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Cover image for The Gentle Giants of Alzoc III — The Talz Come to SWURPG

The Gentle Giants of Alzoc III — The Talz Come to SWURPG

· 4 min read

The Talz — the four-eyed, fur-covered gentle giants of the ice world Alzoc III (Chief Thi-Sen's people) — are a new playable species in SWURPG. Build one now.

The people who fought an empire with spears

When a Republic chairman landed troops on the frozen moon of Orto Plutonia and declared it his, the locals didn't file a complaint. They picked up spears, mounted their beasts, and met the intrusion head-on — and they did not lose. Those locals were the Talz, a tribe of towering, four-eyed, fur-covered giants, and they're the newest playable species in SWURPG.

If the Pantoran senator Riyo Chuchi rings a bell, this is the other half of her story — the people she chose to make peace with instead of war.

Gentle giants who see in every light

Talz are big: two to two and a half meters of heavy muscle under a thick coat of shaggy white fur, with sharp claws and a short proboscis where you'd expect a mouth. Home is Alzoc III, a frozen, mineral-rich world in the Outer Rim, and everything about them is built for the cold and the dark.

The signature is the eyes — four of them. A small pair handles bright daylight, when sun glancing off snow would blind a lesser creature, while a large pair opens in the dark to give the Talz clean vision on a moonless night. Between the fur and the four eyes, a Talz is at ease in exactly the places that break other travelers.

And for all the size and the claws, they're gentle — patient, watchful, slow to anger. Slow, that is, right up until you threaten what's theirs.

A Talz in cold-weather gearFour black eyes — built for glare and darkTwo-plus meters of fur and muscleThe gentle giants of Alzoc IIISharp claws and a short proboscisBuilt for the cold and the darkSlow to anger, and very hard to move
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A Talz in cold-weather gear

The build — the crew's patient anchor

In SWURPG, a Talz is a durable, observant heavy who would rather not throw the first punch:

  • STR +1 / CON +1 / INT −2, trained in Perception — four eyes miss very little.
  • Four EyesDarkvision 60 ft, and the small pair means bright light and snow-glare never blind you (Advantage on saves against being Blinded).
  • Thick CoatResistance to Cold, and you shrug off freezing conditions that send everyone else digging for survival gear.
  • Rending Claws — a natural weapon, 1d6 slashing, always in reach when talking fails.
  • Gentle Giant — the catch: you're calm and unhurried, and slow to leap into a fight, so you have Disadvantage on Initiative.

It's the kit of a scout, a sentinel, or a front-line bruiser who anchors the party — the one who keeps watch through the long night, walks unbothered across a glacier, and stands like a wall once the shooting starts. Let the quick, clever crewmate do the scheming; the Talz is who they hide behind when the plan falls apart.

More than a slow wit

The galaxy has a bad habit of writing the Talz off as dim — a habit that says more about who kept them isolated than about what they can do. Muftak made a life for himself on the streets of Mos Eisley, far from any snow. And in the last days of the Republic, a Talz named Foul Moudama sat among the Jedi as a Master. Underestimate one at your own risk.

Build your own

The Talz are live right now in the Character Builder — pick the species, choose a class, roll a name, and export a printable sheet.

See everything. Feel nothing of the cold. Be very hard to move.

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