzin, Asajj Ventress, Merrin, Old Daka, Luce, Naa'leth. Generate more original Nightsister names with the SWURPG Star Wars name generator.