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All Things Vargr

That's what I get for checking the boards at lunch.

Behave or his master Emperor Pomeranian will be most displeased. :D

But back to Vargr - I complied a few thoughts on Vargr love of speed from V&V, Star fighters (mentioned here) and some half remembered notes. From there it grew a bit to cover general speculation on Vargr entertainment. That and it attempts to make up for initially missing this thread. :eek:

Racing
Vargr love racing, the faster the better.
Not endurance racing or marathons but races which are short, fast and exciting. Whether it is using feet, animals, hotrods, grav bikes or starships it doesn’t matter as long as speed is involved.

If two vargr with Grav bikes meet, they have an impromptu race to see who is better or has the better machine. In addition to sorting out short term charisma it also acts as an ice breaker, setting the common interest for the two to interact.

Species wise, racing is a common interest between Vargr and Humanity. Flashy and fast machines hold an interest to both species. Throw in alcohol and you would be hard pressed to see any real difference between human and vargr racing fans.

Another popular variant of this is the demolition derby. Fast cars, over the top action and smashing ones opponents to bits can make a vargr a minor celebrity if he survives.

Expect Vargr smugglers to brag about doing the 'Kessel run in less than 12 parsecs'.

Capture Games
Capture games for the Vargr fall into two categories. ‘Public’ and ‘Intimate’.
Public capture games such as in MMO’s, paintball, or tag are fast paced and done with groups who are friends or acquaintances. Combining teamwork with a rapid pace they are used as a way of showing that my group is superior to yours. Generally done with no ill feelings (though it can easily become a serious rivalry) they are a way to blow off steam, excess energy as well as reinforce the local social structure.

‘Intimate’ capture games are slower and far more intense, but are limited to close family, friends or intimates. Generally one on one these are more strategic, thoughtful and intense. Some games have been reported to have been going on for years between peers.

Games of this nature include models like Risk, Civilization and Go. Intruding on one of these intimate games is a serious faux pa. This often extends into politics, with political opponents actually seeing their career as a long intimate game. Eg: See Brzk and his mentor in Lishun and some members of the Julian Protectorate.

Movies Magic
The old silver screen, its modern counterpart the holoprojector. What is on the top ten list of vargr films? Action and the ‘Lone Hero’ archetype.

A classic example would be Mad Max: The Road Rottweiler. Where a lone vargr on a devastated world helps a small pack against the evil Lord Humanus. Over the top car chases, extreme combat, and explosions. Other comparisons to human media would be the spaghetti westerns. Again a rugged lone hero overcoming the odds and being both respected and feared by those around him.

If not a lone hero character, they tend more toward a large than life individual leading a band. A very common theme is a military band of some sort – wether pirates or soldiers.

While vargr can appreciate a long and convoluted plot, their attention span tends to drift as it drags on unless something gains their attention again. ‘Romeo and Juliet’ would bore a vargr to tears unless you had a big fight scene once or twice.

Oddly, a major theme in the vargr film industry is the Trickster/Prankster character. This seems to have come out of societal pressures for those in high places not to become complacent and to allow lower stations to laugh at the higher ups they dislike without violating uthe nspoken charisma rules. The plot is almost invariably a high ranking vargr becoming too big for their boots, and a clever yet lower ranked vargr bringing him back to Earth (Lair?) in a variety of humiliating ways. Both high and low societal members love these films for differing reasons.

Music

While Vargr music varies immensely, to humans vargr music sounds very strange and comes in two types. Ultra loud bass, or sounding like it is played too fast with half the soundtrack missing.

Super loud bass is due to the vargr’s hearing range. While they can’t hear bass sounds, they can feel them but to do that the volume needs to be boosted. As a result Vargr drums are generally oversized and beaten very hard to make a deep booming sound. The ‘in the bones’ feel of bass drums also has a greater psychological impact on vargr. Light drumming or small easily portable drums are never used, as are low bass instruments such as the cello or tuba equivalents which cant be 'boosted'.

The second, again due to their hearing range means that a lot of the frequencies are much higher than a human can hear. Due to the method of creating these sounds a lot of strings or metal instruments are used, but with the average being somewhere in the 10-30 KHz range it sounds odd to those who can’t hear the higher frequencies.

Booze & Cigs

Being Terran based life forms originally, it didn’t take Vargr long to discover the joys and pitfalls of alcohol.

Being of generally lighter body mass and with a slightly differing metabolism Vargr do not have a high tolerance for alcohol. While a human is just getting warmed up the Vargr will be unconscious under the table. In the spacers lounge it is not uncommon to see Vargr snoring loudly face down on the table as the bar doesn’t realise the difference between human/vargr alcohol tolerances. However Vargr recover from alcohol much faster as it is burnt out of their system.

For drinking, vargr usually have their beverage in a wide bowl like vessel. The bowl is held with both hands lifted to the mouth and the tongue laps up the liquid. For drinks from a convience store, the vessels are typically made of plastic and are a narrower oval shape (like a gravy coaster) but serve the same purpose. Humans can easily use a drinking bowl by sipping at it, but a vargr in human space have problems.

Bowl drinking causes a few problems when in human regions or situations where bowls can't be used. Humans frown on bowl drinking and while a vargr drink from a can by tipping his head back and pouring it down his throat this doesn’t help for social drinking.

For ordinary purposes a device similar to a straw is used. The straw has a broad flat opening which is placed in the mouth and pressed against by the vargr’s tongue against the roof of the mouth. This allows the vargr to suck up the beverage. For more formal occasions a glass with a spout like attachment is used to pur it in the mouth.

The same lack up lips means you will never see a vargr smoking a rollup. Nicotine addicted vargr they can use a cigarette holder with a wide flat base which can be pressed against the tongue allowing the smoke to be inhaled. However most vargr who smoke go for pipes with a modified stem. The tobacco equivalent used is often much more aromatic, in some ways similar in incense providing olfactory stimulation in addition to the nicotine fix.
 
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Vargr: Defining Packs or Fifty Shades of Aggregation

Retinue is the personal pack of a pack leader, whose members are acknowledged to carry influence with him, and while there could be an internal rivalry and jockeying for position in order to obtain and maintain their leader's attention.

Members need not be always within the presence of their leader, or even within reach, as they can be tasked to represent their leader's interest in greater or lesser matters. The retinue is basically the inner circle of a pack leader, and membership establishes a servile relationship, but also reflected prestige and authority in varying degrees. The relationship is quite open and extends a personal protection to the relatee. The inner circle could include your senior lady in waiting, personal valet, much as it could the captain of your guard (who'd be the deputy commander of your bodyguard pack), or your childhood friend (who knows all your secrets). People that you trust, can confide in, or entrust with an important task.

Compare this with an entourage, who are just hanger ons and wannabes, attaching themselves to the pack leader's train, in hopes of catching his attention, and thereby create an opportunity to lobby for whatever overriding cause they think the pack leader could assist them with or grant, if it's directly within his power. Or even present the pack leader with some business plan or opportunity which would require his patronage in some form. The entourage can also extend to hired personnel, whose skills are required upon occasion.

Very few pack leaders create a cortege, which forms his personal household staff, since it implies and imposes a formality that Vargr are somewhat uncomfortable with.
 
Vargr: Ship Design Philosphy

Can and/or Vargr have the capacity to manufacture spinal mounts and be able to incoporate them into their warships?

The Vargr have the capability to manufacture spinal mounts, and most planetary governments would be very interested in incorporating one or more meson spinal mounts into their planetary crust, which would resolve the issue of corsair predations, because once the guns bracket the corsair ships, they'd implode like an emptied eggshell, considering these weapon systems were meant to be used against major combatants, and not the equivalent of Littoral Combat Ships.

Since it doesn't happen, you can come to the conclusion that the Vargr don't have the industrial capacity, reliable supply chain and/or political stability for such an extended weapons programme.

Assuming they do, this seems more a capability that a subector wide Vargr polity can only afford, and has the requisite financial clout and industrial capacity, or possibly a very rich and influential Vargr system wide polity, who'd be very keen to dissuade other Vargr from viewing their prosperous cities as easy meat.

On the other hand, if the rich system was part of a wide ranging Vargr interstellar polity, the central government might not be too keen to allow this capability outside their direct control.

Spinal mounts may then be manufactured only in their core systems, and parcelled out to their member worlds, as the perceived need. Mobilized spinal mounts, such as those emplaced in a major combatant or a system monitor, requires specific permission.
 
Vargr: Ship Design Philosophy

Building large ships, and establishing and maintaining the necessary infrastructure and industrial base; it's not a given that any polity has the political will to maintain them in the face of economic crisis and social upheaval, which seems to me a normal state of affairs.

Even we certainly can't, off-shoring quite a lot to countries that are willing to build them for less, and usually requiring government intervention to keep even a small capability.

For the larger ships, the Vargr tend to build them modular, allowing the work to be contracted to smaller shipyards and the pieces eventually assembled together, and they usually end up as dispersed or close configurations.

This modular aspect is evident in engineering as well, as jump drives, manoeuvre drives and power plants are coupled together to achieve the requisite potential to propel the ship. Though less coupling, more of a gangbang.
 
This modular aspect is evident in engineering as well, as jump drives, manoeuvre drives and power plants are coupled together to achieve the requisite potential to propel the ship. Though less coupling, more of a gangbang.

Extending on the modular design, would Vargr ship components have the ship equivilant of a 'universal adaptor'? Apart from solving shipyard assembly issues from differing suppliers, if they obtain (or more likely steal) a new reactor, could they plug it into an adaptor thus upgrading their ship? Or is the reactor limited to ones specifically designed for that ship with the stolen one only good for trade and parts?

Eg: There are several 'assemble by numbers' surface ships in the world today, but the modules are for shipyard assembly and specific to that class of ship and not plug & play.

So when the corsairs grab their prey, not only do they grab the cargo but they also strip out the guns, sensors, computer cores, etc and integrate them into their ship, becoming more dangerous next time they turn up. It would give corsair groups a _lot_ more endurance - you just steal replacement parts from your enemy instead of returning to a friendly industrial base for refit/repairs.
 
Vargr: Ship Design Philosophy

The Imperium has alphabet drives and power plants.

I was going to make it a separate post, but the question does occur to me as to what the corsairs are raiding for? It would have to be stuff they can't get, make, or want to make themselves. And those corsairs holds really aren't so large that they can just chuck in whatever they find or takes their fancy.

The Vargr are after rare metals or minerals that have an industrial usage, and high tech stuff that they can use themselves or easily sell in their home markets. It's probably easier and takes less time just to grab a small starship, and make tracks, than to get the welders out and cut out all the engineering in the middle of hostile space.

If you have to assume that there are enough of instinctual engineers and mechanics in Vargr society that they can piece or fit almost anything together, and it should work, most of the time.

My take on the Solomani is that once they've found an engine that works really well, they don't spend either time or money on further research and development, and just add as many as is necessary to get a desired performance from any sized hull.

The Vargr aren't that interested in funding R&D if they don't have to, nor have the patience to wait for results, and prefer to steal the IP. Or better yet, steal the actual finished product.

This may be less of a problem for smaller sized hulls, sine there probably are factories around that can manufacture the engineering for those sizes, but anything really large may be beyond their cap0acity, or pragmatically, they'll want money to expand, plus that for the materials and labour in advance.

So shipbuilders are inclined to use what they have, and that's usually not uniform across the board, which results in a very careful selection of parts that will work together, possibly by individually tuning them to synchronize with each other. which in my opinion, is very important when dealing with that mad six minutes when the power plant overclocks, and the jump drive punches a hole into another dimension.

I don't think there is a universal adapter, but some gadget that Vargr engineers would have to customize and fit, unless they've been given considerable time to locate almost similar engines.

Modular comes in various forms, depending how much lead time the purchaser gives to the shipbuilders, with in my opinion, the best result would be something like the Azhanti High Lightning. Which does look like assembly by numbers. It is possible that this could be done for a family of ships, within a range of tonnage, and that ship systems could be plug and play. But again, this requires forethought and preparation.

It's not that I don't think a very rich, stable Vargr polity couldn't do it, it's just that the supply chain doesn't remain stable, and time, I think is one of the things that Vargr don't really have.
 
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Vargr: Military Packs and Attrition

One thing that a combat orientated pack has to account for that a more pacific inclined one doesn't, is that if you are going to go into harm's way, you're likely going to take casualties.

Attrition is going to affect the pack's combat effectiveness. After a certain point, the pack leader's superior will have to order the pack to withdraw from combat. Or perhaps he won't, and a rather canny pack leader now faces a dilemma. Because you can't accumulate glory and get ahead without fighting, and you can't to that effectively if everyone else following you is dead.

Vargr can ignore losses, if they think they're (personally) succeeding, a sort of variant of a teenager's feeling of invulnerability. A pack leader will press his pack on, if he thinks he can accomplish the goal he has set himself, or had been set. Unless he and/or his pack faces a situation that forces a moral check, and they lose, and a sudden realization as to how many of the pack is down, and how far away from their goal they are could well be it.

Pack mateship is a rather personal relationship, between the pack members to each other, and to their pack leader. If a pack is rendered combat ineffective, the correct action is to withdraw it from the front, and allow it to organically rebuild itself, with the reputation of their deeds and leader ensuring new recruits will flock to it, and the veterans forming the cadre around which the pack will rebuild itself, possible expand it's size, or even create subsidiary units. One issue is the short termism that Vargr are plagued by, in that the new recruits will want desperately to achieve the glory that joining this particular pack promises it.

Maybe less of a problem for paramilitary packs, or more aggressive corsairs, as the new recruits can end up as convenient cannon fodder.

It could also be that army command cannot afford, or doesn't want to lose the leadership at the front of a specific pack leader. Amalgamation or reinforcing packs is a tricky proposition, since it can raise hackles all around. Amalgamation can seem like a hostile takeover, with the weaker side preferring independence, especially if the pack leader is still alive. It would mean a prolonged period of reestablishing the pecking order, and that's a lot less of an attractive prospect for most Vargr, who like to know where they stand, and may be quite comfortable with their current situation.
 
Vargr: Supply Side Economics and A Bird In Hand

Much as they tend to gloss over when it comes to abstract future, Vargr are rather hard nosed when it comes to business. They prefer to buy off the shelf equipment, that was actually still on the shelf.

Being off the shelf allows the Vargr to obtain a known quantity, a commodity whose value and performance had already been established. And by establishing that the seller actually had the item in stock, the item could be bought now, and not having to rely on a somewhat shaky supply chain, where an unplanned incident could delay delivery, and/or any actor along it may suddenly go out of business.

This does not prevent Vargr from committing to long term purchase contracts, but most of these are based on Just In Time delivery, which allows minimum inventory, sufficient to take into account any possible delays, while ensuring that neither buyer nor supplier need to invest more than necessary in either maintaining inventory, nor expanding production facilities beyond the minimum required to fulfill the contract.

With that in mind, how do the Vargr buy off the shelf equipment off the shelf?

Just In Time concerns new production, and does not take account existing equipment, a lot of which may have been pilfered or outright stolen, or disposed off in fire sales by Vargr who discovered a need for interstellar tourism, so the broker or dealer's real expense tends to be warehousing.

That would be another aspect of the Vargr character, being great hoarders. Followed by travelling light.

This is a lot ornerisome that one might suppose, once eBay set up shop.

Not everything can be had at a bargain; not everyone has a PGMP in stock.
 
Vargr: Banking on Fractions and Reservations

Vargr may be the greatest traders this side of Ferenginar, but they aren't really capitalists, they're minds having trouble coming to terms with the concept of exponentiating something, out of basically nothing.

Perhaps, that's why their societies are doomed to collapse, not feeling the need nor having the vested interest to maintain and protect the status quo. Besides the fact that when they are on top, they'd like to remain on top.

One thing that the Vargr are fully aware of, anything can happen, and that Murphy was likely a Vargr. That's why there's no insurance industry, except that provided by your pack(s), friends, family, community, clients and patrons.

That doesn't mean financial instruments and institutions don't exist, just that they are the pooled resources of Vargr collectives and individuals, and issued to Vargr based on their reputations, or the word of the issuee's sponsor(s).

Not repaying your debt(s) is a serious issue in Vargr society, and a matter of honour if others acted as guarantors. Anyone involved in the matter faces a temporary or permanent loss of charisma.

Fiat money issued by Vargr governments has little currency beyond the territory controlled by that entity, and in a lot of cases, not even there, leaving most Vargr trying to navigate a complex barter economy. Luckily, there's an app for that.

However, there is one currency they do trust, being an icon of stability and trustworthiness, and that's the Imperium Credit.
 
Vargr: Technically Speaking

Since the Imperium is the yardstock we measure other interstellar polities by, it seems almost certain that the Vargr can't measure up to them on a technical basis, besides the fact that the Zhodani are at tech level fourteen, and if the Vargr had managed to exceed that, they'd be concerned. They'd also probably have nothing to offer the Vargr.

Tech level thirteen may be the highest industrial base that a Vargr world might be able to maintain, while an extensive interstellar polity might be able to push their industrial base to fourteen at their core world(s), more as a matter of political will.

The Vargr might have established guilds to regulate and retain their technical knowledge, and maintain an industrial base necessary to continue their civilization. Membership outside the clans that run these guilds might be limited to selected individuals, and inheritance of facilities may require marriage and adoption.

The industrial base of a Vargr planet may run the range between nine and twelve, enough to maintain an interstellar presence, since Vargr retain a certain wanderlust, and the capability of repairing or building jump drive ensures that they can't be cut off from the rest of the galaxy. The industrial base itself might not necessarily be consistent across the board, different industries might only be capable to manufacturing products at differing tech levels.
 
Vargr: Daekvagulian Navy

Assuming that the central government issued Daekvagul with ten meson spinal mounts, six which must be emplaced in deep sites, and four of which may be mobilized, and as an incentive, the spinal mounts would be tech level fourteen, compared to the local tech level of thirteen.

Going by Sector Fleet, Daekvagul would have at most a battle squadron, plus one or two cruiser squadrons.

Daekvagul would build their battlewagons around the four meson spinal mounts, each would be captained by the Doge's most loyal and capable band commanders.

Daekvagul specializes in carrier warfare, so their other capital ships are fleet carriers, of which they maintain eight.

They have another twenty five destroyers that act as task group flagships, and a hundred frigates, since they believe that anything smaller when encountering other Vargr is asking for trouble, the same philosophy for their design of the hundred odd two hundred tonne scout/couriers.

This allows theem to patrol the fairly large area that they believe falls under their considerable sphere of influence, and deter their primary rival.

Unlike many other Vargr polities, Daekvagul maintain a considerable number of logistics ships.
 
Thread Tangent

This question is aimed at Traveller players who have given some serious thought to the subject. So, I'm looking for in-depth answers.

:CoW:

Have your Vargr characters ever considered the Solomani Hypothesis? If so, what was their reaction to it? What emotions came of the character? Are those reactions typical of Vargr when confronted by the Hypothesis or is there variation by individual, family, pack, nation, ethnic culture (e.g. Gvegh, Irilitok, Urzaeng etc.)?

Or were your characters too busy as Travellers to stop and think about it? I have two Vargr characters, one male and one female, that have given cursory to detailed self-examination on the topic.

From the Living and Editorial desk on Serue (Knoellighz 1221), this is the Pakkrat.
 
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I can't speak for the rest of the diaspora, but if they are aware of it, it shouldn't disturb them as it happened way in the past, beyond a vague paranoiac disquiet that someone may have a purpose for them, that might not be to their liking. They have more immediate concerns, and history taught tends to change practically each generation, whether by neglect or intent.

Unless you happen to be a part of a polity, religion or philosophical tradition where this is a central tenet, and you have to consider the implications, and the impact this has on the policies followed by your associations.
 
The Solomani Hypothesis (and, by the way, why is it still a hypothesis? Shouldn't it have graduated to theory by now?) is as well-known throughout the Extents as it is in Imperial space. I'm sure the Zhodani are fully aware of it by now too, for that matter.

In fact, the SH is probably less controversial in Vargr circles than it is amongst the various human species and subspecies of Charted Space. They've even built a religion around it -- The Church of the Chosen Ones -- that claims racial superiority based on this fact; think of it as the Canis sapiens version of the Solomani Movement.

In other words, regardless of how they feel about themselves as an uplifted species, they're entirely comfortable with the fact that their DNA is essentially Terran in origin. This probably solved a lot of biological questions that had been simmering in their heads since the first time they ran across a human.

For the record, they probably like dogs too, and think they make great pets.
 
Vargr: YIppe ki-yay, interbreeder!

Much that you'd want to use Vargr as substitutes for Orks, they aren't. Gretchin, maybe.

Anyway, I doubt that the Vargr have the same affinity and sympathy for slug throwers that the Orks have, and even if they liked the smell of cordite in the morning, and the vibratic feel that emanated from the gun, there less sturdy nature would find the recoil a tad perturbing. Also, apparently calibres have no standard template and rather localized, which means you have to bring along your own ammunition, just to be sure.

The greatest threat to a Vargr is another Vargr, so sonic guns should be popular for personal defense and gives another hue of meaning to rape whistle.

The obvious subcategory of weaponry that Vargr would use would be snub type smallarms, except again, you have a problem of no commonality across different jurisdictions.

If the Vargr pack you encounter has a predominance of slog throwers, one of them is likely a gunsmith and spends a lot of his time making bullets.

Even without a standard USB slot for recharging, the one category the Vargr would want for lack of recoil and ease of logistics, would be laser guns.

For the more enthusiastic Vargr, grenade launchers, RPGs, bazookas and disposable rocket/missile launchers should be very popular.
 
My Vargr character, Gevaudan Cannagrrh liked the fear factor of using a HEAP slug shotgun (5d6) with a mounted RAM Grenade Launcher. The various types of GL rounds offered different responses to threats added to area-effect damage. He did own a looted Vargr sonic rifle, a looted Sword Worlds svaerblaster (5d6) and later Zhodani mindsaber (4d6+PSI Effect) for very close encounters.

While it is agreeable that low recoil and zero ammo lasers would appeal to the Senior Scout (Courier) and Pilot-Astrogator, nothing gets an adversary's attention like pumping that shotgun or GL.

Since Gev was mostly buttoned up in his Hostile Environment VaccSuit TL14, gun report to his ears was not a problem.

Yes, a pack collectively has ammo issues. Individuals have more leeway. Expect a commander Vargr to sport a Charismatic and signature weapon that sets him as the Alpha of his or her unit.

"That's when Alpha-Captain Voegth drew his favorite weapon. Then we knew he intended to stay in the fight to the bitter end."

From the Situation Room at Serue (Knoellighz 1221), this is the Pakkrat for Net-7 News.
 
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