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).