• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.

All Things Vargr

But if a corsair band can threaten most Vargr polities, you have to consider that their capabilities to defend their planets has to be significantly weaker than the corsairs' capability to project their power, since the corsairs would be uninterested in excessive casualties.
But I don't believe that corsair bands can threaten any but the tiniest polities. Even if for some strange reason Vargr were unable to work in crews above fifty (which we know from the sample cruisers I referred to above is not the case), a Vargr polity of any decent size would simply build large numbers of 3000T escorts and render itself immune to reaver-style corsair attacks.

I don't know where you got the idea that corsairs can threaten Vargr worlds, but even if it is a canon source, it will be a canon source with no validity, since it would not make sense.

There are probably many reasons that Vargr would like to keep crews pack sized, but one that may be less obvious is that if there are more layers of command, it may slow down their reaction time.
There's a cure for that. It's called military discipline.


Hans
 
I got the idea about corsairs threatening small Vargr interstellar governments from the larger organizations being able to rival them in scope, power and naval strength from the that article in JTAS 21.
 
That, of course, is an interesting question, as to the number and composition of a Vargr Navy, considering that might be confined mostly to ships with crews of fifty or less.

Fifty or less?!? A couple of thousand dT at most? No cruisers and battleships? Vargr navies comes in all sizes according to the GWP of their world/nation, of course. But given a high- or high-medium population to support it, why shouldn't a Vargr navy have ships ranging all the way up to battleship size?

I suspect that larger groupings and organizations (like Battle-cruiser crews) would be based around "groups" of packs, whose respective leaders are loyal to the "super-pack" leader(s) up the chain. So that (ideally) a Ship-Captain would have a loyal "Pack" of senior officers, who would recruit loyal "Packs" of department/division leaders, who in turn would assemble base-level packs around themselves. It might mean that Vargr recruitment is much more "personal" than a human Navy (which recruits en-mass at recruiting stations).

Since (at least in the OTU) Vargr do crew vessels larger than ~50 crew per ship, obviously there is a psychology supporting a social mechanism that allows for such organizations. Remember that the Vargr are not simply evolved descendants of wolves, but are a species whose ancestors were deliberately created and modified from wolves by the Ancients to be a servitor race (even if one with whom in the end they were not entirely happy).
 
I got the idea about corsairs threatening small Vargr interstellar governments from the larger organizations being able to rival them in scope, power and naval strength from the that article in JTAS 21.
Funny, that's where I got the idea that even the strongest Vargr corsair bands were comparatively weak.

The bit about some corsair bands rivalling small Vargr interstellar governments simply means that there are some extremely small Vargr interstellar governments.

* The original Kforuz band had perhaps ten ships, mostly type VP corsairs and similar vessels. That's a total tonnage of about 4,000.

* By the time they had doubled from their original size (i.e. 20 ships ~ 8,000T), they could be reckoned as the strongest corsair power in the region (Firgr subsector and some adjacent bits).

* With its 20 ships the Kforuz could be considered the foremost of the middle-sized bands on the Imperial-Vargr frontier.

* The Kforuz proceeded to absorb two smaller bands sharing the same general sphere of operation. Let's assume those two bands each had 6,000T worth of ships. The combined strength of the Kforuz would be around 20,000T. This elevated the Kforuz into the realm of a "great power" among corsairs.​
I don't wonder the text put 'great power' in quotes.


Hans
 
I suspect that larger groupings and organizations (like Battle-cruiser crews) would be based around "groups" of packs, whose respective leaders are loyal to the "super-pack" leader(s) up the chain. So that (ideally) a Ship-Captain would have a loyal "Pack" of senior officers, who would recruit loyal "Packs" of department/division leaders, who in turn would assemble base-level packs around themselves. It might mean that Vargr recruitment is much more "personal" than a human Navy (which recruits en-mass at recruiting stations).
I suspect that large Vargr organizations function much like large human organizations. With a distinct Vargr flavor, perhaps, but the human inability to relate to more than a 'monkeysphere' of around 150 doesn't prevent them from crewing aircraft carriers. Why should Vargr pack instincts prevent them from doing something similar?

Attempts to impose the canonical pack behavior on larger social institutions than packs are up against the fact that Vargr polities do not, in fact, dissolve into chaos every few years and that some of them survive for centuries (Though propably not unchanged ;)).


Hans
 
I suspect that large Vargr organizations function much like large human organizations. With a distinct Vargr flavor, perhaps, but the human inability to relate to more than a 'monkeysphere' of around 150 doesn't prevent them from crewing aircraft carriers. Why should Vargr pack instincts prevent them from doing something similar?

Attempts to impose the canonical pack behavior on larger social institutions than packs are up against the fact that Vargr polities do not, in fact, dissolve into chaos every few years and that some of them survive for centuries (Though propably not unchanged ;)).

I agree in principle. I think that any "sapient" species would be able to modify or temper its own natural "instinctive" behavior with reason if that is what is required to achieve a desired outcome (and in fact I think that encapsulates much of what it means to be "sapient" in the first place).

However, I think it is also interesting to explore how a species with different underlying instinctual behavior patterns (compared with humans) might achieve the same overarching end results, but perhaps by slightly different means (i.e. how does Vargr underlying instinctual behavior color how it approaches the same problems as humans).
 
Vargr: Marine Packs

Marine is a human label based on a series of observed activities of a specific set of Vargr, much like corsair covers the demographic inclined to have a more loose definition of property rights.

In a way, Vargr Marines have similar skill sets as the corsairs, but their mirror image as regards in their view of their role in the universe.

Vargr Marines are considered the elite of the Vargr military, their loyalty is considered unshakeable, and from their ranks are recruited the personal bodyguards for Vargr leaders.

Only the most capable are permitted to join their ranks, and their ultimate loyalty is to an institution, the Marine Corps, rather than to anyone leader, regardless how charismatic he is.

While trained as shipboard troops, capable of planetary assault, and boarding actions, they're actually closer to SEALs, being capable of operating in any environment, with picked troops selected as commandos.

Marine packs differ from other packs, as pack leaders are selected as being most suitable for any particular mission or assignment, the size of the pack varies again depending on the mission. Marine packs assigned to small warships would be comparatively smaller in size, anywhere from a squad to a section, whereas one assigned to an intermediate sized warship would be the equivalent of a heavily reinforced platoon.

Onboard a warship, Marine packs maintain a separate chain of command, but it runs through the warship's. With a Marine pack onboard, very few Vargr captains worry either about a mutiny, even less of one that would be successful.

For the Marines, packs tend to be amorphous, as squad sized detachments would get brevet pack leaders to establish their clear authority.

The largest Vargr Marine formation most likely to be encountered would be specifically configured combat groups, while band commanders would be occupied more in coordinating their packs and assigning band resources. Marine bands tend to be smaller than military ones. Military Corps/Army tend to view the Marine Corps as their primary rival for funding or recognition. Marines recognize no rivalry, since they don't consider the military a rival.

Setting up a Marine Corps can be as resource intensive as maintaining a normal military; some polities skip having a military altogether, relying on the Marines as cadre for the militia, and deep strike commandos to disrupt and take out enemy C3 nodes.

The problem with this approach is that at best, armour, artillery and other support branches are militia manned, at worst, minimal.
 
Vargr: Spacefighter Packs

Young Vargr feel a need ... a need for speed.

After being a pirate, the second most common dream Vargr have is being a fighter pilot. This ambition may seem strange, as this occupation tends to remove a Vargr from the physical companionship of his mates, and staring forlornly into the empty endless vacuum of an eternity of space.

That is, until he feels the power of fighter engine rockets overwhelm the buffering artificial gravitators, and push his body into the forgiving padding of the acceleration couch.

Vargr military doctrine, such as it is, is ambivalent on fighters; since there is an abundance of recruits, quite enthusiastic with closing in on an enemy, and Vargr aren't renowned for their drone tech, Vargr will used manned fighters to screen their flotillas, or press an attack.

Drone pilots are mostly installed on long range reconnaissance probes.

Flight schools tend to be fully booked, and a Vargr navy can pick the cream of the graduates, those that don't abscond to the corsairs, are satisfied by the less exciting commercial opportunities, or are comfortable piloting a small warship.

Vargr designs are mostly of the light fighter with short endurances, as it seems pointless to overstress Vargr pilots by keeping them unnecessarily isolated, even if they do enjoy jetting all over the place.

Fighters require more care in comparison to other warships, so what is referred to as a spacefighter pack, would really be more like a combat group, as there are separate specialized packs, the pilots, the ground crew and logistics.

Fighters don't have much space to individualize them to their pilot's taste, so nose (and fuselage, and wing, and tail) art may become elaborate.

Vargr have few qualms about using their fighters in the CAS role, as they're usually engineered to operate within an atmosphere.

As not every Vargr enthusiast gets to fly, many compensate by taking up skydiving or Formula One racing.
 
But I don't believe that corsair bands can threaten any but the tiniest polities.
Hans

Funny, you should mention that. I've been collecting data about polities in the traveler universe for some time now and, according to very rough and not-scientifically-accurate calculations (...I don't have enough data yet to make anything near accurate, let alone the fact that we are talking about fiction), the vast majority of Traveller polities ARE tiny ones.

So, by that statement, corsair bands could threaten most of the NaHu (Non-aligned, human-dominated) and all of the NaXX (Non-aligned, unclaimed) classified worlds. The Major Races and polities are pretty safe and even the larger 10 to 50+ world polities, but the average polity is probably somewhere in the 3 to 5 world category.

And many of the polities probably don't even have much in the way of standing militaries since there are few to no bases, military or otherwise, in many of the polities' controlled areas according to T5SS data.

I'm not making any particular point other than it seems that a corsair who stayed away from major race space could probably make a fair killing.

==========
Much of my collected data is here at the Wiki:

[http://wiki.travellerrpg.com/Government ]

I'd be very happy to have anyone review, constructively criticize, or add to the missing areas. All feedback welcome.

Shalom,
Maksim-Smelchak.
 
Last edited:
I agree in principle. I think that any "sapient" species would be able to modify or temper its own natural "instinctive" behavior with reason if that is what is required to achieve a desired outcome (and in fact I think that encapsulates much of what it means to be "sapient" in the first place).

Technology trumps biology... for the most part.

However, I think it is also interesting to explore how a species with different underlying instinctual behavior patterns (compared with humans) might achieve the same overarching end results, but perhaps by slightly different means (i.e. how does Vargr underlying instinctual behavior color how it approaches the same problems as humans).

Definitely, alien psychology is one of the most interesting aspects of Traveller.

*** Have you read the T5 materials on cultural codes? If so, what do you think of them? How about GURPS First In or GURPS Space? ***

Shalom,
Maksim-Smelchak.
 
Vargr: Corsair Posse

Vargr hunter gatherer instinct is a lot closer to their surface consciousness than most other intelligent species, and with both a mythologic, folkloric and popular cultural romantic treatment of the corsair and his lifestyle, going on a raid is not only the most fantasized activity a Vargr may have, but one very much in reach.

To start off a corsair posse, someone has to persuade (not convince) a gathering of Vargr that they should stage a raid on someone they don't care about or have a grievance with. It usually doesn't take much effort to persuade a crowd to do something that they've been dying to try out, especially if they're somewhat intoxicated, so a lot of raids start off near or in a bar.

Vargr aren't particularly stupid, and even if their law enforcement is lax within their jurisdiction, it still frowns upon corsairing, impromtu or otherwise, against neighbours, continental, planetary or systematic.

This means that the raid would have to be against a target separated by an interstellar distance, and within a short time window, since they all want to be back to watch the Waterbowl final between the leading polo teams.

Popular tri dee series like Treasure Planetoid and Corsairs of the Caninebeanne with legendary figures such as Dog Gone Silver, Captain Jack Russell, and Blackschnauzer, having educated most of the Vargr public that in order to go raiding, you also need weapons and transport.

While Vargr wouldn't have much trouble getting hold of weapons, military grade are a little more difficult and expensive. It takes quite a lot to convince your local arms dealer to part with his cache as they tend to want cash up front, even in return for a very generous proportion of the loot.

Next, getting hold of interstellar transport.

Not an issue if someone in the posse owns a starship, or can persuade someone who owns of captains one to join the raid. Hijacking a starship may very well be a lynching offence for Vargrs, much like horse stealing used to be. And the posse does want to come back home.

Since corsair ships aren't lying around in some marina, a private yacht or a merchantman would be the most likely ship chosen; while somewhat underpowered for it's new role, the incongruity of it should shield it from suspicion, until it's in range of it's target.

Having identified their target, picked up sufficient ironmongery, and secured transport, the posse can now be on it's way.

If they succeed in taking their victims by surprise, the posse might be inexperienced in efficiently pilfering worthwhile loot.

After they return home, the average take just barely covers expenses and overheads, the shares of the ship owner and the gun dealer, and the impromptu privateer is lucky just to keep a souvenir from the loot, all his limbs in tact, and a font of stories of his great adventure, most of whom bear little resemblance to reality.
 
Vargr: Infiltrators, or Let Sleeping Dogs Lie

The small and exclusive nature of Vargr packs, and the inherent loyalty expected would make any attempt at infiltration difficult, and psychologically impossible.

Or is it? It might depend on where a Vargr's actual loyalty lies, and that might have been fixed early on to a highly charismatic mentor, or some ideological cause, even the capability of monetary gain to override that instinctual loyalty that acceptance into a pack should activate.

You'd imagine that it would be hard to identify and train Vargr capable of such feats, and that it would be employed only for the most crucial of missions.

Yet, corsair leaders might be want to slip in agents and spies into their possible fellow bands' packs to keep an eye on what their rival pack leaders are up to, or as band commander, how and when their ambitious underlings plan to usurp their positions. That might be relatively easy, since the infiltrated corsair's ultimate loyalty would be to them, as band commander.

Further afield, infiltrating agents into other corsair bands, and the security apparatus of Vargr governments would be quite an intelligence coup, as they could funnel all sorts of information back to them, like shipping schedules, patrol routines, or sabotaging see three nodes at a crucial time.

Lone wolf agents might be able to compartmentalize that loyalty, their motivations being purely for money rather than gaining status after completion of their mission. They may be used more for industrial espionage, or information extraction, rather than direct sabotage.

So what happens to discovered infiltrators? Do they get lynched? Or is there some provision in Vargr law that permits prosecution?

Presumably, for those infiltrating government or security packs, it would be a clear case of espionage.

Beyond getting kicked out of a pack, what would happen to those practising industrial espionage, since Vargr aren't really respecters of intellectual property?

They'd certainly would be ostracised by anyone who know about them. They might get beaten up and branded.
 
Vargr: Nepotism

Vargr who find themselves pack leader of several different packs will appoint a lieutenant to represent them..

This lieutenant could be a best qualified pack member after themselves, or it could be someone they trust, the delicate art of balancing filial piety with merit.

Vargr scions have to learn responsibility somehow, so what better way than taking over some lesser pack. Being a representative of the pack leader secures them against a direct challenge, the actual pack leader wouldn't present, and in theory, they're only conveying is directions. Interpretation, is another matter.

Besides acquiring experience, you have a loyal underling who not only owes his position to you, but being related, has even less incentive to challenge your leadership.

If it turns out that genetics does play a role in capability, the fast track method of promotion is overally beneficial.

If it turns out it doesn't, it ferments unrest in the ranks, with no way to challenge authority or leadership.
 
Vargr: Daekvagul

Located an interesting, and what one would assume, an important Vargr world:

Daekvagul/Daekvagul (Provence 2540)uc=A769AAA-D}}

but no information on it, especially considering it's so close to Imperium space, and part of what I assume is an important Vargr polity, the Irrgh Manifest, which I suspect is about to implode.
 
Vargr: Extreme Political Dissidence or Terrierist Packs

What happens in a repressive regime where Vargr can't or won't emigrate, and regime change is impossible through customary methods? When dissidence evolves to sedition.

Most of the Vargr would appear to be too downtrodden to try a general uprising, as the regime may have the means for a bloody reprisal, and the will to carry it out. Resistance movements may decide their only option is to make the regime appear unable to stop the destruction of their symbols of power, the assassination of their leaders and enforcers, possibly even going so far as the destruction of infrastructure that would adversely affect the populace in general.

Terrierist packs would divide into cells, keeping the actual identity of the pack leader a secret known to a very few, which means that it's a reflected charisma that keeps the pack together, through the pack's reputation, and the cell leaders' enthusiasm.
 
Vargr: Daekvagul

Located an interesting, and what one would assume, an important Vargr world:

Daekvagul/Daekvagul (Provence 2540)uc=A769AAA-D}}

but no information on it, especially considering it's so close to Imperium space, and part of what I assume is an important Vargr polity, the Irrgh Manifest, which I suspect is about to implode.

Since there doesn't appear to be any information on this planet, let me do a little speculation:

It has an excellent Starport, possibly several terminals in orbit, and a very large one down station. A major fleet space station in orbit, with outposts in any number of planets that share the system, especially at the gas giant.

There's no corsair base(s), so corsairs may not actually be tolerated.

So it's an almost Earth like size, at around eleven thousand kilometre diameter.

The atmosphere has a pressure of 0.71 to 1.49 atmospheres. The atmosphere is a standard oxygen/nitrogen mix, which is breathable without assistance. Which means despite crowded conditions, the authorities have been very environmentally conscious, and living there might not be as bad as you might initially thought.

Almost totally covered by water, somewhere between 85-84%. We could assume it's around ten percent, with one large Australia sized continent, a bunch of islands and north and south pole ice-packs.

Average population could be fifty billion; could be concentrated on half a fully urbanized Australia, the other half being a nature reserve. MegaSydney One.

The planet is ruled by a popular dictator, which sounds logical. He is referred to and addressed as The Doge.

He believes that no one under his regime needs to have a weapon; that could having organic snout and claws a little tricky, and could make it mandatory to have DNA samples on record, if they find someone dead who has more than a little love bite.

Tech level D won't make it have an outstanding technological advantage over it's rivals, but the government may have carefully nurtured a balanced industrial base, having factories in orbit, perhaps being a major regional ship builder. Likely also heavily involved in aquaculture, though most Daekvagulians may be sick of fish paste.

Daekvagul is most likely the most prominent world in it's region of space, hence why the subsector is named after it. It is a member of the Irrgh Manifest, whose governance model is characterized as having a high degree of centralization, which sets uniform policies that direct the entire multi-system state and largely disregards local/planetary differences.

With a strong personality like the Doge, and the influence that Daekvagul exerts, this must lead to tensions.

Imperials have nicknamed Daekvagul, Blackbird.
 
Vargr: Daekvagul and Foreign Relations

Immediately coreward to Daekvagul are:

Knol/Daekvagul (Provence 2539)uc=D000100-8}}
Voukonaekhs/Daekvagul (Provence 2538)uc=B330336-A}}
Aeltsigaez/Daekvagul (Provence 2537)uc=C8B6420-9}}

These three planets provide a neutral zone for the competing planets of:

Daekvagul
Aerraekoukh/Uekhourg (Provence 2339)uc=A868553-C}}
Uekhourg/Uekhourg (Provence 2437)uc=A677A74-D}}
Theksas/Daekvagul (Provence 2638)uc=C666986-7}}


Knol is a mined out asteroid system with a small gas giant, and is the base for a corsair pack (band being a vast exaggeration) with minimal facilities and one working ship.

Voukonaekhs is the regional Irrgh Manifest administrative centre, carefully chosen as being both central and more or less equidistant from the major players.

It's unfortunate that the Mercury sized primary planet requires a respirator to breathe it's very thin atmosphere, though that and the lack of water ensures that the highly dedicated band of bureaucrats assigned there have little to distract them from their duties, being only answerable to their pack leaders and band commander.

The danger from attacks by corsairs and dissatisfied tax payers is sufficient that each bureaucrat is equipped and trained to use military grade assault weapons.

Voukonaekhs has no industrial base, it's needs are supplied by nearby star systems which are member of the Irggh Manifest, through a relatively well equipped starport facility.

Aeltsigaez is a Terran sized planet with a corrosive environment that makes living outside their protected cave complexes impossible without a vacc suit. This is not a planet that anyone would consider settling, but eighty thousand Vargr have made it their home, building up an industrial base just sufficient to survive on the planetary surface, with enough starport facilities for basic maintenance.

The harsh nature of the environment, or perhaps some prevailing political philosophy previous to settlement, has loosened the normal Vargr social structure, so that pack mentality is suppressed, at least as regards community decision making, as they've instituted a direct democracy style of governance.
 
Vargr: Daekvagul and Foreign Relations

Daekvagul and Uekhourg, referred to by the Imperials as Ukburg, have had an ongoing Cold War for generations. While superficially similar, they're both tech level D civilizations with tens of billions of inhabitants, politically and socially they are almost diametrically opposite.

Daekvagul is united and guided by an enlightened, benevolent and charismatic leader, Uekhourg is divided by competing industrial conglomerates that have completely polluted their planet in their rapacious pursuit of profit and market share.

Having removed mostly the scourges of war, want and crime from the lives of the citizens of Daekvagul through a vigorous application of laws, and enacted legislation that prevented Uekhourgian conglomerates from dumping their products below cost on Daekvagulian consumers, the two planets came close from going from a pricing war, to an actual one. Only the intervention of the Irrgh Manifest prevented one from breaking out, and tension still run deep nowadays.

Careful balancing of the Daekvagulian economy have allowed their government to set up an extensive social net for their citizens, while Uekhourgian policies are pretty much dog eat dog, which is why citizens are permitted to arm themselves hand weapons and semi-automatic weapons.

In this toxic mix come the planets Aerraekoukh and Theksas, who try to obtain maximum advantage from the Daekvagulian-Uekhourgian cold war.

Aerraekoukh has managed to stay neutral by supplying both sides with extensive agricultural products that their planet is renowned for, especially a variety of domesticated meat animals that they've carefully cultivated from examples originating from Terran stock, which are renowned throughout the Vargr Extents.

Either Daekvagul or Uekhourg could militarily crush them, but careful diplomacy and a very cosy relationship with the primary Irggh Manifest government has ensured their security.

Theksas low tech level of seven would normally have ensured their insignificance in interstellar politics. Almost anyone could take out their military, but with a population of billions, occupation and suppression of some of the most ornery and stubborn Vargrs that ever existed would make that a Pyrrhic victory.

Theksas is governed by a heavily resented but minimalistic civil service, that seems representative of a far distant central government, ruling over a very widespread electorate who prefer living in small settlements, with only a few major cities. Every Theksan has a shotgun by his side.

Theksas is a major supplier of mercenaries and corsairs in this region of space. While Theksas doesn't have the industrial base to manufacture anything beyond basic pre-interstellar consumer products, major markets existed for high tech products that are mostly smuggled in to avoid taxes and controls, such as they are.
 
Vargr: Daekvagul and Foreign Relations

Vozoekeng/Daekvagul (Provence 2832)uc=C387842-A}}
Okhsilo/Daekvagul (Provence 2634)uc=B673956-A}}
Angoer/Daekvagul (Provence 2636)uc=A8A3343-C}}
Voukonaekhs/Daekvagul (Provence 2538)uc=B330336-A}}

Daekvagul maintains a direct jump two trade link to the non aligned Vargr system of Okhsilo, through Irrgh Manifest protectorates of Voukonaekhs and Angoer, and indirectly to the rich unaligned Vargr world of Vozoekeng.

The Irrgh Manifest has licensed Daekvagul commercial shipping to use their starport facilities of the administrative centres of Voukonaekhs, and the rather excellent ones on Angoer.

Angoer is a combination military, scout and research facility for the Irrgh Manifest, compared to Voukonaekhs's pure administrative role.

The scientists on Angoer study the Windhorn Rift.

The military is there to protect Irrgh Manifest interests, specifically the facilities on Angoer and Voukonaekhs.

The scouting elements are to keep an eye on Okhsilo expansion towards the Manifest, occasionally patrol through Knol, and keep an eye on the Vargr on Aeltsigaez, both of which are not so much interdicted, but that non mandated Irrgh Manifest vessels are not permitted to enter, in order to maintain the current balance of power in the region.

Okhsilo is a feudal technocracy, where education is rationed, leaving the rest of the electorate beholden to an aristocratic caste and managed by a carefully selected caste of managers.

They have little relations with Uekhourg, seeing them as commercial competitors with better technology, and whose corporate culture is at odds with their more laid back one.

They seem to be more in sync with the Theksans, whom they are the major trading partner.
 
Vargr: Aerraekoukh

Aerraekoukh/Uekhourg (Provence 2339)uc=A868553-C}}

Aerraekoukh is by all accounts, a paradise resembling a pristine Terra, with a very well off populace, grown rich on the fruits of their produce, and especially on their carefully cultivated herds of Terran domesticated species. This has made it a major tourist destination, as well as exporter of gourmet meats and other high class agricultural products. It's a major transport and communications hub.

Unfortunately, they are right in the middle of ambitious Vargr states, Daekvagul (less so), Uekhourg, Kughoelvor and Arr Laen, that very much would like to bring Aerraekoukh within their sphere of influence, and appropriate it's wealth.

The ruling families decided early on to throw in their lot with the Irggh Manifest, carefully cultivating relations with it's ruling bodies and volunteered to host a major naval base, the largest that the Manifest maintains in that region of space, who were attracted by both the strategic position, and the opportunities for rather pleasant R&R facilities.

Since the small population is widely spread over the planet, gun regulations are minimal and in most cases, not enforced. The inhabitants are mostly small holders who sell their herds and produce to the urban traders, who package them for export.
 
Back
Top