Condottiere
SOC-14 5K
Remember, always pet your Vargr.
Late to the game, a couple of thoughts.
First, it occurs to me that the Vargr do not need to defeat an Imperial squadron in combat to defeat an Imperial fleet in a subsector. Not that I think they wouldn't be able to build capital ships, but it's really not needed. They can defeat it over the long term by eroding its base of maintenance and supply. We're making assumptions based on High Guard and MT paradigms that don't necessarily apply to a culture based on raiding and personal prestige. An Imperial battle squadron is, say, roughly 1.6 million dTons of warcraft, plus auxiliaries and escorts. A countering fleet of, say, 1600 high agility, high armor thousand dTon warships, each carrying a company of Vargr troops in armored vehicles, doesn't have to confront the squadron. They have to move past it, get to the world, land and sack it, then get out, taking whatever losses occurred as they did so, bringing out whatever loot they could. Their ground forces would be dispersed, highly mobile, and behaving atypically, sacking targets of opportunity and fighting encounter battles of their choice rather than marshaling for a set piece battle.
It's not likely the Vargr would sit down and do a calculation of forces needed to achieve even odds. They would assemble in groups big enough to raid a particular target, starting with small targets, gathering larger forces and taking on larger targets as they grew in reputation. They might take heavy casualties, they might even be defeated, but the damage to each world's economy would be significant. If the Imperial sector forces reacted defensively instead of aggressively, if the Vargr started believing the Imperium was weak, such forces would be more likely to spring up and snowball.
After years of such encounters, the sector would degenerate into islands of resistance built around the strongest worlds and their system defenses. Eventually the raiding groups could grow strong enough to attack even those, and even an unsuccessful attack would weaken an island and make it less able to resist the next raid. The Vargr may have capital ships - having the prestige and reputation to be able to motivate Vargr to such accomplishments may be an integral part of building the larger polities. But these may not have played a significant role in the sector's fate until late in the collapse.
The other point is that conflict does not need to be the primary means of achieving the kind of prestige and reputation that would extend one's influence, nor is conflict the only setting in which charisma could be asserted and rewarded, not and have the Vargr achieve any level of technological competence. Vargr with an aptitude for and interest in science or engineering may be drawn to particularly brilliant Vargr scientists or a particularly gifted engineer and aspire to high status and respect among their peers.
In business, the Vargr "disloyalty" promotes a kind of evolution among competing businesses: the businesses that are most successful are the ones that evolve a business culture in which the cream rises most quickly and consistently to the top rather than encountering obstacles and deciding to shop their talent elsewhere, while the businesses that fail are the ones that see their talent leak away to seek fortune elsewhere. A successful business enterprise might have a collective charisma akin to an individual as a result of the coordinated effort of the group, gaining the respect and support of - and the trade of - other businesses as a result, attracting capital and new recruits on that basis. The Vargr business model may treat business as something more akin to a fraternal order or association rather than as a property owned by some magnate and run on the kind of feudal hierarchies that pervade human culture. Their industries will therefore be more fluid hierarchically, with the various levels of the business organization ejecting or demoting leaders who become unpopular and promoting new leadership by consensus rather than seeing the organization disperse because a leader becomes unpopular. In essence, the one who leads your team is the one among you who everyone agrees to follow, and if he proves ineffective, the team forms around someone else among them rather than waiting for someone above to fire him or individually seeking greener pastures elsewhere: the relationships and the hope for advancement hold the team together and the job continues to get done but leadership becomes fluid, with higher levels of the business hierarchy functioning on the same model, and the businesses that endure are the businesses most effective in following that model because otherwise people leave. Industry may endure over the decades specifically because individual companies do not rigidly retain their organizational hierarchy but fluidly promote and demote at all levels based on charisma and effectiveness. Vargr businesses may be more effective than human businesses because they are more adaptive as a result of that competitive challenge to keep talent.
Sitting in a bagel shop at 0600 about to quibble over a post made 2 years ago...
they handed the early Third Imperium their first defeat (the Julian Protectorate).
in practice, they're easily distra...
Human propaganda once again. The Vargr/human split is nearly 50/50 with some of the polities within the protectorate being skewed one way or the other.They were part of that effort, but the area was heavily settled by both Vilani and conquering Terrans prior to the Long Night, then didn't suffer much from the Long Night. The Julian War was the strongest remnant of the First and Second Imperia slapping down the upstart Third hard enough that it didn't try again. Vargr are part of Julian society to a greater extent than they have become in Imperial society, but identifying the Julian Protectorate as Vargr is overstating it.
I agree completely.Their fire-eating youth are *really* volatile even compared to Humans and Aslan, but Vargr are sophonts, and they'll cover the range of drives, ability, and vision.