INFO: Squibs were a sentient species from Skor II known for collecting, trading, and haggling. Adult Squibs had humanoid bodies averaging a meter in height. They were covered in colorful fur and had pointed snouts, tufted ears, and large eyes. Squibs tasted objects by rubbing them over their fur. They were gregarious, insatiably curious, and obsessed with haggling and deal-making. It was said that the easiest way to get information from a Squib was to propose a trade.
Skor II was rich in natural resources, but these were unevenly distributed. As the Squibs developed the compulsion to collect and stockpile baubles, some tribes settled down while others became nomadic traders. Over time, a complex system of trade and barter emerged. After their discovery by the galaxy at large, the Squibs established themselves as galactic scavengers and rivals to the Ugors. King Ebareebaveebeedee, who vocally supported the Galactic Republic during the Separatist Crisis, struck agreements with galactic interests to place Squibs aboard capital spacecraft as laborers. The Galactic Empire considered these Squibs slaves, but they provided salvage vessels with the locations of Imperial dumpsites. The species later signed a pact of mutual support with the Alliance to Restore the Republic.
Squib salvagers reclaimed, refurbished, and resold rubbish both planetside and deep in space. Many worked directly for the Squib Merchandising Consortium, while others operated independently. Although most stayed within the law, some found work as forgers, thieves, and even crime lords. The Solo family had several encounters with the Squibs Emala, Grees, and Sligh, who operated as black market art dealers and information brokers.
RACE: Squib
HEIGHT: 1 Meter Tall
SKIN (FUR): White, gray, black, brown, blue, violet, red
DISTINCTION: Curious, overconfident, hagglers
LANGUAGE: Squibbian
HOMEWORLD:Skor II was a planet in the Squab system and the homeworld of the Squibs. It was located in the Outer Rim Territories just west of the Rimma Trade Route. The world was small, with a varied terrain and climate that provided it with vast natural resources. The planet's system of government, known as the polyanarchy, was headed by a king. One major population center was Metrobig City, site of the Metrobig Interplanetary Blastport.
Early tribes of Squibs were forced to wander Skor II to find resources. As some tribes founded villages, others traded from settlement to settlement, and haggling became an ingrained part of the Squib psyche. It was this bargaining instinct that allowed the Squibs to trade for hyperspace technology and bring their world to galactic prominence. Skor II remained loyal to the Galactic Republic during the Clone Wars. When the Confederacy of Independent Systems invaded the world in 21 BBY, the Republic fought to regain the world, with the ensuing Battle of Skor II won by Mace Windu and Clone Commander Cody. Although the government of Skor II later negotiated rubbish management contracts with the Galactic Empire, the king declared a pact of mutual support with the Alliance to Restore the Republic sometime before the Battle of Hoth. See for further info on the planet the post below.
BIOLOGY AND APPEARANCE:Squibs were small, sentient, humanoid rodents who ranged from 0.8 to 1.2 meters in height. Their pink skin was covered in fur that ranged from white, gray, black, and brown to blue, violet, and red. This coat served as an important olfactory organ, able to pick up scents at a distance and ascertain intrinsic details—such as seeing through a disguise or identifying a forgery—when rubbed against. This led to a common Squib greeting: rubbing a person's palm across the cheek fur. As Squibs often wore gloves, this conveyed more information than a simple handshake. The hackles stood on end when a Squib was nervous. Squibs wore clothing and footwear, but individuals left fur exposed to facilitate olfaction.
Squib eyes were large in relation to the skull and located on the sides of the head. They came in shades of blue, yellow, red, and brown. Their large ears often sported tufts of fur whose color could differ from that of the main coat. These pointed upward and could pivot to zero in on specific sounds. The short Squib muzzle tapered to a bewhiskered black nose. Their mouths were full of forbidding, sharp teeth. Squibs could store items in their flexible cheeks. The species had nimble, five-fingered hands and five toes on each foot.
The Squibs had quick metabolisms and relatively short life spans. A Squib was considered a child (fuzzling) until 9 standard years of age. Sexual maturity occurred at 13 standard years. Beginning at around 39 years, a Squib entered middle age, when the fur grayed and the face wrinkled. Squib life expectancy was about 65 standard years.
CULTURE AND HISTORY:Squibs were cheerful, gregarious, and overconfident to the point of egotism. They were friendly and unintimidating, making them quite likable—at first. Over time, Squib acquaintances could grow to regard the beings as slightly annoying to downright obnoxious; over many encounters, Leia Organa Solo came to strongly dislike the species. Furbag and furball were derisive terms for Squibs.
Squibs were inherently curious. They handled anything that interested them, usually by rubbing it against their fur with little forethought as to whether doing so might be harmful. Squib curiosity and propensity for haggling made them unabashed pack rats. Typical clothing included pockets and pouches to stuff with odds and ends that caught their eye. A Squib could never tell when one of these items might be useful in making a deal.
Cheerful overconfidence was a definitive trait. The typical Squib response to a threat was not to fight or flee, but to bluff and bluster. This was particularly true when the Squibs were out of sight, as when communicating from a Squib spacecraft. However, their sharp teeth were a favored means of intimidation when they felt such a tactic was necessary.
Squibs were known for resourcefulness and improvisation. This manifested itself both in Squib technology and art. For example, many Squibs sported homemade ion blasters, cobbled together from spare parts, which they used to disable droids they wished to reclaim. Squib artists utilized found objects (i.e., garbage), which they organized into intricate and beautiful works. For example, the audience chamber on the Squib Momship Thrifty featured murals of Squib craft, the collapse of the Paradise system, and the Rebel Alliance operatives who helped to bring it about.
HagglingTo Squibs, bargaining was an art form. The highest compliment one could pay a Squib was that he or she bargained well, and a Squib denied the chance to haggle for any length of time could grow withdrawn and melancholy. Some members of the species claimed to have trained in the Mystic Martial Arts of Squib Combats and Transactions, and the species even celebrated a holiday called Haggleday. Haggling was superior to all other impulses, and the Squibs were experts at it.
Squib bargaining followed three major rules:
1) If something was free, it was a good deal.
2) Bargaining was the highest form of communication.
3) When dealing with Ugors, all bets were off.
A few other principles also applied. First, Squibs preferred to bargain face-to-face. This allowed them to play up their small, unassuming appearance and make their opponent feel overconfident. Next, by tradition, the party who wanted something (usually the Squib) had to make the first offer. They could be insistent on this, refusing to talk or answer questions until a potential business partner made the first move. Persistence—to the point of pestering—was a favored tactic. Squibs continually asked for things that the owner had expressed no interest in parting with, hoping that they would eventually give in out of sheer annoyance.
The haggling process itself was more valued than any spoils obtained. In Squib reckoning, a good bout of bargaining let both sides think they were getting the better deal at least once. A key to Squib success was to involve as much complexity and as many individuals as possible: the more intricate a deal, the better, and a confused customer was a good customer. Squibs preferred to trade for things whose values were are not easily comparable, thus preventing anyone from really knowing who got the best bargain. By involving several partners, any losses were spread out, and the chances that any one party felt any more than mildly ripped off were minimized. Although the negotiations themselves could be quite intricate, the terms of the deal could preferably be completed quickly, without lengthy payments or interest (considered more the Ugors' style).
Squib ideas of value differed from those of most other beings. Worth was determined by something called kRR value, a concept not easily translatable. Gaining a great quantity of something or obtaining something novel was highly desirable. Squibs preferred to trade things they could see and touch; abstract commodities, such as information, were less attractive. Anything could be brought to the bargaining table, including a Squib's own offspring. The species' legends told of a mythical, idyllic junk heap of the ancients.
A deal was a binding oath. Squibs went to great lengths to ensure their arrangements went through, and they were incredibly loyal to their business partners, even accompanying them—saving their lives if need be—to help them complete their end of a bargain. Nevertheless, Squib interpretations of business arrangements could be fluid and subjective; many of their partners later found themselves wondering whether the Squibs were still adhering to the terms at all. The beings genuinely shunned deception and theft, however, so any apparent reneging was often perfectly justified in their own minds. For example, they believed that cheating was perfectly acceptable as long as they did not lie outright. The Squib crime lord Slythor, for instance, often threw in R4-B11 with deals he made; the droid was programmed to kill the business partners and return with the goods Slythor had traded them. Despite this flightiness, many beings knew Squibs to be mostly honest; in fact, Morseerians often preferred dealing with Squibs to other species.