Nazzar
Species Data
Attribute Dice: 12D (+6D for PC)
DEXTERITY: 2D/4D
PERCEPTION: 2D/4D
STRENGTH: 2D/5D
KNOWLEDGE: 2D/4D
MECHANICAL: 1D/3D
TECHNICAL: 2D/4D
Size: 1.5 - 2.1 meters
Move: 12/14
Homeworld: Nazzri
Description:
Nazzar are a sentient humanoid bipedal species native to the Mid Rim planet of Nazzri. With equine faces and powerfully built
bodies, the species has a history of contemplation and philosophy. They are mildly xenophobic, and are rarely found off their
temperate homeworld; the only offworld Nazzar are outcasts. One of the most famous Nazzar was the Jedi Qrrrl Toq, who fought and
died in the Great Sith War, around four thousand years before the Battle of Yavin.
Noble and spiritual creatures, the Nazzar joined the Galactic Republic early in its history. They followed the Ulizra, a strict
Nazzar religion, which stated that outsiders were likely to taint Nazzar culture, and that the group was always better than the
individual.
Biology and Appearance
Averaging roughly two meters tall, Nazzar are bipedal humanoids, with distinctly elongated equine heads, and are known to be a
physically powerful and agile species. Likewise, Nazzar have dark skin covered with a thin coat of fur, which usually ranges in
color from light gray to dark navy. The species are also distinguished by having two long ears that lay limp at the sides of
their heads, and strong, four-fingered hands.
Nazzar have an average lifespan slightly longer than those of most sentient species in the galaxy. Considered younglings until
they are eleven standard years old, Nazzar become adults when they reach eighteen. At around fifty-six years, Nazzar are regarded
as middle-aged, while those who reached ninety are thought of as old. Anyone older than one hundred twenty-five years is
considered venerable, and demanded much respect from society.
Society and Culture
Nazzar are deeply spiritual and distant, and extremely intolerant of other forms of religion and belief, especially those
dissimilar to their own. The offworld Nazzar who eventually overcame their xenophobia and natural prejudice form friendships with
many other species in the galaxy, and are said to make trusted and loyal companions.
Nazzar follow a state religion which is known as Ulizra, and the Nazzar government expects strict adherence to the tenets of the
fourteen sects, each ruled by a prefect of the religion. These tenets include the concepts that outsiders will contaminate and
taint Nazzar society and culture, that Nazzar individuals should remain in seclusion from the rest of the galaxy, that all
philosophical systems are in disagreement with Ulizra, and that the group is always more important than the individual. Because
of these beliefs, it is very difficult for other species to set up trade relations with the Nazzar, or even for Nazzar to befriend
those of another species. Although legally allowed, outsiders who stay on Nazzri usually receive less than warm welcomes.
Spread over three star systems, the Nazzar government had originally formed as a monarchy, but over many millennia it became an
oligarchical theocracy led by a king and fourteen praefects, the heads of each of the sects of the Nazzar religion. The king
presided over the council of fifteen lawgivers and commanded the Nazzri military forces and planetary security agencies. However,
only the praefects could introduce and vote on new laws and amendments. A majority of the Nazzar could correctly predict almost
any vote, as the praefacts could not break any of the tenets of Ulizra in their decisions.
Nazzar speak a language of the same name, as well as Galactic Basic Standard. Common Nazzar names include "Brryg Tallak," "Drrn
Roqar," "Srrn Kanas," and "Vrrk Jikat."
History
The Nazzri system joined the Galactic Republic early in galactic history, but had little contact with the Republic apart from
maintaining a senatorial presence on Coruscant. When Emperor Palpatine rose to power, most Nazzar returned to their system and
ignored the going-ons in the galaxy.
Nazzar in the Galaxy
Due to their somewhat xenophobic nature, Nazzar were rarely seen away from their home planet; a temperate and lushly vegetated
world known as Nazzri, which was located in the Mid Rim region of the galaxy. Offworld Nazzar were likely to be either outcasts
who had denounced and rejected the teachings and ideas of Ulizra or preachers who had left their planet to attempt to bring their
philosophical truths to new people; however, Nazzar preachers rarely found acceptance of Ulizra offworld, and many returned home.
Nazzar outcasts managed to find new organizations to follow, and many became fanatical followers of a wide range of fringe groups.
Although extremely rare, Nazzar who had proved themselves as devout followers of Ulizra were permitted to leave the planet on a
self-imposed exile known as a boqeri, on which Nazzar sought the spiritual truth. The length of a boqeri depended on how long it
took the seeker to discover the truth they did not know at home. Records indicated that there were several Nazzar on those
journeys were fascinated by the wonders of the galaxy and never returned to Nazzri. Many of them were drawn to adventure; Nazzri
soldiers, scouts and Jedi were not uncommon prior to the reign of the Galactic Empire.
Jedi Knight Qrrrl Toq was a notable member of the Nazzar race, and one who had ventured away from his homeworld to prosper in the
wider galaxy. The son of the Nazzar emperor-king, he was trained in the ways of the Ulizra by fellow Nazzar Vrrk Jikat. Toq left
his homeworld to perform his boqeri, and on Ulda Frav he encountered a Jedi Knight for the first time. The Jedi, realizing Toq
was strong in the Force, took him to Ossus to be trained by Jedi Master Vodo Siosk-Baas. Toq fought in the Naddist Uprising and
Great Sith War, though he was killed when the Krath sorceress named Aleema Keto triggered a supernova of almost a dozen stars.
Ikree was a Nazzar princess who, after returning from her boqeri, discovered that her father, the emperor-king, was corrupted by
dark magic. When her father refused to stop using the magic, she spoke out against the government. She was imprisoned, and later
killed by one of her father's subordinates.
Special Skills:
Starting Skills: Persuasion, (s)Cultures: Nazzar, (s)Politics: Nazzar
Story Factors:
Fanaticism: Nazzar have a profound sense of loyalty to any relationships they enter, either as a
friend, ally or member of an organization. They fiercely defend anyone and anything toward which they have made such a form of
vow.