Races in the Spinward
Marches
Aslan: The Aslan
are a race of intelligent beings with an established interstellar
empire spinward and rimward of the Imperium; in addition, large numbers
have
settled within the Imperium.
Aslan stand roughly Human-sized,
averaging six feet in height and weighing about 200 lbs. They are descended
from four-limbed, upright, bipedal carnivore/pouncer
stock originally adapted to a solitary arboreal existence.
The
earliest Terran explorers saw in them a vague
resemblance to the Terran
lion, and
they have been described (by Terrans) as lion-like or
feline ever since,
although
there is very little biological similarity. The derivation of the word
Aslan is
unknown. There are two sexes, male and female. Externally, the male is most
easily distinguished by his larger size and prominent mane. Females outnumber males by three to one. Aslan have a single
highly specialized dewclaw at the distal end of each thumb which folds back jackknife
fashion into a horny covering along the ventral surface of each thumb and palm.
A vast Aslan-dominated empire (the
Aslan Hierate) lies far to rimward, but Aslan themselves have
ranged well beyond its borders, with many settling within the Imperium and attaining full status as citizens. As
citizens, they subordinate
themselves
to Imperial authority, although they have remained culturally separated from Human
society. Aslan serve in the Imperial armed forces;
they achieve nobility; they pay taxes; they run businesses.
Aslan Society: An individual Aslan is usually a member of a family of 2 to
12
individuals under a patriarchal leader. Several families will combine into a
pride with
one family dominant. A number of prides form a clan, again with a
top pride.
Aside from military organizations and the ruling council (within the
Hierate),
the clan is the highest social-political organization among the Aslan.
A deep-seated territorial instinct causes the Aslan to have an inordinate
(from a
Human standpoint) concern with land. For male Aslan,
owning land is a
major goal
in life. An Aslan's stature is determined by the
amount ofland he (or
her
husband) controls, or by the amount of land owned by any higher lord the
Aslan may
be vassal to. The lowest classes of Aslan society are
landless, and
provide the
farmers, laborers, craftsmen, and factory workers. A holder of a
large
territory will often grant authority over it to vassals (usually sons,
brothers,
or male
relatives by marriage) who administer the land in his name.
The sexes
have very different roles in Aslan society. Males (in
all but the
lowest
classes) are concerned mostly with military operations, acquisition of
territory, and political affairs. Females are concerned with trade, industry,
and the
accumulation
of knowledge. Upper class males have little conception of money
and are
largely incapable of functioning in a technological society without aid,
so they are
thus seldom encountered without the supervision and/or assistance of a wife,
mother, or other female relative or employer.
For instance, a typical Aslan
mercenary unit will be organized by a wealthy
married
female, who will then assign its operation, for a share of the proceeds,
to an
unmarried female relative. The battle commander and most of the troops
will be
unmarried males (many of them also relatives) hired with the promise of
land grants
(and the opportunity to gain honor and reputation in combat); however, staff,
operations, supply, and intelligence officers will generally be female.
The extremely deadly nature of any combat between Aslan has led to a
rigid,
ritualized pattern of behavior designed to reduce conflict. Aslan
are very
polite, and
while most have learned to be patient with non-Aslan,
accidental
fights
still occur. Disputes between individuals are handled by the patriarchs;
disputes
between families are handled by the pride leader; disputes between
prides are
handled by the clan leader.
Note: about
10% of the Spinward Marches are Aslan,
so they are quite common.
[I don’t
have game effects, we’ll have to improvise]
Vargr: Intelligent major race derived from Ancient genetic
manipulations
of Terran
carnivore/chaser stock, which apparently dates from approximately.
the same time that Humaniti was scattered to the stars. Inhabiting a region rimward of the Imperium, the Vargr were a puzzle to xenologists.
The biochemistry and genetic makeup are almost identical with a number of
terrestrial animals, but they differ radically from most of the flora
and fauna indigenous to Lair, which
is the purported Vargr home world. Researches during the early years of the
Third Imperium concluded them to be the result of
genetic manipulation of transplanted Terran animals
of the family Canidae, almost certainly
of genus Canis. The obvious conclusion,
supported by archeological evidence, is that the race known as the Ancients was
responsible.
The
typical Vargr is about 5'2" in height and weighs
approximately 130Ibs. They are upright, bipedal carnivores, with rear limbs digitigrade and hands very similar in size and appearance
to those of a Human, although there are significant internal differences. They
have approximately the same physical parameters as Humans and are able to use
the same equipment without modification or additional instruction.
On the
average their reactions are slightly faster than those of the typical Human,
but individuals vary widely. The Vargr senses of
smell and sight are superior to those of Humans.
Government: There is no central Vargr government; indeed, there is no governmental type
that can be said to be "typically Vargr."
Every conceivable form of governmental organization can be found somewhere in
the Vargr Extents. The only cohesive force in the
Extents is a fierce racial pride which causes a slight tendency toward racial
cooperation.
The
higher the level of the Vargr government, the more
unstable it becomes because of the difficulty of obtaining consent of all Vargr involved.
Vargr in the Imperium: While only a few planets populated
completely by Vargr exist within the Imperium, there are millions of Vargr
citizens of loyal subject planets. Additionally, Vargr
adventurers, criminals, mercenaries and traders can be found throughout the coreward reaches of the Imperium.
Society:
The key elements
shaping Vargr societies are a very strong centrifugal
force resulting from an emphasis on consensus and informal lines of authority, and
an equally strong centripetal force resulting from a deeply ingrained family/clan/tribe/nation
loyalty. Centralized authority is extremely limited at the upper levels of Vargr society, and action is based on broad coalitional
concerns, with a constant splitting and rejoining of dissident factions.
Traditionally, this has made it very difficult for more centralized and organized
societies such as the Imperium to deal on a meaningful
basis with what passes for Vargr states.
The Vargr have little respect for formal authority, and what
respect they might have decreases as that authority becomes more remote. Vargr tend to respect informal authority figures more, and
they obey superiors who are better known to them. The Vargr
have an intensive racial pride, and they are easily insulted. They are prone to
enter into fights without regard to possible consequences. Vargr
social organization is difficult to characterize in Terran
terms, but it can be most closely compared to the Dakota Sioux of North America
in the 1800s, if the analogy is not pressed too far.
Even
among the most stable Vargr governments, a highly
charismatic leader can attract followers for almost anything. The neighbors of
the Vargr are constantly the subject of impromptu
raids and scattered piracy by bands of Vargr (totally
without government sanction, of course) who have been talked into a raid, a
battle, or a war by a charismatic leader.
Note: There
are plenty of Vargr around this region. They will not be more than 1% however.
Game
Effects:
Vargr
average 4” shorter than humans of the same ST, and weight proportionally
less. They hear a higher range than
humans do.
Vargr
Characteristics
ST -1
(-10); DX +1 (+10)
Vargr Advantages
Acute Taste/Smell +3 (6 points);
Acute Vision +1 (2 points); Alertness +1 (5 points); Enhanced Move I (doubles
Move, with the limitation that running fatigue starts applying after 5 seconds,
-30%) (7 points); Claws (+2 damage), 15 points; Fur, 4 points.
Vargr Disadvantages
Chummy (-5). The Vargr
retain a certain "pack mentality," and are happiest in groups ... not
necessarily just groups of Vargr, but any group they
have come to consider trustworthy
Curious (-5). Even more than Humans,
a Vargr will go out of his way to investigate new
things. This is one reason their race is so widespread.
Easy to Read (-10). Vargr society is far more open than that of Humans;
disguising their feelings is quite alien to them. The signs (posture, facial
expression, ruffled fur) are obvious even to Humans ...especially since Vargr are descended from earthly canines, and humans have
been reading their dogs' body language (and vice versa) for millennia.
Proud (-1). Vargr
are always concerned with their own status within their individual group, and
with their group's status in society. They are also quick to take offense at
racial slights.
Reduced Fatigue (-I fatigue) (-3).
Reputation -2 (flaky, easily swayed,
potentially even disloyal) (-10).
Special Effects
Reaction bonuses and penalties for Charisma
are doubled with Vargr. Success or failure at
important tasks will affect a Vargr’s self esteem
much more than they would a human’s, and Vargr’s
self-esteem is contagious, especially to other Vargr! This can justify Vargr
buying additional levels of charisma (or giving them up!) during play.
Zhodani
The Zhodani
are humans, but their bodies are a bit taller (about 4” taller for the same
weight) and they tend towards light brown skin colors (middle eastern or Mediterranean),
although this is a generality. Zhodani are the historic enemy of the Imperium,
although emigration is not unheard of.
Several border wars and constant “cold” wars have been the norm for
centuries.
Zhodani also have a higher percentage of psionic talents than the rest of humanity. This is still well under 5% of the population,
but when such talent presents, the individuals become a aprt
of the Elite in Zhodani society. That has lead to a rigid, stratified society,
where crime is nonexistent thanks to mind-reading enforcers. Imperial propaganda depicts this as a
big-brother society where every citizen is constantly monitored for appropriate
behavior, Zhodani PR will tell you of their clean,
safe cities and happy, productive citizens.
There are no special rules for the Zho’s, they are normal humans aside from the height note
above.
Darrians
Darrians are a normal human race that
preceded the Third Imperium’s exploration of the Spinward Marches area.
They have an older separate culture, and their own small star nation. They were visited by the Solomani
(people from Earth, that is) during the Second Imperium’s
time (several thousand years ago) and some genetic descendents are mixed in with
the Darrians.
They themselves are human looking, although their features tend to be
somewhat “elfin” and genetic Darrians tend to have
pointed ears (about 80%). Even those
without pointed ears will have elongated earlobes.
Culturally, the Darrians
highly value the pursuit of knowledge.
They also, however, know the dangers of that pursuit; about 2000 years
ago, the Darrian’s were devastated by a stellar event
of their own making that caused widespread destruction and set the entire society
back centuries in technological development.
This is a defining event in their history.
Society is open and accepting of
diversity, but tends to focus on monogamous family units. Children are expected to leave the home at 18
to find their way. The highest status
vocations are scientists and teachers, in fact, the government is a feudal
technocracy, where a council appointed based on their scientific achievements
rules the planets, along with a professional bureaucracy to execute the
policies. Once selected, the individuals
are part of the Darrian “nobility” for life, although
it is not hereditary.
Sword Worlders
This is not a separate race; the
Sword Worlds were settled by people from Earth.
They are part of a loose confederacy in the region, however. These people are very varied, but can be said
to be independent minded, strong willed, and determined. They are the small scrappy neighbor of the
huge, impersonal Imperium that in fact won a war once
against the Impies (then lost two more).
Hivers
Hivers are a truly “weird” race; six
limbs, low to the ground, looking a bit like a six legged lizard with no
head. They are rare in this area (their
own homeworld is far away) but not unheard of. They are master manipulators at the societal
level, and any Hiver is considered to be a combination spy/emissary of the race
as a whole. They require a translator
that uses a vid screen to show such subtleties as
posture and body language.
Others
There are a couple of other
documented aliens, and we can improvise other races (provided they are limited
to a single world or small area of the Imperium).