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The Narn Race:
"No dictator, no invader, can hold an imprisoned population by force of arms forever. There is no greater power in the universe than the need for freedom. Against that power governments and tyrants and armies cannot stand. The Centauri learned this lesson once. We will teach it to them again. Though it takes a thousand years, we will be free." - Citizen G'Kar
PSYCHOLOGY: Narns admire those that win, and shun the losers. Those that know their place get to keep it in their society. Thus physical perfection (a "winning trait") is a point of pride for the Narn. Unfortunately, since no Narn wants to admit to physical imperfection, there is no market for physical aides. To avoid being shamed, the Narn have to use aides from other races, in privacy; for example, many Narn use glasses that have a prescription that is close enough for their use. The Narn are naturally paranoid. Being enslaved did not help that attitude, which then turned into xenophobia, after the first Centauri occupation. The Narns perceived that any alliance between two or more alien races created the possibility that they would become a target for their combined aggression. Thus, in Babylon 5's first year of operation, it was G'Kar's duty to sow as much dissension among the races as possible. Another outcome of this paranoia is the insatiable need for protection through technology. Shady deals with tech-runners and a fair sized military production rate fulfilled that need. However, this paranoid fear goes deeper than that. The most obvious manifestation of this is a lokvar, or the seizure of the mind with an overriding fear. In the grip of a lokvar a Narn will be utterly paranoid and usually violent. The Narn have a strong military mindset and a sense of pride and destiny. The Second Centauri Occupation has only strengthened their resolve. HISTORY: The Narn had no contact with a spacefaring race until the Shadows arrived on their world one-thousand years ago. After securing the world by killing the majority of telepathic Narns with telepath bombs, the Shadows moved in. They briefly set up a lay-over and supply depot on one of Narn's southern continents. Since the initial massacre, the Shadows took little interest in the native population. G'Quon, a learned Narn, took an interest in the "visitors" to his world. He conjectured that they were a connected to a great war far from their own world. Despite their primitive technology, G'Quon and the remaining elder Narn telepaths drove the Shadows from their homeworld. His Book contains many of the Shadow's secrets and war tactics.
An underground resistance, known as the Kha'Ri, steadily build a power base without the Centauri's knowledge. Like the ancient game of Gek'eth, the leaders of the Kha'Ri waited for the right opportunity to strike at their opponent. In 2198, the Kha'Ri began to act. Isolated strikes against low security installation grew into assaults against military outposts. Generally, strikes against the oppressors were crafty traps formed from the Centauri's own machines. Thousands on both sides died. The culmination of the Kha'Ri's fight to save their world came in 2228 when the Narn stormed the Centauri Central Occupation Government installation, killing all Centauri within. When word of this massacre reached Centauri Prime, the Centaurum unanimously voted that Narn be abandoned. The Centauri withdrawal from Narn was a hurried affair, implemented upon the hour the Emperor's declaration arrived. The Centauri occupation almost irreversibly destroyed their ecosphere. A damage so extensive that even short-term forecasts showed a severe shortage of basic resources. As a matter of survival, the Narn shifted from a peaceful agrarian world to a military regime. Fortunately, the Centauri, in their haste, left most of their equipment and resources, and most valuable of all, an orbital shipyard. The initial ships produced by the new Regime were patched together versions of Centauri vessels, but were serviceable enough to conquer several local planets. Within 150 days of freeing Narn of the Centauri, the planets Ardun, Binar II, Maroth, Promith IV, T'llin, and Ree'kar IX were under Narn control. By acquiring unallied planets on the edge of the Narn system, they gained strategic and economic benefits in addition to providing needed resources for Narn. These worlds were too far away and too unimportant for the lazy Centauri to fight for them and not advanced enough to fight back effectively. Knowing that sheer raw resources and slave races were not enough to secure their borders, the Narn attempted to ally with more powerful races. Repeated attempts to enter an alliance with the Minbari and Vorlons were rebuffed. The use of diplomatic missions did not curb the Narn use of sheer force. Several more worlds were acquired by the Regime to maintain the safety of Narn and its citizens. These campaigns were partially funded by selling arms to the Earthers during the Earth-Minbari War. The objectives of the Narn at this time were to sow division between the various races and acquire "forbidden" technology, all the while representing themselves as peace promoters. By keeping the other races busy, no one would notice the Narn military buildup and colonization until they were ready for conquest. The last thing the Narn needed was an alliance to attack them before they were ready. In 2259, Centauri Emperor Turhan was going to publicly apologize to the Narn for his people's treatment of them. Unfortunately, that did not come to pass and the Shadows, at the behest of Londo Mollari, destroyed a Narn
Narn is even more desolate as before; or as Earth Senator Quantrell said, "bombed back to the Stone Age." The surviving streets are empty. The Centauri, as part of their rebuilding program, set up work farms and relocation camps. Narn constructions gangs are all operating at or above capacity. True to the terms of the surrender, the executions continue -- 500 Narns per one Centauri. The Centauri's aim is to destroy the Narn's pride, the one thing the Centauri have never been able to conquer. The Centauri carry out regular food drops, hoping to make the Narns dependant on them and have them beg the Centauri for supplies. Special teams of Centauri have been dispatched to Narn to "cull the herds." Saying that they are weeding out aggression, the troops have been known to burn entire villages without provocation. Despite all hardships, the Narn Resistance has been quite effective in disrupting Centauri actions on Homeworld. The Resistance on Babylon 5 was particularly a thorn in the Centauri's pride. Such a large number of free Narns had plentiful opportunities to assist the rebellion on Homeworld. Using "entrepreneurs" of other races, the free Narn are able to send light munitions and communications to Homeworld using their dwindling life savings. Based on Babylon 5, the Narn Resistance is led by former ambassador G'Kar. Although their funds and holdings are small, they do have around ten warships that survived the recent war. In early 2260, Citizen G'Kar had a vision of G'Lan (Vorlon Ambassador Kosh Neranek), which radically altered his view of life, and inspired him to begin writing the Book of G'Kar. This book covers the Shadow War, the Fall of Narn, the mistakes of the Narn and what must be done to correct them. Being the only member of the Kha'Ri to escape trail and execution, G'Kar was frequently the target of Centauri attacks and manipulation. CULTURE: The structure of Narn society is almost as old as the race itself, with the exception of the Centauri Occupations. Narn society is an intricate web of clans, families, circles, cartels, trading organizations, information spheres, financial districts, tribes, domains, and communities. These strict definitions of one's place in society help weed out undesirables early on -- lending credence to the Narn boast that they have few prisons. To anyone not raised in the culture, the interlocking relationships are incomprehensible. The most easily comprehensible divisions are the social classes, with the Inner Circle being the peak of Narn society. The Inner Circle - The Royal families. Although this system has been in place for thousands of years, there has been a recent increase in the number of malcontents; those that believe that the vagaries of birth alone should not determine one's social standing. This caste system is most evident in the layout of Narn cities. One city is actually a collection of cities composed of the various classes. The main city is the province of the upper classes (from the Eighth to the Inner Circle) while adjoining cities are set aside for the plebeians and the Outer Circle. Between these cities are the border zones where only the outcasts live. Workers are allowed into the main city during the day, but they must be out by nightfall. RELIGION: The Narns have various competing religions. The two largest religions are those of G'Quon and G'Lon, however, they are not the only religions on Homeworld. Old Pantheon: The Prophets: LANGUAGE: Narnish script is written from right to left. GOVERNMENT: The Inner Circle, along with the Kha'Ri were the governing bodies of the Narn Regime. Membership was probably limited to the first eight circles. The Centauri have hunted down all members of the Kha'Ri to try them for war crimes. Only one member of the Kha'Ri is known to have escaped this bloodbath, G'Kar of the Third Circle, the former Narn Ambassador on Babylon 5.
Most Narn law predates the first Centauri Invasion and is centuries old. Few new laws, applicable to a spacefaring society, have been written; lawmakers spend most of their time debating the meaning of old pre-spacefaring laws. With the second subjugation of Narn, a resistance has formed from surviving Narn. Former Ambassador G'Kar on Babylon 5 is the only member of the Kha'Ri to sidestep the Centauri bloodbath and now leads the Narn Underground. The police on the Narn homeworld are termed rangers (not to be confused with Sinclair's Rangers). Their uniforms are black. Those serving in the Rural Division patrol to insure that every Narn is where he or she should be (according to their caste) after dark. Those in the border zones, when actually interested in a murder, serve as police, judge, jury, and executioner. MILITARY: Answerable to the Kha'Ri, the Narn military is divided into three branches: the Naval Arm, the Air/Space Defense Forces, and the Ground Army. Headed by the Golden Fleet (itself charged with the defense of the homeworld system and commanded by the Inner Circle), the Naval Arm is considered the most prestigious branch to serve under. The Naval Arm is used by the Kha'Ri to enforce its policies (within and without Regime borders) and to expand Narn territories. Colony and system defense is relegated to the Air/Space Defense Force. In addition to planetary patrol duties, the Air/Space Defense Force maintains the air forces on all Narn holdings. While vehicles for this branch are almost exclusively limited to fighters, shuttles, and aircraft, some oceanic vessels (mostly patrol boats and carriers) are in use. The Ground Army is generally thought of as the lowest of the branches. Should the Kha'Ri require a planet to be occupied, it falls to the Ground Army to take it. While some ground vehicles are used, sheer manpower is most often applied. TECHNOLOGY Stellar; The Narn acquired most of their technology from the Centauri. As a whole, they never had a drive to develop space technology until the Centauri occupation. Narn year = 304 Earth days. PSI ABILITY: At some point in Narn history, Narn telepaths and their families were exterminated. The telepath purge left the telepathy genes in too weak a state to be strengthened through conventional breeding programs. Alignments: Any
[ Rifts® is a registered trademark owned by Kevin Siembieda and Palladium
Books Inc.] Racial information from Voltayre's Encyclopia Xenobiologica By Kitsune (kitsune@addr.com ). Rifts Conversion Copyright © 1998, Kitsune. All rights reserved.
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