
One can't help but notice certain parallels between the cultures of Alderaan and Naboo, apart from the obvious Amidala/Leia connection: peaceful ideaologies, limited military and armament development, dynamic political leaders, strategic signifigance in troubled times (as readers of the Star Wars books and astute viewers of the films know, Senator Bail Organa of Alderaan is a major figure in the upcoming Clone Wars)...perhaps the greatest tragedy of Epidodes I-III won't be the fall of the Jedi and the turning of Anakin Skywalker, but instead the creation of another Alderaan/Naboo parallel. There is, after all, no mention of Naboo or its people in Episodes IV-VI...
In another interesting parallel, Naboo is ruled by a benevolent monarch (although technically, Alderaan's monarchy is strictly ceremonial). This monarch is an elected monarch, however, chosen by the Naboo people to lead them based on merits of character and wisdom. It would be reasonable to assume that there might be a "pool" of nobility on Naboo from which each new monarch is elected (Amidala is not the youngest monarch to have ever sat upon the throne), but that is speculation on my part, based on the assumption that only a lifetime of grooming could have created a viable candidate in the form of a 14-year old girl. The ruling monarch...in this case, Queen Amidala...also has several officials that run certain facets of the Naboo government in her name. These officials form the Advisory Council, which appoints its own ever-changing membership from a broad spectrum of social groups, ensuring fresh and well-rounded persepectives on all recommendations to the Queen.
Apart from the Queen, the Naboo have a planetary Governor (Sio Bibble) who oversees the general minutiae of running a planet, a Senate representative on Coruscant (the charming and popular Senator Palpatine, recently appointed High Chancellor of the Senate after a vote of no-confidence in Chancellor Valorum), and a Head of Security (Captain Panaka, a veteran of pirate conflicts elsewhere in the sector) whose duty it is to lead the planet's limited security forces and protect its rulers. There are also other advisors and assistants to the Queen and her officials, but their exact titles and duties fluctuate as the Council appoints different people to positions it deems necessary at the time.
The Naboo people are hard-working and industrious, and proud of their Queen and heritage. If the capitol city of Theed is any indicator, Naboo cities are sprawling and ornate, built to accentuate the planet's natural features as opposed to dominating them (again, readers of the Star Wars books will see yet another parallel with Alderaan). Although there is flourishing industry on Naboo, the Naboo people are very prudent not to disrupt the environment of their beautiful planet.
Militarily, Naboo's security force is an interesting study in contradiction: although a peaceful culture, requiring little more of its small forces than the occasional display maneuver or parade during official functions and celebrations, the Naboo pilots and security officers are quite talented, and their technology solidly-crafted.
Playing a Naboo Character
As limited as campaigning on Naboo might be, the potential for playing a character from Naboo is great indeed! Naboo pilots are trained to execute flashy, complex stunts that, while unorthodox for flying combat missions, could definitely catch an enemy off-guard, and ex-members of the security force would have a strange blend of police and military skills. Naboo craftsmen are obviously quite gifted, judging from the artfulness of the ships, devices, and architecture of the planet, and may be seeking work elsewhere in the galaxy after the invasion by Trade Federation forces. Political intrigue also appears to be a Naboo strong suit, given Palpatine's obvious talents and the "handmaiden switch" gambit used by the young Queen...perhaps some Naboo trained in this field work as court spies on other worlds! Players who wish to play a Naboo character should make special effort to voice their character's feelings on matters of galactic politics, particularly in regards to the Trade Federation...this is easy to do, and helps give the developing character a good story hook as the player refines him/her into a fully-realized character. To further refine the character, his or her mode of dress should be described to everyone playing; the Naboo people use the cut and color of their clothing to make statements about social and political conventions, thus sparking lively debate.
GMs may wish to give humans from Naboo a skill bonus here and there if the player chooses to select skills that seem derived from an obvious strong point of the Naboo culture. While not really supported by the rules, this sort of practice has always helped give my campaign some very-satisfying depth and variety to the human characters, who don't have the nifty special abilities of the non-humans...if one of your players wants to try playing a Naboo, give it a try.