circlecirclecirclecirclecirclecirclecircle Picture


Symbol of the Narn Regime

"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, December 2259

PHYSIOLOGY: The extreme conditions of the Narn homeworld have made the Narns a very sturdy race. Their thick skin allows them to live in comfort in both the sweltering heat and chilling cold (their skin is an efficient heat exchanger/retainer). Since their skin is so effective at temperature maintenance, Narns do not sweat -- keeping precious water sealed within their body. Their body also retains energy in a very efficient manner, allowing the Narns to hibernate for a maximum of six days without nourishment. Further, it allows them to eat only twice a day. Since their sun is a red giant, Narn eye sight is most sensitive in the orange to red spectrum. Though not as long lived as the Minbari, early middle age for Narns is approximately 50 to 60 standard years.

 Though their outward appearance seems to be reptilian to Earthers, Narns are actually marsupials. The female bears the young, which are then cared for by the male Narn in his pouch. Narn physiology can allow physical intercourse with humans, but there can be no offspring unless there is extensive genetic engineering.

 Due to the Narn's high stamina, it takes a large amount of alcohol (by human standards) to have an affect on them. If moderate quantities are consumed, alcohol simply makes the Narn happy.

 Katissium is a popular, cheap, but effective, poison on Narn physiology. Unfortunately for the victim, the antidote is very expensive. It only has a hallucinogenic effect on humans.

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. Perhaps through the use of Dust, the Narn can regain this ability.

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.

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.

 The Second Circle - Spiritual leaders and prophets.

 The Third Circle - The highest level a commoner can attain. There are a set number of seats available and new members are admitted only when there are vacancies.

 The Fourth Circle

 The Fifth Circle

 The Sixth Circle

 The Seventh Circle

 The Eighth Circle - To enter the eighth circle one must study as an acolyte and live a temporarily austere life of study and meditation. This period of education is the only training an upward-bound Narn receives. To achieve higher circles takes hard work, self-discipline, ambition and connections.

 The Outer Circle - The Skilled Worker class.

 Plebeians - The Worker class.

 The Lost - Thieves, prostitutes, and outcasts -- including the mentally unstable, those addicted to drugs introduced by the Centauri, and simply the unlucky.

 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.

  • Clan alliances are sealed with the mixing of genetic lines. High-ranking members are obligated to fulfill this duty . If they do not, they face the rightful vengeance of an Ini-Darka. [Note: This custom has a passing similarity to theLumati 's ideas of "alliance finalization."]


  •  Narns of the Inner Circle belive that education in beneath them; making their servants much more educated than they are.


  • The Kinial System is a method by which Narn classify levels of killers. The highest rank is Ini-Darka, or the Killer who fulfills an obligation. A Narn who killed someone as the result of a Shon'Kar would be honored with the title Ini-Darka, as would a Narn who has a legitimate claim for vengeance against another Narn (but less than a Shon'Kar would require). To avoid death by an Ini-Darka is to allow oneself to be disgraced. Next is the Bas-Kini, the warrior. Following is the Dar-Kini, one who kills to protect her family. This title comes from the habits of the close knitDar which inhabit Homeworld's mountain ranges. Val-Kini, named after theNarn boar , is the next level, representing those that kill to preserve a group other than blood relations. After that is On-Kini, the killer who kills to protect himself. The solitary, and ferocious,On gives this title its name. Next is This-Kini, named for the twin-headedThis . It is the title given to bounty hunters, assassins, and other paid killers. Lastly is Dru-Kini, the mad killer, a title reserved for criminals and homicidal lunatics.


  •  Revenge is ritualized in Narn society. To declare a Shon'Kar, or blood oath, is to make the fulfillment of that oath one's life ambition. A Narn would gladly sacrifice her life to fulfill this goal. There are two perceptible levels to the Shon'Kar. The first is a Shon'Kar that one makes, not expecting to fulfill it (For example the Narn attache on Babylon 5 had a Shon'Kar against the theDilgarJha'Dur . Thinking the race dead, her Shon'Kar was not too serious, until Jha'Dur showed up on the station...) The other is far more serious. When the oath is sealed by bloodletting, usually cutting a scar across the forehead, one declares the Shon'Kar to be her highest purpose in life, or V'Tar. The closest human analog to the Shon'Kar would be justifiable homicide.


  •  Narns are not strictly monogamous. Marriage is likened to a business merger -- intending to generate capital and children. Both parties maintain their individual identities and may take on lovers.


  •  Some Narn families with too many daughters have, in recent years, married them off to wealthy humans.


  •  The Thenta Ma'kur is a well-organized and respectable Narn assassin guild. It is considered the best such guild among the Narn. Though well respected, they are not above taking credit for things they don't do. There are rumors that they possess some of the secrets of theTechnomage Brotherhood. Thenta Ma'kur assassins traditionally leave a Death Blossom, a black flower, for the intended victim, as a courtesy to allow the victim to finalize his affairs. The Thenta Ma'kur gives its clients a solid guarantee that if an assassin in their employ betrays a commission, that assassin will die. On some priority missions, the Thenta Ma'kur will send "reinforcements." The primary assassin has no knowledge if a secondary assassin was sent.
     To join the Thenta Ma'kur one must have complete disregard for one's life and a deadened soul that was prepared to kill.


  •  An individual with a Narn bodyguard is said to be someone who will "live to be one hundred and fifty."


  •  The Vopa Ka'Chur , the Narn equivalent of the Earther book Kama Sutra , is a well respected -- and studied -- text. It describes the flower of Narn womanhood as the thorn, and goes on to say that under the thorn is the softest fruit.


  •  Narn opera is horrible by human and Centauri standards. It consists of high-pitched screaming and wailing. Other Narn forms of music, though, are quite entertaining. I find this particular Narn libretto to be amusing: (translated)

 I'm thinking of thinking of calling her right
 after my afternoon nap.
 I'm thinking of thinking of sending her flowers,
 right after Bonnie gets back.
 So many fishies left in the sea,
 so many fishies - but no one for me...
 I'm thinking of thinking of hooking a love,
 soon after supper is done.

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.

The Old Pantheon Long before the Martyrs and Prophets, the Narns worship (and very few still do) a large pantheon of gods and goddesses. The darker deities dwelt in Q'Uarthonn, realm of chaos and disease. Most gods were concerned with agriculture and favorable weather. One of the more popular deities was D'Bok, the harvest goddess or more formally, Mistress of the Fields. Her idols were made from a special clay mixed with dakka blood. She appears as a fleshy Narn female with an unearthly facial expression. Shrines to the old gods still exist on Narn, however they are derelict and serve as transient housing. Most shrines have an entrance to the catacombs.

 In the times of the Old Pantheon, the Narn funerary custom stated that the dead be placed in catacombs dug under almost every city. The cool earth and low humidity kept the corpses in good condition and one was expected to visit one's relatives. With the Centauri Invasions it was (and is) used extensively by freedom fighters and martyrs. No one has ever attempted to map the entire system.

 Those of the upper classes are given a funerial ceremony. The ceremony is held in a holy place; a temple of the old gods or a Martyr holy site. It begins with a procession. Acolytes of the Eighth Circle enter first carrying incense burners. The lead acolyte wears a red robe and sounds the copper gong of mourning. The bass of the gong is countered by a small circular bronze instrument held by a member of the Second Circle. Following the priest, the closest family member to the deceased enters wearing rags which he or she shreds from his or her body. Then members of the higher circles enter (if the deceased was well connected), followed by the military. The procession ends at the edge of a cliff where the mourner tosses her rags over the edge. If the mourner is a female, she was once expected to fling herself over the cliff to join her mate in death. Nothing else was expected of a widower. Today, the Narn widow takes a sacrificial suckling val and drops it to its death. Then an attendant covers the widow in a black robe and leads her away. The gong continues to be beaten as those present join in a low moan. The moaning and gonging rise to a crescendo and the ceremony ends when the priest of the Second Circle falls to his knees and bows to the canyon.

The Prophets

 The successors to the Old Pantheon were the Prophets, G'Quon, G'Lan, and others. When G'Quon began his teaching, G'Lan and other higher beings appeared to support him. Although G'Lan was a follower and co-prophet with G'Quon, his religion is separate from G'Quon's.

 Followers of G'Quon must celebrate the Holy Days of

 G'Quon wherever they are. The consumption of alcohol is forbidden during this time. The Holy Days always occur during the same part of a Narn year. Many normal activities, such as shopping, is forbidden during this period. One of the rituals to be performed during this holy season requires the use of a G'Quon Eth plant, which is difficult to grow, expensive to transport, not to mention illegal save for religious purposes. Unlike the Centauri's use for the plant, the Q'Quon Eth plant is a symbol of the G'Quon faith and is burned as incense. It is required that each year, the people who celebrate must acquire a new G'Quon Eth plant. This duty usually falls to the highest ranking member of the faith. This ritual is to be performed when the sun rises precisely behind the G'Quon mountains on Narn. All Narn followers of G'Quon everywhere must celebrate at this time, however, recent interpretations (because of space travel) have allowed the ritual to be performed at the times the light from the Narn star has touched the G'Quon mountain on that certain day. From the beginning of the ritual:

"The gift of time, the gift of life, the gift of wisdom, the gift of light. For these things, were are thankful. For these things, we pray..."

The Martyrs

 Those that fought in the first Centauri occupation and died are honored as a Martyr. Their actions are deemed holy and are remembered yearly at the Blood of the Martyrs ceremony. The convocation is always given by a high ranking member of the second circle. In modern Narn society the Martyrs have supplanted the old gods in religious importance.

 All places that the martyrs sought sanctuary are holy sites. One of more famous sites is the Martyr Sanctuary at Hekba. It is one of many natural caves set in the side of Hekba Canyon that was inhabited by early Narn thousands of years ago. During the Centauri occupation, freedom fighters held out in the cave for a thousand days before starving to death. The Centauri call it the Vase of Tears for all the lives they lost there. Today it looks like a natural air cathedral with stalactites and stalagmites piercing the rocky floor and ceiling. It is furnished only with a few stone benches and lit by smoky torches.

LANGUAGE: Narnish script is written from right to left.

 Some known name prefixes: Da, Du, G, H, Ha, Ho, Ka, Kar, Mi, Ka, Ko, Li, Na, Ni, Pa, Ra, Sha, T, Tu, Tza, Vin, Y, Yal.

CUISINE: Narn cuisine is characterized by pungent spices, zesty meats and crunchy grains. Eating with one's hands is traditionally considered good table manners, although contact with the Centarui has changed this somewhat. Some Narn foods and beverages:

  • breen - a meat dish similar to the Earther food called Swedish Meatballs.

 hot jala - a thick milky-green beverage made from the sap of the jalwah tree.

 lukrol - a pungent meat dish that is eaten while simmering in a greasy gruel.

 mitlop - a pleasantly chewy dessert made from fresh tripe. Traditionally marinated in pakoberry juice overnight.

 phroomis - A Narn delicacy. Traditionally it is made from the dried and pickled skin of someone who has betrayed you. The skin is wrapped around a stick and covered with a sauce made from blood-berries and leeches. Unable to procure these items far from Homeworld, the accepted (tolerated) substitute is bland beans and rice.

 silsop cakes - A dry, spicy bread.

 tagro - a sweet Narn alcoholic beverage.

 taree - a Narn alcoholic drink.

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.

 Narn was a peaceful, agrarian world before the Centauri invaded around 2110. Their planet rich with resources and of strategic value, the Centauri subjugated the Narn using their superior technology. One of the Centauri's first acts was to slaughter the members of the Inner Circle to remove any threat of accepted leaders rising against them. Children born into the Inner Circle were hidden, their papers forged to allow the ancient bloodlines to continue. The complex social order was shattered as the Centauri forced equality upon the Narns through slavery. The Narns received the most brutal treatment of all the Centauri "protectorates." For one-hundred Earth years the Centauri occupied Narn, stripping the planet of its resources, and cultivating slave labor. The Centauri found the sturdy physiology of the Narn to be perfect for manning the strip mines and clear cutting projects -- all for the good of the "superior race." Those not suited for heavy work were given domestic and menial labor that was beneath the Centauri. Many of their slaves were used to build colonies on other worlds. Troublesome slaves were stranded on planets and left to their own devices (most penal colonies perished, though there were successes).

 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. Following the withdrawal, Kha'Ri Leader G'Quoth'Tiel set the tone for future Narn relations in the galaxy in his famous speech:

"More than a century ago the Centauri came to us under the flag of friendship. We greeted them as brothers and they enslaved us. They put our world and our people to the sword. They demanded worship and sacrifice as would any gods; and as gods they have made us in their image. Now it is time to show how well we have learned the lesson the Centauri teach: it is time to take the war they started back to our new  gods -- and any race who would stand between us!"

 Following their victory, the Narn spent little time settling their affairs. Unfortunately, the fallout from the Centauri's disruption of Narn society was far reaching. Centauri sympathizers, brainwashed, hired, or simply blood traitors plagued the newly freed government. One of the most heated trials was that of the revolutionary General Balashar. Although hailed as a hero of the revolution, he was caught in possession of a considerable cache of biological weapons. Though Balashar's sentence was assured to be guilty and execution was certain, the tribunal demanded to know from whom he acquired biological weapons (which were the most effective on Narn physiology). After days of silence, General Balashar proclaimed it was Du'Rog, a current applicant to the Third Circle. Though there was no real evidence, Du'Rog was ruined and Balashar was executed posthaste. Much later it came to light that Du'Rog was set up by his competitor to the seat in the Third Circle, G'Kar; who paid a substantial amount of bloodstone to Balashar's family and had them relocated. In truth, Balashar had bought his weapons through a Centauri supplier.

 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. Collaboration with the Dilgar also proved beneficial to the Narn cause.

 One of their more "merciful" acquisitions was the planet Tuchanq, home to a race of the same name. On September 12, 2242, Narn Fleet Commander G'Kar dropped a series of Centauri plasma generators onto the Tuchanq capital city of Lothaliar. Ten million died in a brilliant flash of light. Two days later, G'Kar landed at the edge of a ten-mile wide fused glass plain. As terraforming equipment rolled down the ramps, G'Kar addressed (through a translator) the severely demoralized populace:

"People of Tuchanq, your Capital City -- I believe it was called Lothaliar -- has been destroyed by a plasma device of Centauri manufacture. You may have heard of the Centauri. They are a warlike culture whose aim is to enslave and rule. Allow me to introduce myself. My name if G'Kar, I am a representative of the Narn Regime: sworn enemy of the Centauri, who attacked my planet in the same cowardly way yours has been attacked. Fortunately, we Narn have driven the Centauri from your skies as we drove them from our own. We are the Narn. We are your friends. We come in peace to help you rebuild your world."

 And so began generations of misery, slavery, and death. The Narn erected munitions factories all over the planet, using the cheap indigenous labor. The factories devastated the ecology of Tuchanq so much, the Tuchanq were fed their reprocessed dead since agriculture was impossible.

 In 2258, the Narn captured the Centauri colony at Raghesh 3. This planet was originally a Narn colony (settled during the occupation) which was then taken by the Centauri. The Narns captured the colony in an impressive military thrust. They were later forced to retreat due to political pressures. It was not a complete loss, since the Regime captured a substantial amount of Centauri technology.

 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 the final days of 2258, a five-year old Narn military base on the border of Centauri controlled space (Quadrant 37) was obliterated by a small fleet of Shadow ships at the bidding of Centauri Ambassador Londo Mollari. 10,000 Narn died. No direct ties to the Centauri (or the Shadows) were found as there was little evidence left after the battle. A few in the Narn government thought it could be the work of the Shadows, known to them through G'Quon's teachings. A Narn battlecruiser sent to scanZ'ha'dum for life was destroyed as it exited hyperspace near the dead world.

 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 listening post in quadrant 14. Narn ships arrived on the scene to find Centauri battleships waiting. This pushed the Narn to declare open war on the Centauri. The following six months brought  the Narn few victories. Forced to retreat

 time and again, all the while proclaiming they were holding their own against the onslaught of the Centauri and Shadow forces. In six months, Narn holdings were reduced to that of 30 years before. Narn military leaders, under the direction of Warmaster G'Sten decided to change tactics. Their plan was to channel the majority of their forces into an attack on the Centauri supply depot in the Gorash system. Unfortunately for the Narns, one of their coded transmissions from Strategic Command to one of their flagships was intercepted by the Centauri. Following the loss of their colonies Zhe, Dras and  Zok, the Narns put their plan into effect. Leaving a pathetic defense force guarding the Narn homeworld, the Narn fleet arrived in the Gorash system to find four Shadow Cruisers waiting. The engagement annihilated the entire Narn fleet and left only one Shadow Cruiser slightly damaged. With the Narn forces destroyed, the Centauri moved on the Narn homeworld at their leisure. Wanting to avoid a bloody ground war, the Centauri fleet, led by the flagship Valerius, bombed the world with asteroids for four days. Their infrastructure demolished, the Narns had no choice but to unconditionally surrender. Narn is now an occupied world, and part of the Greater Centauri Republic.

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.

 Shortly after the Fall of Narn, G'Kar's Centauri-chosen replacement arrived on Babylon 5. Threatening "hardships" for the families of the Free Narns, and especially G'Kar's family, Councillor Na'Far hoped to force G'Kar to leave his place of sanctuary. Despite what would happen to him, G'Kar relented. He was stopped from boarding the transport by the Free Narns on the station - stating that the freedom of their families was more valuable than their security. Late in 2260, G'Kar was once again manipulated to leave Babylon 5, this time to rescue his attaché, Na'Toth.

 In their hurry to occupy Narn, the Centauri left many Narn vessels merely crippled. Approximately ten warships survived in repairable condition. Secretly repaired on secret Regime bases and in stardocks operated by sympathetic League worlds, these vessels joined with the Army of Light under the directive of Citizen G'Kar.

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.

 Advancement in governmental power was usually through sponsorship by another in a higher position. Of course, less honorable methods insured a faster rise to the top.

 The Narns view an ambassador as someone who represents his or her people on every level. Narn ambassadors are usually the highest ranking representative of the government. Ambassadors are appointed by the Kha'Ri and can only be removed by order of the Kha'Ri or through physical combat. The ambassador's word carries the power of the Kha'Ri in his or her domain. These decisions are only binding on the Narn in that area.

 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 borderzones, 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.

  • Every Narn weapons deal includes a Narn Advisor. This Advisor instructs the buyer on the weapon's uses. He also insures that the weapons are not sold to a third party.


 One of the more popular forms of Narn martial arts is Tokti.


 The ka'tok is a light Narn sword used primarily by bodyguards. Once it is drawn it cannot be sheathed without drawing blood.


COLONIES:  Prior to the Narn-Centauri War (2259) Narn had several colonies in its possession. After the Centauri pulled out of Narn territory in 2261 Narn regained some out its previous colonial possessions.

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.

  • The Narn have FTL communications systems. However, they used couriers on a weekly basis to guarantee security.


  •  The Narn are skilled at genetic manipulation. Gills can be grafted into a body to allow breathing in non-oxygen atmospheres. Human genetics can also be manipulated by them: as a few human telepaths have been offered Narn marks for their genetic code, other humans have been offered to become genetically altered spies for the Narn.


  • Narn year = 304 Earth days.
  • The modern unit of Narn currency is the mark. However, the old currency system, now called Old Bloodstone, is perfectly acceptable. The black chips of old bloodstone are a sign of status.

Comments, criticisms, suggestions, and additions welcome! Post them here. Babylon 5, characters, names, and all related indicia are trademarks of Time Warner Entertainment Co., LP. 1994-98 Time Warner Entertainment Co. All original text, artwork and page design 1995-98 iNFiNiCorp Transgalactic/Christopher Russo.


Voltayre's Folly - Planet of Mystery